You cause air solidify into a small blade to glide with a small push of wind behind it at a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 slash damage, and it has disadvantage on the next weapon attack roll it makes before the end of its turn.
At Higher LevelsThe spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You choose any nonmagical writing you can see within range and it is magically copied onto blank paper you are holding. This spell copies 250 words per minute and creates a perfect duplicate of the original. It does not translate the text or make it clearer.
Illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied.
You must provide blank paper in some form for the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text.
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause blue electricity to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.
At Higher Levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, 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 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You bellow out a magical challenge that your opponent finds difficult to ignore. When casting this spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from you, or makes an attack that suffers disadvantage from this spell, it immediately takes 1d8 psychic damage.
This spell's damage increases when you reach higher levels. At 5th level, the melee extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you, or attacking you with disadvantage, increases to 2d8.
At Higher Levels: Both damage rolls increase by 1d8 at 11th level and 17th level.
You choose nonmagical lightning or electricity that you can see within range and that fits within a 5-foot area. You affect it in one of the following ways:
• You instantaneously expand the lightning or electricity 5 feet in one direction, provided that electrical grounding is present in the new location.
• You instantaneously discharge the lightning into the grounded item.
• You can double or halve the area of bright light and dim light cast by the lightning, change its color, or both . The change lasts for 1 hour.
• You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear shaped from the lightning. The shape lasts for as long as you concentrate.
You choose nonmagical water that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• Over 1 minute you expand the pool of water by 5 feet.
• You can double or halve the area of water and change it's shape, its color, or both . The change lasts for 1 hour.
• You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear shaped from the water. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
You choose nonmagical air or wind that you can't see but it is within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You push the Wind 5 feet in one direction, provided that a breeze is present in the new location.
• You can instantaneously extinguish the winds within the cube.
• You double or halve the air in the area by the wind, change its movement, and direction or both. The change lasts for 5 minutes.
• You cause simple shapes - such as the hardened shape of air blades, hear what the winds bring to your ears to hear what is happening around you and in your location.
If you cast this spell multiple times, you can have up to three different wind and air effects created by it active at a time, and you can dismiss such an effect as an action.
From thought you create matter, equipping yourself with a simple implement you need. You summon one piece of adventuring gear worth 2 gp or less which you can hold in one hand, and which must weigh less than 10 pounds.
If the item is more than 10 feet away from you at the end of your turn, the spell ends. This object may simulate the effects of a tool which requires proficiency, but it can only be used to make one ability check, for a task that takes 1 round or less, after which time the spell ends. Anyone who holds the item or examines it closely can tell it is not real.
When the spell ends, the item disappears
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-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Whispering to the spirits of nature, you create one of the following effects within range.
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
As part of the action used to cast this spell, you must make an unarmed strike or weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects, and if the target is concentrating on a spell when this attack hits, the attack deals an extra 1d6 thunder damage, which creates a loud noise that can be heard up to 100 feet away. In addition, until the start of your next turn, the next time the target you hit with this cantrip makes a Constitution saving throw to maintain concentration (such as against damage from this spell), it does so with disadvantage.
This spell's damage increases when you reach higher levels.
At Higher Levels: At 5th level, the melee attack deals an extra 1d6 thunder damage to the target, and the damage the target suffers if it is concentrating on a spell increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
You shoot a jolt of lightning at a creature you can see within range. Make a ranged spell attack against the target. On hit, the target takes 1d8 primary lightning damage and an arc of lightning jumps from the target to another creature within 15 feet, using the same attack roll, dealing 1d4 secondary lightning damage on hit.
At Higher Levels: This spell’s damage increases by 1d8 primary and 1d4 secondary damage when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).
You conjure a minor spirit in the form of an elemental hawk, which makes a swooping attack against your foe and then circles above it for a moment to attack again if your foe's defenses falter. While casting this spell, you must decide on the element type (air/wind, earth, fire, lightning, thunder, and water) of the minor spirit you want to inhabit the hawk form.
Make a ranged spell attack against a creature within range. If the attack hits, the creature takes 1d8 elemental damage (air/wind, earth, fire, lightning, thunder, and water) and has the elemental hawk looming above until the start of your next turn. If the target provokes an opportunity attack before then (whether such an attack is actually made or not), it immediately takes 1d8 elemental damage (air/wind, earth, fire, lightning, thunder, and water) and the spell ends.
At Higher Levels:At 5th level, the ranged spell attack deals an extra 1d8 elemental damage to the target, and the damage the target takes for provoking an opportunity attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes 1d10 bludgeoning damage, and is knocked 5 feet directly away from you.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels: This spell's damage 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 feet 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 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
You shape water you can see within range, causing it to move at to your command. Select one of the following effects:
• You can move or direct the flow of a 5-foot cube of water in a direction of your choice, but the water will revert back to its natural flow at the start of your next turn unless you concentrate on keeping it in place.
• You can mold the water into small shapes or simple animations. This change lasts for 1 minute.
• You can change the color or opacity of a 5-foot cube of water. This change lasts for 1 hour.
• You can freeze up to a 5-foot cube of unoccupied water or thaw up to a 5-foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to completely melt or freeze unless in extreme conditions).
You create a small gust within range, causing the air to surge and swirl to your command. Select one of the following effects:
• The next ranged weapon attack against a creature of your choice within range has disadvantage.
• One Large or smaller creature of your choice within range must succeed on a Strength saving throw or be pushed 5 feet or knocked prone (your choice).
• You can increase the next jump made by a creature of your choice within range by 5 feet.
• You manipulate the wind in a minor way, such as pushing a light object up to 10 feet, rustling plants, slamming a door, or similar effects. These aren’t powerful enough to move creatures or deal damage.
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 foot in any dimension, you mend it, leaving no trace of the former damage.
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 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it
is, the illusion becomes faint to the creature.
This effect lasts until you cast the spell again, the object is destroyed, or 24 hours pass. This does not affect the item's interactions with the world (for example, a preserved weapon would not swing any slower).
At Higher Levels: When you reach 5th level, the spell slows time to 1/3 its usual pace. When you reach 11th level, to 1/4 its usual pace. When you reach 11th level, to 1/5 its usual pace
A high pressure stream of blue water streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 water damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At Higher Levels: This spell's damage 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 saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You hurl a spark of lightning/electricity at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. A conductive object hit by this spell shocks the target if it is being worn or carried.
At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
You emit a powerful battle cry that hammers your enemy, distracting it from a nearby ally. Choose a creature within range that is adjacent to one of your allies. That target must make a Wisdom saving throw. If the target fails the saving throw, it takes 1d6 thunder damage and you can choose one ally that is within 5 feet of the target. That ally can use its reaction to move up to 10 feet without provoking an opportunity attack from the target, and the spell ends.
At Higher Levels: This spell's damage increases when you reach higher levels, dealing 2d6 thunder damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 + your spellcasting ability modifier piercing damage.
At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You wrap a weapon or piece of ammunition in swirling wind. Make a ranged spell attack against a target within range, using the spell’s material component. This attack ignores cover. On a hit, it deals 1d10 damage of the weapon’s damage type.
At Higher Levels: This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
You gain the ability to walk on air. You gain a flying speed equal to your walking speed until the end of your next turn, at which point the spell ends, and if you are still aloft, you fall unless you can stop the fall.
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.
You manipulate some of the incoming elemental energy, harnessing its power in your hand. The damage you take from the triggering attack or effect is cut in half. You can then hurl the energy back at the creature that damaged you if it is within 60 feet of you. The creature must make a Dexterity saving throw, taking 1d8 damage of the triggering type 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 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You twist illusions around a melee weapon you are holding. When you cast the spell, and as a bonus action on your subsequent turns for the duration, you can feint with the illusory blades, distracting a creature within 5 feet of you and giving you advantage on the next weapon attack against it before the end of the turn. The spell ends early if you let go of the weapon.
As an action, a creature that can see you can make an Intelligence (Investigation) check against your spell save DC. On a success, it becomes immune to the spell's effects.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher 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 damage increases by 1d8, for each slot level above 1st.
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
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. 1 Acid. 2 Cold. 3 Fire. 4 Force. 5 Lightning. 6 Poison. 7 Psychic. 8 Thunder.
If 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.
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.
A creature you touch is cleansed of all dirt and grime. The target regains 1 hit point, and for 1 hour the symptoms of any disease afflicting the target are suppressed. In addition, the target has advantage on any Charisma (Deception or Persuasion) checks against non-hostile humanoids made in the next 10 minutes.
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
A wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back. If there is a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 30 foot cone.
At Higher Levels: When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
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.
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.
You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d12 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn.
The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.
You release the magical energy from one of the elements in an explosive burst. You choose a point within range that contains one of the following five elements of your choice: air, earth (which includes soil, metal, or stone), fire, water, or wood. That material releases its elemental energy. Each creature within a 15-foot cone emanating from that point must make a saving throw. The victim takes 2d6 damage on a failed save, or half as much damage on a successful one.
The type of saving throw required and damage inflicted depend on the element, as determined by this:
Element Type / Saving Throw / Damage Type
Air / Dexterity / Lightning
Earth / Strength / Acid
Fire / Dexterity / Fire
Water / Constitution / Cold
Wood / Constitution / Poison
In addition to taking damage, each creature that fails its saving throw suffers an additional effect, depending on the element type. These effects are detailed below, along with descriptions of each element’s exact effect:
Air: There is a sudden flash of light and peal of thunder as a gust of wind whips up out of nowhere, heavy with static electricity that shocks those nearby. Creatures that fail their save are knocked prone. Objects that aren’t being worn or carried become electrified, inflicting 1d6 lightning damage on the next person who touches them within the next minute.
Earth: Clumps of metal and rock spray out, oozing a corrosive substance. Creatures who fail their save are pushed back 10 feet away from the point at the center of the effect, as are objects weighing less than 100 lbs. that aren’t being worn or carried.
Fire: The fire shoots out glowing sparks. It ignites flammable objects in the area that aren't being worn or carried, and creatures who fail their save take an additional 1d6 damage at the beginning of their next turn.
Water: Icy water pushes out in a freezing wave that crashes into those nearby. Creatures who fail their save reduce their speed by half until the end of their next turn, and objects weighing less than 100 pounds that aren’t being worn or carried are pushed back 15 feet away from the point at the center of the effect.
Wood: The element throws off sharp slivers of the same material as itself, infused with a poisonous sap. Creatures who fail their save cannot take reactions until the end of their next turn. Against objects, this effect inflicts piercing damage instead of poison.
The explosive noise of this spell can be heard up to 100 feet away. The spell does not noticeably affect the structure of any object that is the source of the elemental effect, unless it is an object that is not being worn or carried. If that is the case, the object suffers the same 2d6 damage as a creature that failed its saving throw.
At Higher Levels: When you cast this spell using a 2nd level or higher spell slot, the damage increases by 1d6 for each slot level above 1st.
You form an orb of power, molding it into an element of your choice. Select one damage type from acid, cold, fire, lightning, or poison. Make a ranged spell attack against a target you can see within range. On hit, the target takes 3d8 damage of the selected damage type.
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.
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.
You release an explosive blast of energy to deflect an attack. Roll 2d6 and reduce the attack's damage by the result. If the attack's damage was reduced to 0, and it was a melee attack, the attacker takes the remainder of your dice roll as thunder damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the dice rolled increase by 1d6 for each slot level above 2nd.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of wind shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 wind damage on a failed save, or half as much damage on a successful one.
The wind blows over any objects in the area that aren't tied down causing 1d6 bludgening damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
You gain the service of a familiar, a spirit that takes an animal form you choose - bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During
this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
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.
A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 bludgeoning damage, and if it is Large or smaller, it is knocked 10 feet away from you.
At Higher Levels: When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.
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 create a shard of lightning and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 lightning damage.
At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher, the lightning damage increases by 1d6 for each slot level above 1st.
Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing 1d12 lightning damage to that creature.
At Higher Levels: When you cast this spell using a 2nd- or 3rd-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a 4th- or 5th-level spell slot, the damage increases to 3d12 and the range increases to 60 feet. When you cast it using a spell slot of 6th level or higher, the damage increases to 4d12 and the range increases to 120 feet.
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 willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
A vivid rainbow of prismatic lights springs out from your hand. Each creature in a 15-foot cone must make a Constitution saving throw. On a failure, a creature is blinded until the start of your next turn. On a success, a creature is not blinded but is disoriented by the brilliant flash and cannot make attacks of opportunity until the start of your next turn.
Creatures that are already blinded or cannot see you aren’t Effected as they do not see the burst.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the size of the cone expands by 5 additional feet.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell
ends when no creature is restrained by it.
You summon a magical quill that writes down anything you say. The quill can write on any surface. The quill will not scribe magic spells, but any command words you would use to activate some kind of magical effect can be recorded. The quill continues writing and does not run out of ink for the duration.
Spectral draconic claws strike out from your body, slashing at your foes and shoving them backward. Each creature in a 15-foot cone emanating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d10 slashing damage and is pushed 5 feet away from you. On a successful save, the creature takes half damage and isn't pushed.
Creatures that only have hit points equal to half their hit point maximum or fewer have disadvantage on the saving throw, and are pushed back 15 feet on a failed saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d10 for each slot level above 1st.
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
You infuse a creature's armor with pulsing energy, increasing its protection and knocking a single foe away with an intense reverberation. Choose a friendly creature within range that is wearing armor. The subject gains a +2 bonus to AC until the end of its next turn. You can also choose a hostile creature within 5 feet of the ally. That hostile creature must make a Strength saving throw. On a failed save, it takes 2d8 thunder damage and is pushed 10 feet away from your ally. On a successful save, the target takes half damage and is not pushed.
You cannot cast this spell on yourself.
At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the thunder damage increases by 1d8 for each slot level above 1st
You charge your hand (or similar appendage) with thunderous power. Make a melee spell attack against a creature within 5 feet. On a hit, the target takes 3d8 thunder damage and is knocked 10 feet back. A mighty boom rings out, which is audible from up to 300 feet away.
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.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You slow your personal perception of time, giving you a moment to think. As part of the bonus action used to cast the spell, you can make a Wisdom or Intelligence ability check that would normally require an action (such as the Search action). If that action would be at disadvantage due to time or pressure, you do not have disadvantage on the check.
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
When you cast this spell, a small vortex of swirling air forms beneath your feet, lifting you upward. You can rise a number of feet equal to 20 × your spellcasting ability modifier. You can also move a number of feet horizontally during any part of the movement equal to 5 × your spellcasting ability modifier. At the end of the turn in which you cast this spell, you float gently to the ground if you are still aloft.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can rise an additional 20 feet, and move horizontally by another 5 feet, for each slot level above 1st.
You create a violent burst of wind, attempting to toss a Large or smaller creature into the air. The target must make a Strength saving throw, which it can choose to fail. On a failure, it is knocked 20 feet straight up into the air. If the target cannot hold onto anything or fly, it immediately falls, taking normal falling damage (2d6 bludgeoning damage) and falling prone.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target is knocked 10 additional feet higher for each slot level above 1st.
When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit with a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area.
You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell.
You conjure a ball of water and hurl it at a target. Make a ranged spell attack. On a hit, the target takes 3d6 bludgeoning damage, and if it is Large or smaller, must succeed on a Strength saving throw or be knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Until the start of your next turn, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
If you are under the effect of haste, you gain no benefit from this spell.
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 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
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.
Until the spell ends, you gain the ability to move up, down, and across any horizontal, sloping, or vertical surface capable of bearing at least half your weight. You leave your hands free while doing so, even when moving across surfaces where balancing is practically impossible. For the duration, you also gain a climbing speed equal to your walking speed, proficiency in the Acrobatics skill, and advantage on all Dexterity checks relating to balance.
You become a burst of elemental water. Until the start of your next turn, you gain the following benefits.
• You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can move through the space of other creatures and ignore difficult terrain. The first time you move through a Large or smaller creature on a turn, it must succeed on a Strength saving throw or be knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it lasts for 1 additional round for each level above 2nd.
You become a burst of elemental wind. Until the start of the next turn, you gain the following benefits.
• You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You gain a flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall if you are in the air when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it lasts for 1 additional round for each level above 2nd.
You cause howling winds to surround a creature within range. The creature must make a successful Dexterity saving throw, or suffer the spell’s effects. If the creature fails the saving throw, its speed drops to 0 for the duration of the spell. A flying creature affected by this spell is held in mid-air. A bound creature can attempt a new Dexterity saving throw at the end of each of its turns. On a successful save, the spell ends.
In addition, the howling winds that surround the creature block all sound from passing through the barrier. Until the spell ends, the creature is deafened, and it must make a Constitution saving throw at the beginning of each of its turns. If it fails, it cannot cast spells with verbal or somatic components until the start of its next turn.
Furthermore, ranged attacks made by the affected creature are made at disadvantage.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You choose one friendly creature within range as the spell’s target. Until the end of the creature's next turn, any melee attack it makes with an unarmed strike or a natural weapon (such as a claw, bite, or tail) carries the force of the wind, giving that attack a reach of 20 feet.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls 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.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose 1 of the following 2 effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
You touch a willing creature that has a mouth and can breathe, imbuing it with the power to expel elemental energy. When you cast the spell, select one of the following damage types: acid, cold, fire, lightning, or poison. Until the spell ends, the target can use its action to exhale a powerful elemental gust in a 15-foot cone. Each creature in that cone must make a Dexterity saving throw. On a failure, a creature takes 3d6 damage of the selected type. On a success, it takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each level above 2nd.
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
A spark, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular spark, but it creates no shock and doesn't use conduction. A continual spark can be covered or hidden but not smothered or quenched.
You create three arcs of lightning striking targets in range. You can direct them at one target or several. Make a ranged spell attack for each arc. On a hit, a target takes 1d12 lightning damage. If three or more arcs hit a single target, it must make a Constitution saving throw or become shocked, stunning it until the start of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.
You make a series of three slashes, each one magically releasing a razor-sharp blast of wind at a target within range. You can launch them at one target or several.
Make a weapon attack with the weapon used in the casting of this spell for each slash. On hit, the target takes slashing damage equal to 1d6 + the ability modifier used for the attack.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create one additional slash for each slot level above 2nd.
You summon a surging mass of water into existence at a point on the ground or in water within range. The mass of water remains cohesive and fills a 5-foot radius, though it is only 3 feet deep. The area is difficult terrain for any creature without a swimming speed.
As a bonus action for the duration, you can move the wave up to 30 feet along the surface in any direction. If it enters a creature's space, that creature must make a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. A creature automatically fails this saving throw if it is already prone. The wave can only slam into one creature on a turn.
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 touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You channel elemental power to form draconic wings, selecting one of the following damage types: acid, cold, fire, lightning, or poison. Each creature within 10 feet of you must make a Dexterity saving throw as the wings manifest, taking 2d8 damage of that chosen type on a failure, or half as much on a success. You gain a flying speed of 30 feet until the end of your turn, after which the wings fade away.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the flying speed increases by 10 feet for each slot level above 2nd.
A small cyclone whips up at a point you can see on the ground within range. The cyclone is a 5-foot-radius, 30-foot-high cylinder centered on that point.
Any creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage isn’t pushed.
As a bonus action, you can move the dust cyclone up 30 feet in any direction. The first time you pass the dust cyclone’s radius through a creature, that creature must make the saving throw against the dust cyclone’s damage and are pushed out its way on failure. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures an unaffected by it passing through them.
If the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
When you cast this spell, a blade of elemental energy appears in the hand of a willing creature you touch. You choose one of the following damage types when you cast this spell: acid, cold, fire, lightning, or poison. The elemental blade is the size and shape of a normal shortsword, but is virtually weightless. If the wielder lets go of the blade, it disappears, but until the spell ends, you can evoke it for the creature again as a bonus action.
The wielder can use its action to create one of two effects:
• The wielder can make a melee attack with the blade, rolling the attack as if it were attacking with a regular shortsword. On a hit the target takes 5d4 damage of the type chosen when this spell was first cast. Since the blade is immaterial, the wielder’s Strength or Dexterity modifiers do not apply to the damage, nor does any extra damage from special abilities the wielder may possess (such as sneak attack).
• The wielder can unleash energy on a single target within 30 feet. The wielder’s chosen target makes a Dexterity saving throw against your spellcasting DC. The target takes 4d4 damage of the type chosen when this spell was cast if it fails, or half as much damage on a success.
The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A creature who takes damage from this spell suffers an additional effect depending on the type of damage inflicted, as follows:
• Acid. The creature cannot take reactions until the beginning of the wielder’s next turn.
• Cold. The creature’s speed is reduced by half until the end of its next turn.
• Fire. The creature must choose to either fall prone to extinguish flames on its body or take 1d4 extra fire damage. Creatures wearing metal armor are immune to this effect.
• Lightning. The creature takes an extra 1d4 lightning damage if it is wearing metal armor.
• Poison. The creature is poisoned until the end of its next turn.
At Higher Levels: When you cast this spell using a 3rd level or higher spell slot, the damage increases by ld4 for each slot level above 2nd.
You gather elemental power in your lungs, selecting one damage type out of acid, cold, fire, lightning, or poison, and then exhale it in a mighty gust of energy. Each creature in a 20-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 3d8 damage of the chosen type, or half as much damage on a successful save.
If you cannot breathe, have no mouth, or your mouth is currently covered, the spell fails.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each level above 2nd
When casting this spell, you touch a shield and transform it into an elemental energy type of your choice (cold, fire, lightning, or acid). You can safely wield the shield, and you also gain resistance to damage from the shield's type for the spell's duration.
In addition, you can use a bonus action on each of your turns to make a spell attack to bash a target within 5 feet with the shield. On a hit, the target takes an amount of damage of the shield's type equal to 2d6 + your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the amount of elemental energy damage increases by 1d6 for every two slot levels above 2nd.
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.
You conjure dense, white fog that fills a 30-foot sphere centered on a point you choose within range. The fog is thick and clings to anyone in its area of effect, causing the speed of any creature that is within the fog's area, enters it, or starts its turn there, to be reduced by half until the start of its next turn.
The fog obscures all vision, even darkvision. Any creature within the fog is heavily obscured to creatures more than 5 feet away, and lightly obscured to creatures within 5 feet.
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 Constitution saving throw. 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 - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. 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 damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. 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 damage (this can't reduce the damage below 1).
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.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
You condense wind into a razor sharp blast that shreds a 30-foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save or half as much on a success.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create an additional line of effect. A creature in the area of more than one slash is affected only once.
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, 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 Constitution saving throw 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 feet 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 charge a creature you touch with sparking electricity, causing it no damage but making its touch dangerous for others. Every time the target hits another creature with a melee attack or a spell with a range of touch, is hit with a melee attack by another creature, or ends its turn while grappling or being grappled by another creature, the other creature takes 1d6 lightning damage.
Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell can discharge 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.
You touch one closable, inanimate item and designate a password. If someone opens the item without saying the password, the item explodes in a ball of lightning. Each creature within 10 feet must a Dexterity saving throw. A target takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The item itself takes no damage from this spell.
At Higher Levels: When you cast this spell using a 3rd level or higher spell slot, the damage increases by 1d6, or you may extend the area of effect by 5 feet, for each slot level above 2nd
When you cast this spell, you touch a creature and grant it an affinity for water and liquids. For the duration of the spell, the creature has resistance to damage from creatures or objects made of any kind of liquid (including nympths, water traps, drowning, or elemental water), and from water-based spells and magical effects. This includes ball of water, water damage from impacts by any kind water attacks by water-based creatures (such as water golems, storm sprites and water elementals). acid damage and poison damage from plants, objects or creatures are not considered water-based for purposes of this spell, which grants no resistance to such damage.
Until the spell ends, you gain advantage on Wisdom (Perception) checks related to hearing, and gain proficiency in the Perception skill. In addition, being invisible doesn’t give a creature advantage on attack rolls against you unless that creature is over 30 feet away.
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.
Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
When you cast this spell, you touch a creature and grant it an affinity for lightning and electricity. For the duration of the spell, the creature has resistance to damage from creatures or objects made of any kind of lightning (including shocks, sparks, electrocution, and conduction, or elemental lightning), and from lightning-based spells and magical effects. This includes ball lightning, shock damage from impacts by any kind lightening attacks by lightning-based creatures (such as electrical golems, storm sprites and lightning elementals). bludgen damage and slash damage from lightning bolts exploding objects or creatures are not considered lightning-based for purposes of this spell, which grants no resistance to such damage.
A ray of rainbow colored light streaks from your hand. Make a ranged spell attack. On a hit, the target takes damage equal to 2d12 + your spellcasting ability modifier, and it is stunned until the end of its next turn. A successful Constitution saving throw negates the stunning effect.
The type of damage dealt is rolled randomly from the following table:
1d8 / Color / Damage Type
1 / Red / Fire
2 / Orange / Acid
3 / Yellow / Lightning
4 / Green / Poison
5 / Blue / Cold
6 / Indigo / Thunder
7 / Violet / Force
8 / Multihued / Roll twice, ignoring this result
If the result indicates the beam is multihued, then the target takes 2d12 points of damage for each damage type.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the amount of damage of the type rolled increases by 1d12 for every two slot levels above 2nd.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
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.
You create a tiny orb of arcane energy hovering within range, which slowly moves towards a target creature within 120 feet. At the end of each of your turns for the duration, the orb moves 30 feet directly toward its target. If it reaches the target, it detonates, dealing 6d4 force damage and ending the spell. If it doesn't reach the target, it intensifies, increasing its damage by 2d4 (up to a maximum of 10d4 force damage). If the spell ends before the orb can reach its target, it fades harmlessly away.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.
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 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.
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You mark a spelltrap on yourself, creating a small glowing mark on your skin. The next time you make a saving throw against a spell of 1st level or lower, the spell is harmlessly absorbed and none of its effects take place.
On your next turn afterward, you can cast the spell absorbed by the spelltrap without expending a spell slot. If you do not cast it within that turn, the spell trap fades and the trapped spell is lost.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the highest level of spell it can absorb increases by 1 for each slot level above 2nd.
You evoke a sonic blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the sonic blade. On a hit, the target takes 3d6 thunder damage and becomes deaf for 3 turns.
The sonic blade sheds piercing noise in a 10-foot radius and dimmer noise for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
You create a howling blast of wind, attempting to pull a huge or smaller creature that you can see within range toward you. The target must succeed a Strength saving throw or be yanked off its feet and pulled to you, landing within 5 feet of you and falling prone. Flying creatures make this save at disadvantage.
At Higher Levels: When you cast this spell using a spell lot of 3rd level or higher, the range of the spell increases by 10 feet.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
A 5 foot diameter sphere of water appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw on the slick surface though falling down all the same. The creature takes 2d6 bludgen/fall damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against drowning from inside the sphere and takes 1d6 water damage on a failed save, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 2 feet tall and jump it across pits up to 5 feet wide. The sphere soaks all objects not being worn or carried, and it sheds a slick of water in a 10-foot radius
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You infuse the weapon used in the spell’s casting with tempestuous power. For the duration, when you make an attack on your turn with the weapon, it gains a reach of 30 feet, releasing slashes of razor sharp wind against your foes. When hitting targets beyond its normal reach, it deals slashing damage.
Additionally, the weapon's attacks deal an additional 1d4 damage, and if there is another creature within 5 feet of the target, it is struck by the slashing wind. Apply the same attack roll to the second creature, dealing half as much damage as the initial attack on a hit.
You cast your senses out into the wind. Until the start of your next turn, you gain blindsight within 60 feet and have advantage on Wisdom (Perception) checks. Additionally, when you make ranged weapon attacks, you do not require line of sight as long as the target is within your blindsight, and the target does not benefit from cover.
When you cast this spell, you touch a creature and grant it an affinity for air and wind. For the duration of the spell, the creature has resistance to damage from creatures or objects made of any kind of air (including air masses, dry air, moist air, hot air, cold air, and compressed air, or elemental air), and from air and wind-based spells and magical effects. This includes condensed air blades, slashing damage from impacts by any kind air or wind, attacks by air-based creatures (such as cloud golems, wind sprites and air or wind elementals). Lightning damage and damage from electrical conduction through objects or creatures are not considered air-based for purposes of this spell, which grants no resistance to such damage.
With a flash of light, you bring instant vengeance to the attacking enemy. As part of the reaction used to cast this spell, you choose to do either one or both of the following:
• Teleport to an unoccupied space, as long as that space is not farther away than you are now from the creature that made the triggering attack.
• Make one melee weapon attack against the attacker if it is within reach. You can use your spellcasting ability instead of Strength for the attack and damage rolls of this attack if you choose. If that attack hits, it deals an extra 1d4 elemental damage.
The type of damage dealt is rolled randomly from the following table:
1d8 / Color / Damage Type
1 / Red / Fire
2 / Orange / Acid
3 / Yellow / Lightning
4 / Green / Poison
5 / Blue / Cold
6 / Indigo / Thunder
7 / Violet / Force
8 / Multihued / Roll twice, ignoring this result
If the result indicates the elemental attack is multihued, then the target takes 1d4 points of damage for each damage type.
If you are unable to do either one, the spell ends. Otherwise, after the triggering attack is resolved, the creature who made that attack has disadvantage on attack rolls against creatures besides you until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the elemental damage increases by 1d4 for each slot level above 3rd.
Your magic ensnares the enemy, compelling it to attack you instead of your ally. The creature that made the triggering attack must roll a Charisma saving throw before that attack is resolved. If it fails, you teleport it to an unoccupied space within 5 feet of you. It then makes the triggering attack against you instead, comparing the same attack roll to your Armor Class to determine whether it hits or misses you.
Whether the saving throw succeeds or fails, after the triggering attack is resolved, the attacking creature takes 1d4 elemental damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn.
The type of damage dealt is rolled randomly from the following table:
1d8 / Color / Damage Type
1 / Red / Fire
2 / Orange / Acid
3 / Yellow / Lightning
4 / Green / Poison
5 / Blue / Cold
6 / Indigo / Thunder
7 / Violet / Force
8 / Multihued / Roll twice, ignoring this result
If the result indicates the beam is multihued, then the target takes 2d4 points of damage for each damage type.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the elemental damage increases by 1d4 for each slot level above 3rd.
You protect your ally with a gleaming barrier of invisible force. Until the end of the turn, the target of the triggering attack gains resistance to bludgeoning, piercing, and slashing damage, as well as a +5 bonus to AC, including against the triggering attack.
After the triggering attack is resolved (whether it hits or misses), the creature that made the attack takes 1d4 elemental damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn.
The type of damage dealt is rolled randomly from the following table:
1d8 / Color / Damage Type
1 / Red / Fire
2 / Orange / Acid
3 / Yellow / Lightning
4 / Green / Poison
5 / Blue / Cold
6 / Indigo / Thunder
7 / Violet / Force
8 / Multihued / Roll twice, ignoring this result
If the result indicates the beam is multihued, then the target takes 2d4 points of damage for each damage type.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the elemental damage increases by 1d4 for each slot level above 3rd
A large spear-like shard of solid air appears in the air next to you. Choose a target within range, and make a ranged spell attack. If the attack hits, the target takes 3d6 piercing damage, and 3d6 wind damage. In addition, the target must make a Constitution saving throw, or be stunned until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the amount of wind and piercing damage both increase by 1d6 for each slot level above 3rd.
A 6 inch ball of lightning streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of lightning and thunder. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 6d6 lightning damage and 2d6 thunder damage (deafness remains for 1d6 turns) on a failed save, or half as much damage on a successful one.
The lightning bounces around corners. It conducts into any metallic objects in the area that are being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d6 for each slot level above 3rd.
You fill the air in a 10-foot radius around you with spinning blades until the start of your next turn. When the creature enters the area for the first time on a turn or starts its turn there, it takes 4d4 slashing damage. Until the spell ends, you have half cover against all ranged attacks.
At Higher Levels: When you cast this spell using a spell slot of 4th level higher, the damage increases by 1d4 for each level above 3rd.
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.
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 damage 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 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 benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
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 benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your
fist.
A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
You control the ambient temperature. You can raise or lower the temperature by 10 degrees every round for the duration of the spell.
At your command, clouds gather and there is a downpour of heavy rain. Everything within a 100-foot tall, 100-foot wide cylinder centered on you is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks to perceive things within the area, which becomes difficult terrain. All open flames within the area are extinguished.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
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.
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
When you cast this spell, choose a chromatic dragon type. Your skin hardens and becomes scaly and hued with the color of the dragon you selected. For the duration, you gain a +2 bonus to your AC, and resistance according to the dragon type you chose— acid for black, poison for green, cold for white, lightning for blue, and fire for red.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus to your AC increases by 1 for each slot level above 3rd.
A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn’t stunned.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
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.
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.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
You create a windstorm within a small cloth bag, and then you unleash it to move yourself and your allies. Choose any number of creatures within range. You and each chosen creature may immediately use a reaction to take the Dash action.
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 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. 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.
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed.
For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one
Spell Glyph: You 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 damage 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.
When you cast this spell, a pealing thunderclap resonates from a point you choose within range. The thunderous boom is audible for 500 feet, and each creature within 20 feet of the chosen point must roll three different saving throws.
First, an affected creature must make a Wisdom saving throw or be stunned until the end of its next turn. Second, a creature must make a Constitution saving throw or be deafened for 1 minute. Finally, a creature must make a Dexterity saving throw, or fall prone.
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.
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.
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
You touch a piece of ammunition or a weapon with the thrown property, imbuing it with crackling lightning for the duration.
The first time you attack with the empowered item, it transforms into a bolt of lightning, blasting out from you in a line 100 feet long and 5 feet wide. Make one weapon attack, applying the result against every creature in the line. This attack deals 4d8 lightning damage on a hit, and half as much damage on a miss. This damage roll doesn't add any modifiers or bonuses associated with weapon attacks. The lightning ignites flammable objects in the area that aren’t being worn or carried.
Once an attack has been made with the piece of ammunition or weapon, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd, up to a maximum of 6d8 at 5th level.
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.
You create six 1 inch balls of lightning in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the ball lightning, sending them streaking toward a point or points you choose within 120 feet of you. Once a ball lightning reaches its destination or impacts against a solid surface, the ball lightning explodes. Each creature within 5 feet of the point where the ball lightning explodes must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
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.
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
You summon a gentle wind spirit whose influence grants serenity and good fortune to your allies. Choose a 15-foot cube within range. The next three saving throws rolled by your allies within that area before the spell ends are made with advantage. Once the third saving throw is rolled with advantage, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of saving throws made at advantage are increased by 1 for every 2 slot levels above 3rd.
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
A visible field of static energy crackles to life in a 20-foot radius around a point you can see within range. If a creature takes an action, reaction, or moves at least 5 feet within the field, it takes 1d12 lightning damage. A creature can take damage from each trigger once per turn (taking an action, a reaction, or moving)
When casting this spell, you point in a direction and emit a 60-foot cone shaped whirling vortex. As an action on each of your turns, you can change the direction of the cone up, down, or sideways by 10 feet.
The vortex whirls around any creature caught in its area, blasting it with fist-sized balls of force, and jolting it with small lightning strikes. The creature takes 5d4 bludgeoning damage from the wind buffets, and 2d4 lightning damage. A successful Dexterity saving throw halves the bludgeoning damage, but not the lightning damage.
In addition, a spellcaster caught in the cone must make a successful Constitution saving throw when casting a spell with somatic components. Though it is against your normal spellcasting DC, this saving throw is the equivalent of a roll to maintain concentration on a spell, and special benefits or other effects the creatures has on such Constitution saving throws apply.
You conjure a small area of whirling air that occupies a 5-foot radius sphere centered on a point you choose within range. The swirling air forms a shield that blocks acid, cold, fire, lightning, and thunder damage. The shield attracts all elemental discharges and neutralizes them, granting all creatures within a 30-foot radius from its center immunity to the listed damage types. However, the shield's immunity is limited. If the shield reduces damage a creature would take to 0, the spell ends if it is not the first time that the shield has reduced damage that particular creature would have taken to 0 since this spell was cast
You gather sonic energy and expel it as a shock wave in a 15-foot cone. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 3d8 thunder damage and is knocked 10 feet back. On a success, it takes half as much damage and it not knocked back.
On your subsequent turns for the duration, you can use your action to create a new shock wave.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 3rd.
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise, the creature is left behind.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
You create a sudden vortex that expands outward in a 30-foot cone, tossing characters and objects within the area. Each creature in the area takes 3d6 bludgeoning damage and must succeed on a Strength saving throw or be knocked 30 feet backward and 30 feet upward, taking normal falling damage (3d6 bludgeoning damage) as it falls back down unless it has a means to stay aloft.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
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 unleash a spout of water that blasts out in a 60-foot long, 5-foot wide line. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is pushed to an unoccupied space at the far end of the line. If there is no available space at the end of the line, it is pushed to the closest open space, takes an additional 2d6 bludgeoning damage, and is knocked prone. On a successful save, a target takes half as much damage and is not pushed.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each level about 3rd.
You conjure a large mass of water and form it into a whirling funnel around a point on the ground you can see. The funnel fills a 10-foot radius, 30-foot high cylinder. If a creature enters the waterspout on its turn or the waterspout moves into the creature's space, the creature must make a Strength saving throw. On a failure, it takes 2d8 bludgeoning damage and is blinded, deafened, and cannot speak. At the start of its next turn, it is expelled from the waterspout to the nearest empty space. On a success, it takes half as much damage and suffers none of the spell’s other effects.
On your turn, you can use a bonus action to move the waterspout up to 20 feet in any direction along the ground, engulfing any creatures in its path. A creature that fails its save after being engulfed by the waterspout in this way is carried along with its movement until they it is ejected at the start of its turn.
If the center point of this spell is over a Huge or larger body of water, the size of the waterspout is doubled
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.
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.
You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can direct the lances at one target or different ones.
Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th.
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
When you cast this spell, it stills the air around you, creating an area of calm within a 20-foot radius sphere centered on you. A creature inside the spell’s area is immune to the effects of high winds from either natural effects or spells. In addition, air-based elemental creatures treat the area as difficult terrain for the duration, and feel an instinctive urge to avoid entering it.
The spell’s protective area moves with the caster, who can only move at half speed while concentrating on the spell.
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell 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 has its 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 .
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
This spell behaves like magic missile, with the following differences:
• The spell creates six missiles, each dealing 1d6 + 1 force damage.
• The missiles are not stopped by shield.
• If you so desire, the spell will not fire until a trigger word, chosen by you, is spoken. You can speak the trigger word a bonus action. If you do not speak the trigger word by the time the spell ends, the missiles are not fired.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, one extra missile is created for each slot level above 4th.
Choose a type of metallic or chromatic dragon when casting this spell. For the duration, you can use an action to emulate the chosen dragon’s breath weapon.
Once your breath weapon attack has been used, it must be recharged before it can be used again. At the beginning of each of your turns thereafter, roll a d6. If the result is a 5 or 6, the breath weapon recharges.
As shown below, a creature can make a saving throw against your breath weapon, with the type of save varying by dragon type. Creatures who succeed take half damage. Each breath weapon deals 4d6 damage of the type shown in the table:
Dragon / Damage / Effect
Black / Acid / 5 by 30-ft line (Dex. save)
Blue / Lightning / 5 by 30-ft line (Dex. save)
Brass / Fire / 5 by 30-ft line (Dex. save)
Bronze / Lightning / 5 by 30-ft line (Dex. save)
Copper / Acid / 5 by 30-ft line (Dex. save)
Gold / Fire / 15-foot cone (Dex. save)
Green Poison / 15-foot cone (Con. save)
Red / Fire / 15-foot cone (Dex. save)
Silver / Cold / 15-foot cone (Con. save)
White / Cold / 15-foot cone (Con. save)
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage from your breath weapon increases by 1d6 for each slot level above 4th.
You emit a targeted burst of intense sonic energy at a creature within range. The target must make a Constitution saving throw. On a failure, it takes 3d8 thunder damage and is stunned for the duration. On a success, it takes half as much damage and isn’t stunned.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, it takes an additional 1d8 thunder from the ongoing echoes of the sound.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.
Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage 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 feet of each other when you target them.
When you cast this spell, it creates a spherical storm with hurricane force winds that whip violently around you in a 40 foot radius sphere centered on you. However, within a 10 -foot radius sphere also centered on you, these winds are relatively calm, merely a strong breeze.
Because of the winds, creatures within 40-feet of you cannot make ranged attack rolls, nor can they be the targets of ranged attacks.
Certain large projectiles, such as thrown or catapulted, can be used to attack despite the winds, but even attacks with such weapons are made at disadvantage.
Any creature that moves into the area of The violent winds or starts its turn there must make a Strength saving throw. If they fail, they suffer one of the following effects, depending on their size and whether they are flying.
• Medium and smaller creatures are moved 1d4 x 10 feet in a random direction, knocked prone, and take 1d6 points of bludgeoning damage for every 10 feet this effect moves them.
• Medium flying creatures are pushed back 1d6 x 10 feet.
• Large creatures are knocked prone.
• Large flying creatures are pushed 1d6 x 5 feet.
• Huge creatures make no progress through the winds.
• Huge flying creatures are pushed 1d4 x 5 feet.
You can move at half your movement speed while concentrating on the storm, and it moves with you. However, if your movement causes the storm’s winds to cross into a space occupied by another creature, the creature must make a Strength saving throw to avoid the spell’s effects.
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 touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, it is propelled with hurricane force. On a hit, the target takes an additional 4d8 damage from the attack and is knocked backwards 30 feet. Any creature the target collides with takes 2d8 bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.
Once an attack has been made with the piece of ammunition or weapon, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level, the shot deals an additional 1d8 damage and the target is knocked backwards an additional 10 feet.
You cause a massive eruption of water to blast upwards from the ground at a point within range. Each creature within 10 feet must make a Dexterity saving throw. On a failure, it takes 4d6 bludgeoning damage and is knocked 60 feet up into the air. On a successful save, a creature takes half as much damage, and is instead knocked either 10 feet away from the point or 10 feet upward (its choice).
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each level above 4th
You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On a hit, it takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first, making a new attack roll for the new target. The spell cannot hit the same target twice, or jump to a target outside the spell's range. The spell can jump a maximum of five times.
On a miss, a target takes half as much damage and the spell does not jump to a new target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12 for each slot level above 4th.
You create an orb of lightning roughly 3 inches wide that shoots from the palm of your hand toward a target within range. Make a ranged spell attack. On a hit, the orb explodes, and the target takes 8d6 lightning damage.
In addition, a creature struck by the orb must make a Constitution saving throw, or its speed is reduced by half until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of lightning damage increases by 1d6 for each slot level above 4th.
You create an orb of water roughly 3 inches wide that shoots from the palm of your hand toward a target within range. Make a ranged spell attack. On a hit, the orb explodes, and the target takes 8d6 water damage.
In addition, a creature struck by the orb must make a Constitution saving throw, or its speed is reduced by half until the end of its next turn
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of water damage increases by 1d6 for each slot level above 4th.
You create an orb of winds roughly 3 inches wide that shoots from the palm of your hand toward a target within range. Make a ranged spell attack. On a hit, the orb explodes, and the target takes 8d6 wind damage.
In addition, a creature struck by the orb must make a Constitution saving throw, or its speed is reduced by half until the end of its next turn
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of wind damage increases by 1d6 for each slot level above 4th.
You lighten your own steps with a spell of effortless quickness. For the duration of the spell, your movement does not provoke attacks of opportunity. When another creature you can see or hear ends its turn, you can move up to 10 feet (no action required). You can move in this way up to 4 times, regaining all uses at the start of your next turn. The first attack against you after each movement is made at disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature’s turn increases by 1 for each slot level above 4th.
This spell functions like resistance, except the target gains a bonus of 1d6 on a number of saving throws it makes during the duration. After it has added this bonus a number of times equal to your spellcasting ability modifier, the spell ends.
You choose one spell of 4th-level or lower which cannot affect you. The next time the chosen spell would affect you before you finish a long rest, you are unaffected by that casting of the spell, as if it had never been cast, and the spell immunity ends.
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends, you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
You create a whirling sphere of air around a creature that causes them to struggle to breathe. The target must make a Constitution saving throw. On a failure, it loses 5d8 hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a success, the target takes half as much damage and suffers no other effects. For the duration, as an action, you can force the creature to repeat this saving throw.
If a target fails its saving throw against this spell 3 times in a row, it becomes incapacitated until it succeeds on a save or the spell ends. If you don’t use your action to force the target to make a save, it automatically attempts the save and succeeds at the end of its next turn.
A creature that does not need to breathe is unaffected by this spell
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.
You transform a metal spear into a lance that embodies the power of a thunder storm. You can wield the lance to make melee spell attacks against enemies within 20 feet of you.
As part of the action used to cast the spell, and again by using an action on each of your turns for the duration, you can make a melee spell attack against a creature within 20 feet. On a hit, the target takes 6d6 thunder damage. If this lance leaves your hand for any reason, such as if you are disarmed or otherwise forced to drop it, you can call it back to your hand using a bonus action.
You create four glowing orbs of magical thunder in your palm, which streak from your hand to hit your targets. You can direct them at one target or several, but no two targets can be more than 30 feet apart.
Make a ranged spell attack for each orb. On a hit, the target takes 2d8 thunder damage. On a miss, the target takes 2 force damage.
You blast your enemies away in a wave of thunder and destruction. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save. In addition, creatures that fail their saving throw are pushed 10 feet away from you and become deafened until the end of your next turn.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th.
You create a wall of lightning on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of
it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Thin and wispy breezes wreathe your body for the duration, shedding a cool breeze across your body. You can end the spell early by using an action to dismiss it.
The wind provides you protection by sweeping away projectiles and solidifies into a shield of solid air for melee attacks.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with fierce winds causing the attacker to need a dexterity saving throw. If failed, the attacker is flung backward 10 feet and takes 2d6 fall/bludgen damage.
When this spell is cast, choose six creatures. For the duration, you and the selected creatures double your overland travelling speeds.
This spell has no effect on the speed of creatures during combat.
A 5-foot diameter ball of lightning appears at a point you choose within range and lasts for the spell’s duration. Any creature in the ball’s area when the spell is cast takes 5d8 lightning damage, or half as much on a successful Dexterity saving throw.
As a bonus action on each of your turns, you can move the ball of lightning up to 30 feet vertically or horizontally. The ball stops moving for the round and deals 5d8 lightning damage if it touches a creature during its movement. A creature takes half the lightning damage on a successful Dexterity saving throw.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the amount of lightning damage increases by 1d8 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 hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity 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 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target
is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage 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 damage 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 Strength score is less than or equal to the hand's Strength score.
If its Strength score is higher than the hand's Strength 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 damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
You unleash a fiery blast of power outward in all directions. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failure, a creature takes 4d8 thunder damage and 4d8 fire damage and is knocked back 10 feet. On a success, it takes half as much and is not knocked back.
A blast of pressurized water erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 water damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour
after you summoned it.
The DM has the elemental's statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
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-foot 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 - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.
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 feet for each slot level above 5th.
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends . On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
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
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.
A vertical column of lightnin roars down from the sky in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 lightning damage and 4d6 thunder damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the lightning damage or the thunder damage (your choice) increases by 1d6 for each slot level above 5th.
A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points 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.
When you cast this spell, three motes of lightning appear next to you, and you can direct each mote to strike a target within the spell’s range. You can direct the motes to strike a single target or separate targets. Make a separate ranged spell attack for each mote. On a hit, the mote deals 4d6 lightning damage, and then fades away.
You do not have to fire all the motes on the round you cast the spell. On each successive turn, you can use an action to fire any remaining motes. If a turn passes without firing any motes, the spell ends, and all remaining motes vanish.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the amount of lightning damage increases by 1d6 for each slot level above 5th.
You unleash a blast of highly pressurized water in a 60-foot-long 15-foot-wide line, slashing through everything in its path. Each creature in the line must make a Dexterity saving throw, taking 10d6 slashing damage on a failure. On a successful save, a creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell lot of 6th level or higher, the damage increases by 1d6 for each level above 5th.
When casting this spell, you point and make a ranged spell attack as you shoot a colored ray at a target you can see within range. On a successful hit, the target is blinded until the end of its next turn.
In addition, roll a d8 and consult the following table to determine what color the ray is, and what the secondary effect is:
1d8 / Color / Damage Type
1/ Red / 15 points of fire damage (Dexterity save for half)
2 / Orange / 25 points of acid damage (Dexterity save for half)
3 / Yellow / 30 points of lightning damage (Dexterity save for half)
4 / Green / 35 points of poison damage (Constitution save for half)
5 / Blue / 40 points of cold damage (Constitution save for half)
6 / Indigo / 45 points of thunder damage (Dexterity save for half)
7 / Violet / 50 points of force damage (Dexterity save for half)
8 / Multihued / Roll twice, ignoring this result
If the result indicates the ray is multihued, then the target takes full points of damage for each damage type.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the amount of damage of the type rolled increases by 1d8 for every slot level above 5th.
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees
the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
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.
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 ability checks 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.
Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of a bolt must make a Dexterity saving throw, taking 4d12 + 4 lightning damage on a failure or half as much damage on a success. A creature in the area of more than one lightning burst is affected only once.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt for each slot level above 5th.
You emit a sonic blast across a huge area. Each creature in a 120-foot cone must make a Constitution saving throw. It takes 6d8 thunder damage on a failure or half as much damage on a success. A creature automatically succeeds on its saving throw if it is more than 60 feet from you.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
You touch a piece of ammunition or weapon with the thrown property, imbuing it with a crackling storm of power for the duration. The first time you attack with the weapon, it explodes into a raging storm on reaching its destination. On a hit, the target takes an additional 4d8 lightning damage. On a miss, the target takes half as much damage.
Hit or miss, the target and all creatures within 20 feet of it must make a Strength saving throw against the raging storm unleashed by the attack. On a failed, a creature is thrown 20 feet straight up (falling immediately if not otherwise held aloft) and takes 2d8 lightning damage. On a successful save, it is not thrown into the air and takes half as much lightning damage.
You call forth a magical dragon spirit, which manifests in an unoccupied space that you can see within range. It uses the dragon spirit stat block, and you select one dragon color from the table below when you cast the spell. The creature resembles a dragon of that color, 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, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.
Dragon Table:
Dragon / Elemental Damage / Breath Weapon Area
Black / Acid / 5 by 60 ft. line (Dex. save)
Blue / Lightning / 5 by 60 ft. line (Dex. save)
Brass / Fire / 5 by 60 ft. line (Dex. save)
Bronze / Lightning / 5 by 60 ft. line (Dex. save)
Copper / Acid / 5 by 60 ft. line (Dex. save)
Gold / Fire / 30 ft. cone (Dex. save)
Green / Poison / 30 ft. cone (Con. save)
Red / Fire / 30 ft. cone (Dex. save)
Silver / Cold / 30 ft. cone (Con. save)
White / Cold / 30 ft. cone (Con. save)
See card for Dragon Spirit
A whirling tornado erupts, filling a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within range.
Any creature starting its turn within the tornado must make a Strength saving throw. On a failure, it takes 4d8 bludgeoning damage and is thrown 10 feet in a random horizontal direction and 40 feet up (taking normal falling damage when it comes back down). On a success, the creature takes half as much damage and isn’t thrown.
As a bonus action, you can move the tornado up to 30 feet in any direction. All ranged attacks passing through the tornado automatically miss, and ranged weapon attacks against targets within 20 feet of the tornado are made at disadvantage.
When this spell is cast, you summon the winds around you to improve the accuracy of your allies’ ranged weapon attacks. Each ally within range has advantage on ranged weapon attacks for the duration.
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other, passing through a portal from the non-portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.
At Higher 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.
When you cast this spell, you select up to six creatures within 5 feet of you. Small puffs of cloud attach themselves to the feet of each one, and the creature gains a flying speed of 60 feet for the duration. This spell only works outdoors.
A creature can end the effect by shaking the cloud puffs off its feet. The spellcaster can dismiss the spell as an action, but only for all creatures at once.
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the fey creature's statistics.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, called the contingent spell, as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its
material component is ever not on your person.
When you cast this spell, touch a creature and choose one of the following types of damage: acid, cold, fire, lightning, or thunder. For the duration, the creature touched is immune to damage of the chosen type.
You become a surge of elemental water. Until the spell ends, you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can move through the space of other creatures and ignore difficult terrain
You become a gust of elemental wind. Until the spell ends, you gain the following benefits:
• You have a flying speed of 60 feet.
• You can move through and occupy the space of other creatures, and you ignore difficult terrain.
• You are invisible.
• You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked 15 feet away from you on a failed save, or takes half as much damage and isn’t knocked backward on a successful one.
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Until the spell ends, wind whirls around you, and you gain the following benefits:
• Ranged weapon attacks made against you have disadvantage on the attack roll.
• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
This spell functions like resistance, except the target gains a bonus of 1d8 on a number of saving throws it makes during the duration. After it has added this bonus a number of times equal to your spellcasting ability modifier, the spell ends
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
You are completely immune to all magical spells and effects until the start of your next turn. Any magical effect already on you is suppressed for one round, but its duration is not increased.
When you cast this spell, it transforms your body and all the gear you are carrying into a new form, composed of your choice of one of the following elements: air, earth, fire, or water. You retain your previous size and statistics, except as noted below, but until the spell ends, your creature type becomes elemental, and you gain the following benefits:
• You are attuned to the environments where this element completely surrounds you, breathing and existing in such places comfortably.
• You are immune to poison, sleep, paralysis, and stunning.
• You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
In addition, you gain the following special abilities depending on the elemental type you chose:
Air. You can fly at your normal speed. Creatures have disadvantage on their attack rolls against you while they are flying or hovering.
Earth. You gain a +1 bonus to hit and damage against foes that are touching the ground. You gain advantage on any ability check you make to shove a creature. Your Armor Class cannot be lower than 13 + your Dexterity modifier, no matter what armor you are wearing.
Fire. You are immune to fire. Any creature that grapples you, or is within 5 feet of you when it hits you with an attack roll, takes 1d6 fire damage. When you hit with an unarmed strike, you inflict an extra 1d6 fire damage.
Water. You can swim at your normal speed. You gain a +1 bonus to attack and damage rolls if you and your opponent are both touching water. You can use your action to put out any nonmagical fire within 5 feet of you, or to put out any magical fire within 5 feet of you as if casting dispel magic as a 7th-level spell.
You select a target within range. The creature must make a Constitution saving throw. On a failed save, the creature is vulnerable to the energy type you select (acid, cold, fire, lightning, or thunder) for the duration of the spell. If the saving throw is successful, the spell ends.
If a creature is immune to the selected damage type, but fails its saving throw, it is affected, and it is no longer immune to that damage type. Instead, it has resistance to the damage type for the duration of the spell.
When you cast this spell, a large reptilian-like claw surrounded by a lightning sparks appears in an unoccupied spot of your choice within range.
On the turn you cast this spell, and on each of your turns for the spell’s duration, you can use a bonus action to direct the claw to move up to 30 feet and make one grapple attack against a creature. The claw’s bonus for the grapple check is equal to 7 + your spellcasting ability modifier. A grappled creature is also restrained, and takes 2d6 lightning damage at the start of each of its turns.
The claw can be attacked. It has an AC of 20, and a number of hit points equal to your normal hit point maximum. In addition, the claw makes saving throws using your bonuses, but has immunity to lightning damage, and vulnerability to earth.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the claw’s grapple bonus and Armor Class both increase by 1, and the amount of lightning damage increases by 1d6 for each slot level above 7th.
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2-Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3-Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4-Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5-Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one
6-Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
7-Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The target is struck by two rays. Roll twice more, rerolling any 8.
A lightning storm made up of sheets of roaring lightning bolts appears in a location you choose within range. The area of the storm consists of up to ten strikes of 10 foot lightning bolts, which you can arrange as you wish. Each lightning bolt must have at least one face adjacent to the face of another lightning bolt. Each creature in the area must make Dexterity saving throw. It takes 7d10 lightning damage on a failed save, or half as much damage on a successful one.
The lightning damages objects in the area and explodes objects that aren't being worn or carried. The lightning storm lasts 1d4 = 2 turns. After the first turn, targets must also roll a dexterity saving throw for exploding debri and take 2d6 bludgening damage on a failed debri save.
A furious storm erupts in a 40-foot radius, 100-foot high cylinder centered on a point you choose within range. When you cast this spell, and again at the beginning of each of your turns until the spell ends, the storm produces one of the following effects, starting with the first, and then progressing down the list.
1st turn. The storm buffets the area with a raging windstorm. No creature within the area can make ranged attacks or be the target of a ranged attack. A Small or smaller creature caught in the storm’s area must make a Strength saving throw. On a failed save, the creature is swept up, thrown 2d6 × 10 feet in a random direction, and takes 1d6 bludgeoning damage per ten feet thrown. A Medium creature must succeed on a Strength saving throw or be knocked prone. A Large or larger creature must succeed on a Strength saving throw or its speed drops to 0.
A Large flying creature that fails its saving throw is blown 1d6 × 5 feet in a random direction, Medium flying creatures are blown 1d6 × 10 feet, and Small flying creatures are blown 2d6 × 10 feet away.
For the spell's duration, any creature must make a Constitution saving throw the first time it tries to cast a spell inside the area. If it fails, it cannot cast spells within the area until the spell ends. A creature that failed its saving throw can make another Constitution saving throw at the beginning of each of its turns. If it succeeds, it can cast spells normally again.
2nd turn. Rocks fall from the sky, pummelling creatures caught in the storm’s area. Each creature caught in the area takes 5d6 bludgeoning damage (no save).
3rd turn. Heavy rain pours into the area, automatically extinguishing unprotected flames, and extinguishing protected flames 50% of the time. Visibility within the area is reduced to 5 feet, and the entire area of the spell becomes difficult terrain.
4th turn. Gouts of flame rain down from the sky into the storm’s area. Any creature caught within the area must make a Dexterity saving throw. On a failed save, a creature takes 14d6 fire damage, or half as much if successful.
When this spell is cast, a 20-foot radius sphere of swirling air appears at a point you select within range. A creature caught in the area must make a Dexterity saving throw or take 2d6 bludgeoning damage from the battering winds. A creature that starts its turn in the area must also make the same saving throw.
Thereafter, the spellcaster can call bolts of lightning from the vortex during each of their turns, effectively casting a 6th-level chain lightning spell emanating from a space within the vortex as an action without using a spell slot. The lightning bolt streaks out toward a target you choose within range. This lightning bolt functions exactly like the chain lightning spell, can target any creature or object within 300 feet of the vortex. The primary target takes 10d8 lightning damage. Four bolts then leap out toward up to four secondary targets. Each additional target must be within 30 feet of the first target. Each targeted creature can make a Dexterity saving throw for half the lightning damage.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the bludgeoning damage from the winds increases by 1d6, and one additional bolt leaps from the first
target for each slot level above 7th.
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the
whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic: The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the
sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 long sword in the sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic: Spells and magical effects
such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
You bombard a 60-foot tall by 30-foot radius cylindrical area within range with falling boulders.
Any creature caught in the spell’s area takes 12d6 bludgeoning damage and is buried under 5 feet of rubble. A successful Dexterity saving throw halves the damage and avoids burial. Any creature buried under the rubble is restrained but can use an action on its turn to make a DC 20 Strength check to free itself.
A buried creature that fails the Strength check to free itself is restrained and trapped until help arrives. At least one person digging through the rubble can free a trapped creature in 1 minute.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season.
You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 - Hot Stage 3 - Warm Stage 4 - Cool
Stage 5 - Cold Stage 6 - Arctic cold
Wind: Stage 1 - Calm Stage 2 - Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm
When you cast this spell, you emit an ear-splitting roar. All enemies within range that can hear the roar must make a Constitution saving throw. A creature takes 12d6 thunder damage on a failed save and is stunned until the end of its next turn. A successful save halves the damage, and the creature does not suffer the stunned condition.
In addition, all allies within range gain 20 temporary hit points, and gain advantage on the next attack roll, ability check, or saving throw they make during the next minute.
You unleash a breath weapon like that of a dragon, which then hangs in place and draws your enemies’ attention. You choose acid, cold, fire, lightning, or poison for this spell, and force each creature in a 60-foot cone to make a Dexterity saving throw. A creature takes 6d6 damage of the type you chose on a failed save, or half as much damage on a successful one.
The cone lingers until the spell ends, and its area is lightly obscured. Any creature that enters the spell’s area or starts its turn there must make a Dexterity saving throw, taking 6d6 damage of the type you chose on a failed save, or half as much damage on a successful one.
A creature that fails its saving throw also feels compelled to end the source of the breath weapon, giving it disadvantage on attack rolls against creatures other than you for the rest of that turn.
Your solemn curse causes fire to leap at your enemies to brand them. Choose up to three creatures within range that you can see. Each creature must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save or half as much on success.If a creature that failed its saving throw is hit by an attack roll before the end of your next turn, it takes 20 additional lightning damage.
At Higher Levels: If you use a 9th-level spell slot to cast this spell, the lightning damage increases to 10d6, the range increases to 150 feet, and you choose up to 5 creatures.
You gain a flying speed of 40 feet, and immunity to bludgeoning, piercing, and slashing damage inflicted by ranged attacks. You are also immune to the effects of all wind or weather-based spells and attacks (such as control weather).
In addition, as an action on each of your turns for the duration, you can emit a single bolt of lightning from your eyes as a ranged spell attack against a target within 100 feet. You have advantage on the attack if the target you select is wearing metal armor. On a hit, the target takes 8d6 lightning damage.
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of
the area falls to the ground.
This spell functions the same as fire shield, except that you may target up to seven creatures within range, one of which may be you.
From Wind Shield: (a bottle of captured wind)Thin and wispy breezes wreathe your body for the duration, shedding a cool breeze across your body. You can end the spell early by using an action to dismiss it.
The wind provides you protection by sweeping away projectiles and solidifies into a shield of solid air for melee attacks.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with fierce winds causing the attacker to need a dexterity saving throw. If failed, the attacker is flung backward 10 feet and takes 2d6 fall/bludgen damage.
This spell creates an arcane ward that surrounds and protects you, harmlessly absorbing the energy of spells that target you to fuel your own casting. For the duration, you can use the ward as a reaction to absorb a spell that is targeting only you and which does not have an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the ward.
Once the ward absorbs a spell, you may use the captured spell energy, which has the same level as the spell when it was cast. The ward can absorb a number of spell levels equal to half your level + your spellcasting ability modifier. Once the ward absorbs that number of levels of spell energy, it can't absorb more. If you are targeted by a spell that the ward can't store, the ward has no effect on that spell. You always know how much spell energy your ward has absorbed and how many spell levels are currently stored within it.
You can convert levels of spell energy stored in your ward to cast spells you have prepared or know, creating new spell slots from the stored energy rather than using slots of your own. You can create spell slots only of a level equal to or lower than your own highest-level spell
slots, up to a maximum of 5th level. You use the stored levels of spell energy in place of your own spell slots, but otherwise cast the spell as normal. For example, you can use 3 levels of spells stored in the ward as a 3rd-level spell slot.
Any spell levels remaining in the ward when the spell ends are lost.
For the duration of the spell, you gain the benefits of the form of fire, form of ice, form of stone, form of water, and form of wind spells.
You are immune to all damage until the spell ends.
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
(A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - entered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as
described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.
Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a
solid surface, destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the creature collects three of a kind.
While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the
Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save, the stunning effect ends.
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is
heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
When you cast this spell, a flash of magical energy spreads out from you in a 120-foot radius. This spell acts as a dispel magic spell cast using a 9th-level spell slot targeting all objects and structures within range. Creatures within range are also targeted, but spells affected those creatures are only dispelled if they are causing those creatures to be charmed, paralyzed, or stunned. The spell does not restore or affect creatures turned to stone, or release bonded creatures from service, such as familiars, invisible stalkers, and genies.
Also, the spell does not penetrate or affect an antimagic field in any way. This spell does not affect objects that are being worn or carried by a creature.
Finally, any traps attached to any objects affected by this spell are triggered immediately the moment spells affecting those objects are destroyed.
This is a more potent version of whirlwind. The whirlwind touches the ground at a point you choose within range. Its area is a 20-foot radius by 60-foot high cylinder centered on that point. Until the spell ends, you can use an action on each of your turns to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any large or smaller objects in its area that aren’t secured, worn, or carried by any creature.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind’s area, or when the whirlwind enters its space, including when the whirlwind first appears. A creature takes 15d6 bludgeoning damage on a failed saving throw, or half that on a successful one. In addition, a Huge or smaller creature that fails its save must succeed on a Strength saving throw or become restrained within the whirlwind. A restrained creature is pulled 5 feet higher at the start of each of its turns while inside the whirlwind unless it is already at