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Mirror Image

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Bard, Sorcerer, Warlock, Wizard (2024) Level 2 lllusion

Mislead

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationConcentration
    1 hour

You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.

As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.

You can see through its eyes and hear through its ears as if you were located where it is.

Bard, Warlock, Wizard (2024) Level 5 lllusion

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Sorcerer, Warlock, Wizard (2024) Level 2 Conjuration

Modify Memory [1/2]

  • casting timeAction
  • range30 feet

  • componentsV/S
  • durationConcentration
    1 minute

You attempt to reshape another creature's memories. One creature that you can see within range makes a WIS Save. If you are fighting the creature, it has Advantage on the save.

On a failed save, the target has the Charmed condition for the duration.

While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description.
If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified

Bard, Wizard (2024) Level 5 Enchantment

Modify Memory [2/2]

  • casting timeAction
  • range30 feet

  • componentsV/S
  • durationConcentration
    1 minute

memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.

A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.

At Higher Levels: You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 565 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).

Bard, Wizard (2024) Level 5 Enchantment

Moonbeam

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a moonseed leaf

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

When the Cylinder appears, each creature in it makes a CON Save.

On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.

At Higher Levels: The damage increases by 1d10 for each spell slot level above 2.

Druid (2024) Level 2 Evocation

Mordenkainen's Faithful Hound

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • duration8 hours

a silver whistle

You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.

No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.

At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a DEX Save or take 4d8 Force damage.

On your later turns, you can take a Magic action to move the hound up to 30 feet.

Wizard (2024) Level 4 Conjuration

Mordenkainen's Magnificent Mansion [1/2]

  • casting time1 minute
  • range300 feet

  • componentsV/S/M
  • duration24 hours

a miniature door worth 15+ GP

You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it.

While closed, the door is imperceptible.

Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.

You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.

A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey

Bard, Wizard (2024) Level 7 Conjuration

Mordenkainen's Magnificent Mansion [2/2]

  • casting time1 minute
  • range300 feet

  • componentsV/S/M
  • duration24 hours

a miniature door worth 15+ GP

your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.

When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.

Bard, Wizard (2024) Level 7 Conjuration

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Mordenkainen's Private Sanctum

  • casting time10 minutes
  • range120 feet

  • componentsV/S/M
  • duration24 hours

a thin sheet of lead

You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.

When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
- Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by Divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.

At Higher Levels: You can increase the size of the Cube by 100 feet for each spell slot level above 4.

Wizard (2024) Level 4 Abjuration

Mordenkainen's Sword

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a miniature sword worth 250+ CP

You create a spectral sword that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target within 5 feet of the sword.

On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.

On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.

Bard, Wizard (2024) Level 7 Evocation

Move Earth [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    2 hours

a miniature shovel

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

At the end of every 10 minutes you spend Concentrating on the spell, you can choose a new area of terrain to affect within range.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain.
If the way you shape the terrain would

Druid, Sorcerer, Wizard (2024) Level 6 Transmutation

Move Earth [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    2 hours

a miniature shovel

make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Druid, Sorcerer, Wizard (2024) Level 6 Transmutation

Nondetection

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • duration8 hours

a pinch of diamond dust worth 25+ GP, which the spell consumes

For the duration, you hide a target that you touch from Divination spells.

The Target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension.

The Target can't be targeted by any Divination spell or perceived through magical scrying sensors.

Bard, Ranger, Wizard (2024) Level 3 Abjuration

Nystul's Magic Aura

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • duration24 hours

a small square of silk

With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.

Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.

False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.

Wizard (2024) Level 2 lllusion

Otiluke's Freezing Sphere [1/2]

  • casting timeAction
  • range300 feet

  • componentsV/S/M
  • durationInstantaneous

a miniature crystal sphere

A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere.

Each Creature in that area makes a CON Save, taking 10d6 Cold damage on failed save or half as much damage on a successful one.

If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You

Sorcerer, Wizard (2024) Level 6 Evocation

Otiluke's Freezing Sphere [2/2]

  • casting timeAction
  • range300 feet

  • componentsV/S/M
  • durationInstantaneous

a miniature crystal sphere

can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

Sorcerer, Wizard (2024) Level 6 Evocation

Otiluke's Resilient Sphere

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a glass sphere

A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a DEX Save or be enclosed for the duration.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside.

Wizard (2024) Level 4 Abjuration

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Otto's Irresistible Dance

  • casting timeAction
  • range30 feet

  • componentsV
  • durationConcentration
    1 minute

One creature that you can see within range must make a WIS Save. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.

On a failed save, the target has the Charmed condition for the duration.

While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on DEX Saves and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.

Bard, Wizard (2024) Level 6 Enchantment

Pass without Trace

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    1 hour

ashes from burned mistake

You radiate a concealing aura in a 30-foot Emanation for the duration.

While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

Druid, Ranger (2024) Level 2 Abjuration

Passwall

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • duration1 hour

a pinch of sesame seeds

A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Wizard (2024) Level 5 Transmutation

Phantasmal Force [1/2]

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a bit of fleece

You attempt to craft an illusion in the mind of a creature you can see within range.

The Target makes an INT Save.

On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC.
If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of

Bard, Sorcerer Wizard (2024) Level 2 lllusion

Phantasmal Force [2/2]

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a bit of fleece

your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm.

The Target perceives the damage as a type appropriate to the illusion.

Bard, Sorcerer Wizard (2024) Level 2 lllusion

Phantasmal Killer

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationConcentration
    1 minute

You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature.

The Target makes a WIS Save.

On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.

For the duration, the target makes a WIS Save at the end of each of its turns.

On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.

At Higher Levels: The damage increases by 1d10 for each spell slot level above 4.

Bard, Wizard (2024) Level 4 lllusion

Phantom Steed

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV/S
  • duration1 hour

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour.

When spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.

Wizard (2024) Level 3 lllusion

Planar Ally [1/2]

  • casting time10 minutes
  • range60 feet

  • componentsV/S
  • durationInstantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).

When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

A task that can be measured in minutes requires a

Cleric (2024) Level 6 Conjuration

Planar Ally [2/2]

  • casting time10 minutes
  • range60 feet

  • componentsV/S
  • durationInstantaneous

payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell.
If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.

Cleric (2024) Level 6 Conjuration

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Planar Binding [1/2]

  • casting time1 hour
  • range60 feet

  • componentsV/S/M
  • duration24 hours

a jewel worth 1,000+ GB which the spell consumes

You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a CHA Save or be bound to serve you for the duration.
If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message.
If the creature is Hostile, it strives to twist your commands to achieve its own objectives.
If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place

Cleric (2024) Level 5 Abjuration

Planar Binding [2/2]

  • casting time1 hour
  • range60 feet

  • componentsV/S/M
  • duration24 hours

a jewel worth 1,000+ GB which the spell consumes

where you bound it and remains there until the spell ends.

At Higher Levels: The duration increases with a spell slot of level 6 (10 days), 7 (30 days),8 (180 days), and 9 (366 days).

Cleric (2024) Level 5 Abjuration

Plane Shift

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

a forked, metal rod worth 250+ GP and attuned to a plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle.
If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Cleric (2024) Level 7 Conjuration

Plant Growth

  • casting timeAction (Overgrowth)
    8 hours (Enrichment)
  • range150 feet

  • componentsV/S
  • durationInstantaneous

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.

Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

Bard, Druid, Ranger (2024) Level 3 Transmutation

Poison Spray

  • casting timeAction
  • range30 feet

  • componentsV/S
  • durationInstantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target.

On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Druid, Sorcerer, Warlock, Wizard (2024) Necromancy Cantrip

Polymorph

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a caterpillar cocoon

You attempt to transform a creature that you can see within range into a Beast.

The Target must succeed on a WIS Save or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating).

The Target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.

The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.

Bord, Druid, Sorcerer, Wizard (2024) Level 4 Transmutation

Power Word Fortify

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell's recipients.

Bard, Cleric (2024) Level 7 Enchantment

Power Word Heal

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

A wave of healing energy washes over one creature you can see within range.

The Target regains all its Hit Points.
If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends.
If the creature has the Prone condition, it can use its Reaction to stand up.

Bard, Cleric (2024) Level 9 Enchantment

Power Word Kill

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You compel one creature you can see within range to die.
If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.

Bord, Sorcerer, Warlock, Wizard (2024) Level 9 Enchantment

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Power Word Stun

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You overwhelm the mind of one creature you can see within range.
If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.

The Stunned target makes a CON Save at the end of each of its turns, ending the condition on itself on a success.

Bard, Sorcerer, Warlock, Wizard (2024) Level 8 Enchantment

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.

At Higher Levels: The healing increases by 1d8 for each spell slot level above 2.

Cleric, Paladin (2024) Level 2 Abjuration

Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsV/S
  • durationUp to 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Bard, Sorcerer, Warlock, Wizard (2024) Transmutation Cantrip

Prismatic Spray [1/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationInstantaneous

Eight rays of light flash from you in a 60-foot Cone.

Each Creature in the Cone makes a DEX Save. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.

Prismatic Rays
1d8 Ray

1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.
3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.
4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.
5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.
6 Indigo. Failed Save: The target has the Restrained condition and makes a CON Save at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive, keep track of both

Bard, Sorcerer, Wizard (2024) Level 7 Evocation

Prismatic Spray [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationInstantaneous

until the target collects three of a kind.
7 Violet. Failed Save: The target has the Blinded condition and makes a WIS Save at the start of your next turn. On a successful save, the condition ends.

On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).
8 Special. The target is struck by two rays. Roll twice, rerolling any 8.

Bard, Sorcerer, Wizard (2024) Level 7 Evocation

Prismatic Wall [1/3]

  • casting timeAction
  • range60 feet

  • componentsV/S
  • duration10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.

The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a CON Save or have the Blinded condition for 1 minute.

The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a DEX Save or be affected by that layer's properties as described in the Prismatic Layers table.

The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer.

Bard, Wizard (2024) Level 9 Abjuration

Prismatic Wall [2/3]

  • casting timeAction
  • range60 feet

  • componentsV/S
  • duration10 minutes

If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.

Prismatic Layers
Order Effects

1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.
2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).
3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.
4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5 Blue. Failed Save: 12d6 Cold

Bard, Wizard (2024) Level 9 Abjuration

Prismatic Wall [3/3]

  • casting timeAction
  • range60 feet

  • componentsV/S
  • duration10 minutes

damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6 Indigo. Failed Save: The target has the Restrained condition and makes a CON Save at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive, keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.
7 Violet. Failed Save: The target has the Blinded condition and makes a WIS Save at the start of your next turn. On a successful save, the condition ends.

On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.

Bard, Wizard (2024) Level 9 Abjuration

Produce Flame

  • casting timeBonus Action
  • rangeSelf

  • componentsV/S
  • duration10 minutes

A flickering flame appears in your hand and remains there for the duration.

While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack.

On a hit, the target takes 1d8 Fire damage.

Druid (2024) Conjuration Cantrip

8 8
2 2
0 0
7 7
7 7
9 9
9 9
9 9
0 0

Programmed Illusion [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationUntil dispelled

jade dust worth 25+ GP

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.

The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.

Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study

Bard, Wizard (2024) Level 6 lllusion

Programmed Illusion [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationUntil dispelled

jade dust worth 25+ GP

action to examine the image 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 creature can see through the image, and any noise it makes sounds hollow to the creature.

Bard, Wizard (2024) Level 6 lllusion

Project Image

  • casting timeAction
  • range500 miles

  • componentsV/S/M
  • durationConcentration
    1 day

a statuette of yourself worth 5+ CP

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible.
If the illusion takes any damage, it disappears, and the spell ends.

You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image 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 creature can see through the image, and any noise it makes sounds hollow to the creature.

Bard, Wizard (2024) Level 7 lllusion

Protection from Energy

  • casting timeAction
  • rangeTouch

  • componentsV/S
  • durationConcentration
    1 hour

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Bard, Wizard (2024) Level 3 Abjuration

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • durationConcentration
    10 minutes

a flask of Holy Water worth 25+ CP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target.

The Target also can't be possessed by or gain the Charmed or Frightened conditions from them.
If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Bard, Wizard (2024) Level 1 Abjuration

Protection from Poison

  • casting timeAction
  • rangeTouch

  • componentsV/S
  • duration1 hour

You touch a creature and end the Poisoned condition on it.
For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Cleric, Druid, Paladin, Ranger (2024) Level 2 Abjuration

Purify Food and Drink

  • casting timeAction or Ritual
  • range10 feet

  • componentsV/S
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Cleric, Druid, Paladin (2024) Level 1 Transmutation

Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

a diamond worth 500+ CP, which the spell consumes

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.

The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.

This spell closes all mortal wounds, but it doesn't restore missing body parts.
If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal.

The Target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Bard, Cleric, Paladin (2024) Level 5 Necromancy

Rary's Telepathic Bond

  • casting timeAction or Ritual
  • range30 feet

  • componentsV/S/M
  • duration1 hour

two eggs

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 that can't communicate in any languages aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.

Bard, Wizard (2024) Level 5 Divination

6 6
6 6
7 7
3 3
1 1
2 2
1 1
5 5
5 5

Ray of Enfeeblement

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationConcentration
    1 minute

A beam of enervating energy shoots from you toward a creature within range.

The Target must make a CON Save. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.

On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls.

The Target repeats the save at the end of each of its turns, ending the spell on a success.

Warlock, Wizard (2024) Level 2 Necromancy

Ray of Frost

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target.

On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer, Wizard (2024) Evocation Cantrip

Ray of Sickness

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationInstantaneous

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target.

On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 1.

Sorcerer, Wizard (2024) Level 1 Necromancy

Regenerate

  • casting time1 minute
  • rangeTouch

  • componentsV/S/M
  • duration1 hour

a prayer wheel

A creature you touch regains 4d8 + 15 Hit Points.
For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.

Bard, Cleric, Druid (2024) Level 7 Transmutation

Reincarnate

  • casting time1 hour
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

rare oils worth 1,000+ CP, which the spell consumes

You touch a dead Humanoid or a piece of one.
If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.

Druid (2024) Level 5 Necromancy

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsV/S
  • durationInstantaneous

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.

Cleric, Paladin, Warlock, Wizard (2024) Level 3 Abjuration

Resistance

  • casting timeAction
  • rangeTouch

  • componentsV/S
  • durationConcentration
    1 minute

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.

When creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

Cleric, Druid (2024) Abjuration Cantrip

Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

a diamond worth 1,000+ GP, which the spell consumes

With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.

The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal.

The Target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.

Bard, Cleric (2024) Level 7 Necromancy

Reverse Gravity

  • casting timeAction
  • range100 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a lodestone and iron filings

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a DEX Save to grab a fixed object it can reach, thus avoiding the fall upward.

If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration.

When spell ends, affected objects and creatures fall downward.

Druid, Sorcerer, Wizard (2024) Level 7 Transmutation

2 2
0 0
1 1
7 7
5 5
3 3
0 0
7 7
7 7

Revivify

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

a diamond worth 300+ CP, which the spell consumes

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

Cleric, Druid, Paladin, Ranger (2024) Level 3 Necromancy

Rope Trick

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • duration1 hour

a segment of rope

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.

The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.

Wizard d (2024) Level 2 Transmutation

Sacred Flame

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range.

The Target must succeed on a DEX Save or take 1d8 Radiant damage.

The Target gains no benefit from Half Cover or Three-Quarters Cover for this save.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cleric (2024) Evocation Cantrip

Sanctuary

  • casting timeBonus Action
  • range30 feet

  • componentsV S/M
  • duration1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a WIS Save or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Cleric (2024) Level 1 Abjuration

Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationInstantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray.

On a hit, the target takes 2d6 Fire damage.

At Higher Levels: You create one additional ray for each spell slot level above 2.

Sorcerer, Wizard (2024) Level 2 Evocation

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    10 minutes

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You can see and hear a creature you choose that is on the same plane of existence as you.

The Target makes a WIS Save, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it.

The Target doesn't know what it is making the save against, only that it feels uneasy.

Your Knowledge of the Target Is... Save Modifier
Secondhand (heard of the target) +5
Firsthand (met the target) +0
Extensive (know the target well) -5

You Have the Target's... Save Modifier
Picture or other likeness -2
Garment or other possession -4
Body part, lock of hair, or bit of nail -10

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.

On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and

Sorcerer, Wizard (2024) Level 5 Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    10 minutes

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.

Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.

Sorcerer, Wizard (2024) Level 5 Divination

Searing Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • duration1 minute

You may cast this spell as a Bonus Action immediately after hitting a target with a Melee weapon or an Unarmed Strike.

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a CON Save.

On a failed save, the spell continues. On a successful save, the spell ends.

At Higher Levels: All the damage increases by 1d6 for each spell slot level above 1.

Paladin (2024) Level 1 Evocation

See Invisibility

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • duration1 hour

a pinch of talc

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Bard, Sorcerer, Wizard (2024) Level 2 Divination

3 3
2 2
0 0
1 1
2 2
5 5
5 5
1 1
2 2

Seeming

  • casting timeAction
  • range30 feet

  • componentsV/S
  • duration8 hours

You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a CHA Save, and if it succeeds, it is unaffected by this spell.

You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat.

A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Bard, Sorcerer, Wizard (2024) Level 5 lllusion

Sending

  • casting timeAction
  • rangeUnlimited

  • componentsV/S/M
  • durationInstantaneous

a copper wire

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it.

The Target 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 targets 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. You know if the delivery fails.

Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Bard, Cleric, Wizard (2024) Level 3 Divination

Sequester

  • casting timeAction
  • rangeTouch

  • componentsV S/M
  • durationUntil dispelled

gem dust worth 5,000+ GB which the spell consumes

With a touch, you magically sequester an object or a willing creature.
For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.

If the target is a creature, it enters a state of suspended animation, it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakens. This spell also ends if the target takes any damage.

Wizard (2024) Level 7 Transmutation

Shapechange

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    1 hour

a jade circlet worth 1,500+ GP

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.

When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type, alignment, personality, Intelligence, Wisdom, and Charisma scores, Hit Points, Hit Point Dice, proficiencies, and ability to communicate. If you have the Spellcasting feature, you retain it too.

Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Druid, Wizard (2024) Level 9 Transmutation

Shatter

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationInstantaneous

a chip of mica

A loud noise erupts from a point of your choice within range.

Each Creature in a 10-foot-radius Sphere centered there makes a CON Save, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

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: The damage increases by 1d8 for each spell slot level above 2.

Bard, Sorcerer, Wizard (2024) Level 2 Evocation

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV/S
  • duration1 round

You may cast this spell as a Reaction when you when you are hit by an attack roll or targeted by the Magic Missile spell and create an imperceptible barrier of magical force that 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.

Sorcerer, Wizard (2024) Level 1 Abjuration

Shield of Faith

  • casting timeBonus Action
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a prayer scroll

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric, Paladin (2024) Level 1 Abjuration

Shillelagh

  • casting timeBonus Action
  • rangeSelf

  • componentsV/S/M
  • duration1 minute

mistletoe

A Club or Quarterstaff you are holding is imbued with nature's power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8.
If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Druid (2024) Transmutation Cantrip

Shining Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration
    1 minute

You may cast this spell as a Bonus Action immediately after hitting a creature with a Melee weapon or an Unarmed Strike.

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.

At Higher Levels: The damage increases by 1d6 for each spell slot level above 2.

Paladin (2024) Level 2 Transmutation

5 5
3 3
7 7
9 9
2 2
1 1
1 1
0 0
2 2

Shocking Grasp

  • casting timeAction
  • rangeTouch

  • componentsV/S
  • durationInstantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target.

On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer, Wizard (2024) Evocation Cantrip

Silence

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationConcentration
    10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Bard, Cleric, Ranger (2024) Level 2 lllusion

Silent Image

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.

As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image 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 creature can see through the image.

Bard, Sorcerer, Wizard (2024) Level 1 lllusion

Simulacrum [1/2]

  • casting time12 hours
  • rangeTouch

  • componentsV/S/M
  • durationUntil dispelled

powdered ruby worth 1,500+ CP, which the spell consumes

You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.

The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.

If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.

The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this

Wizard (2024) Level 7 lllusion

Simulacrum [2/2]

  • casting time12 hours
  • rangeTouch

  • componentsV/S/M
  • durationUntil dispelled

powdered ruby worth 1,500+ CP, which the spell consumes

spell again, any simulacrum you created with this spell is instantly destroyed.

Wizard (2024) Level 7 lllusion

Sleep

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a pinch of sand or rose petals

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a WIS Save or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save.
If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.

Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Bard, Sorcerer, Wizard (2024) Level 1 Enchantment

Sleet Storm

  • casting timeAction
  • range150 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a miniature umbrella

Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.

Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a DEX Save or have the Prone condition and lose Concentration.

Druid, Sorcerer, Wizard (2024) Level 3 Conjuration

Slow

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a WIS Save or be affected by this spell for the duration.

An affected target's Speed is halved, it takes a -2 penalty to AC and DEX Saves, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.

An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Bard, Sorcerer, Wizard (2024) Level 3 Transmutation

Sorcerous Burst

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationInstantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target.

On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer (2024) Evocation Cantrip

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Spare the Dying

  • casting timeAction
  • range15 feet

  • componentsV/S
  • durationInstantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Cleric, Druid (2024) Necromancy Cantrip

Speak with Animals

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV/S
  • duration10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Bard, Druid, Ranger, Warlock (2024) Level 1 Divination

Speak with Dead

  • casting timeAction
  • range10 feet

  • componentsV/S/M
  • duration10 minutes

burning incense

You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Bard, Cleric, Wizard (2024) Level 3 Necromancy

Speak with Plants

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • duration10 minutes

You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.

The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.

If a Plant creature is in the area, you can communicate with it as if you shared a common language.

Bard, Druid, Ranger (2024) Level 3 Transmutation

Spider Climb

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • durationConcentration
    1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free.

The Target also gains a Climb Speed equal to its Speed.

At Higher Levels: You can target one additional creature for each spell slot level about 2.

Sorcerer, Warlock, Wizard (2024) Level 2 Transmutation

Spike Growth

  • casting timeAction
  • range150 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

seven thorns

The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

Druid, Ranger (2024) Level 2 Transmutation

Spirit Guardians

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    10 minutes

a prayer scroll

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a WIS Save.

On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 3.

Cleric (2024) Level 3 Conjuration

Spiritual Weapon

  • casting timeBonus Action
  • range60 feet

  • componentsV/S
  • durationConcentration
    1 minute

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force.

On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels: The damage increases by 1d8 for every slot Ievel above 2.

Cleric (2024) Level 2 Evocation

Staggering Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

You may cast this spell as a Bonus Action immediately after hitting a creature with a Melee weapon or an Unarmed Strike.

The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a WIS Save or have the Stunned condition until the end of your next turn.

At Higher Levels: The extra damage increases by 1d6 for each spell slot level above 4.

Paladin (2024) Level 4 Enchantment

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3 3
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Starry Wisp

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationInstantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target.

On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard, Druid (2024) Evocation Cantrip

Steel Wind Strike

  • casting timeAction
  • range30 feet

  • componentsS/M
  • durationInstantaneous

a Melee weapon worth 1+ SP

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 then teleport to an unoccupied space you can see within 5 feet of one of the targets.

Ranger, Wizard (2024) Level 5 Conjuration

Stinking Cloud

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a rotten egg

You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.

Each creature that starts its turn in the Sphere must succeed on a CON Save or have the Poisoned condition until the end of the current turn.

While Poisoned in this way, the creature can't take an action or a Bonus Action.

Bard, Sorcerer, Wizard (2024) Level 3 Conjuration

Stone Shape

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

soft clay

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

Cleric, Druid, Wizard (2024) Level 4 Transmutation

Stoneskin

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • durationConcentration
    1 hour

diamond dust worth 100+ CP, which the spell consumes

Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.

Druid, Ranger, Sorcerer, Wizard (2024) Level 4 Transmutation

Storm of Vengeance

  • casting timeAction
  • range1 mile

  • componentsV/S
  • durationConcentration
    1 minute

A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet.

Each Creature under the cloud when it appears must succeed on a CON Save or take 2d6 Thunder damage and have the Deafened condition for the duration.

At the start of each of your later turns, the storm produces different effects, as detailed below.

Turn 2. Acidic rain falls.

Each Creature and object under the cloud takes 4d6 Acid damage.

Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a DEX Save, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.

Turn 4. Hailstones rain down.

Each Creature under the cloud takes 2d6 Bludgeoning damage.

Turns 5-10. Gusts and freezing rain assail the area under the cloud.

Each Creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.

Druid (2024) Level 9 Conjuration

Suggestion

  • casting timeAction
  • range30 feet

  • componentsV/M
  • durationConcentration
    8 hours

a drop of honey

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, Fetch the key to the cult's treasure vault, and give the key to me. Or you could say, Stop fighting, leave this library peacefully, and don't return.

The target must succeed on a WIS Save or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Bard, Sorcerer, Warlock, Wizard (2024) Level 2 Enchantment

Summon Aberration

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ CP

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details 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 allies. In combat, it 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Warlock, Wizard (2024) Level 4 Conjuration

Summon Beast

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Druid, Ranger (2024) Level 2 Conjuration

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Summon Celestial

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a reliquary worth 500+ GP

You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Cleric, Paladin (2024) Level 5 Conjuration

Summon Construct

  • casting timeAction
  • range90 feet

  • componentsV S/M
  • durationConcentration
    1 hour

a lockbox worth 400+ GP

You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Wizard (2024) Level 4 Conjuration

Summon Dragon

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

an object with the image of a dragon engraved on it worth 500+ GP

You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Wizard (2024) Level 5 Conjuration

Summon Elemental

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP

You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Druid, Ranger, Wizard (2024) Level 4 Conjuration

Summon Fey

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a gilded flower worth 300+ CP

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Druid, Ranger, Warlock, Wizard (2024) Level 3 Conjuration

Summon Fiend

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a bloody vial worth 600+ CP

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Warlock, Wizard (2024) Level 6 Conjuration

Summon Undead

  • casting timeAction
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a gilded skull worth 300+ GP

You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details 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 allies. 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 movement to avoid danger.

At Higher Levels: Use the spell slot's level for the spell's level in the stat block.

Warlock, Wizard (2024) Level 3 Necromancy

Sunbeam

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    1 minute

a magnifying glass

You launch a sunbeam in a 5-foot-wide, 60-foot-long Line.

Each Creature in the Line makes a CON Save.

On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.

Until the spell ends, you can take a Magic action to create a new Line of radiance.

For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.

Cleric, Druid, Sorcerer, Wizard (2024) Level 6 Evocation

Sunburst

  • casting timeAction
  • range150 feet

  • componentsV/S/M
  • durationInstantaneous

a piece of sunstone

Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range.

Each Creature in the Sphere makes a CON Save.

On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.

A creature Blinded by this spell makes another CON Save at the end of each of its turns, ending the effect on itself on a success.

This spell dispels Darkness in its area that was created by any spell.

Cleric, Druid, Sorcerer, Wizard (2024) Level 8 Evocation

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Swift Quiver

  • casting timeBonus Action
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    1 minute

a Quiver worth 1+ GP

When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.

Ranger (2024) Level 5 Transmutation

Symbol [1/3]

  • casting time1 minute
  • rangeTouch

  • componentsV/S/M
  • durationUntil dispelled or triggered

powdered diamond worth 1,000+ GP, which the spell consumes

You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place, if it 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.

When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.

Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object

Bard, Cleric, Druid, Wizard (2024) Level 7 Abjuration

Symbol [2/3]

  • casting time1 minute
  • rangeTouch

  • componentsV/S/M
  • durationUntil dispelled or triggered

powdered diamond worth 1,000+ GP, which the spell consumes

or seeing the glyph.

You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends.

Each Creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.

Death. Each target makes a CON Save, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.

Discord. Each target makes a WIS Save.

On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.

Fear.

Bard, Cleric, Druid, Wizard (2024) Level 7 Abjuration

Symbol [3/3]

  • casting time1 minute
  • rangeTouch

  • componentsV/S/M
  • durationUntil dispelled or triggered

powdered diamond worth 1,000+ GP, which the spell consumes

Each target must succeed on a WIS Save or have the Frightened condition for 1 minute.

While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.

Pain. Each target must succeed on a CON Save or have the Incapacitated condition for 1 minute.

Sleep. Each target must succeed on a WIS Save or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.

Stunning. Each target must succeed on a WIS Save or have the Stunned condition for 1 minute.

Bard, Cleric, Druid, Wizard (2024) Level 7 Abjuration

Synaptic Static

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationInstantaneous

You cause psychic energy to erupt at a point within range.

Each Creature in a 20-foot-radius Sphere centered on that point makes an INT Save, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any CON Saves to maintain Concentration.

The Target makes an INT Save at the end of each of its turns, ending the effect on itself on a success.

Bard, Sorcerer, Warlock, Wizard (2024) Level 5 Enchantment

Tasha's Bubbling Cauldron

  • casting timeAction
  • range5 feet

  • componentsV/S/M
  • duration10 minutes

a gilded ladle worth 500+ GP

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.

The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1).

When last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.

Potions obtained from the cauldron that aren't consumed disappear when you cast this spell again.

Warlock, Wizard (2024) Level 6 Conjuration

Tasha's Hideous Laughter

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a tart and a feather

One creature of your choice that you can see within range makes a WIS Save.

On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another WIS Save.

The Target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

At Higher Levels: You can target one additional creature for each spell slot level about 1.

Bard, Warlock, Wizard (2024) Level 1 Enchantment

Telekinesis [1/2]

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationConcentration
    10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature.

The Target must succeed on a STR Save, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

Object. You can try to move a Huge or smaller object.
If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.

If the object is worn or carried by a creature, that creature must succeed on a STR Save, or you pull the object away and move it up to 30 feet in any direction

Sorcerer, Wizard (2024) Level 5 Transmutation

Telekinesis [2/2]

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationConcentration
    10 minutes

within the spell's range.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Sorcerer, Wizard (2024) Level 5 Transmutation

5 5
7 7
7 7
7 7
5 5
6 6
1 1
5 5
5 5

Telepathy

  • casting timeAction
  • rangeUnlimited

  • componentsV/S/M
  • duration24 hours

a pair of linked silver rings

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.

Wizard (2024) Level 8 Divination

Teleport [1/3]

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.

Teleportation Outcome
Familiarity Mishap Similar Area Off Target On Target

Permanent circle — — — 01-00
Linked object — — — 01-00
Very familiar 01-05 06-13 14-24 25-00
Seen casually 01-33 34-43 44-53 54-00
Viewed once or described 01-43 44-53 54-73 74-00
False destination 01-50 51-00 — —

Familiarity. Here are the meanings of the terms in the table's Familiarity column.
- Permanent circle means a permanent

Bard, Sorcerer, Wizard (2024) Level 7 Conjuration

Teleport [2/3]

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

teleportation circle whose sigil sequence you know.
- Linked object means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.
- Very familiar is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
- Seen casually is a place you have seen more than once but with which you aren't very familiar.
- Viewed once or described is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.
- False destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.

Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to

Bard, Sorcerer, Wizard (2024) Level 7 Conjuration

Teleport [3/3]

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.

Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east, 2, southeast, 3, south, 4, southwest, 5, west, 6, northwest, 7, north, or 8, northeast.

On Target. You and your group (or the target object) appear where you intended.

Bard, Sorcerer, Wizard (2024) Level 7 Conjuration

Teleportation Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV/M
  • duration1 round

rare inks worth 50+ CP, which the spell consumes

As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.

When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent

Bard, Sorcerer, Warlock, Wizard (2024) Level 5 Conjuration

Teleportation Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV/M
  • duration1 round

rare inks worth 50+ CP, which the spell consumes

teleportation circle by casting this spell in the same location every day for 365 days.

Bard, Sorcerer, Warlock, Wizard (2024) Level 5 Conjuration

Tenser's Floating Disk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV/S/M
  • duration1 hour

a drop of mercury

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 move 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.

Wizard (2024) Level 1 Conjuration

Thaumaturgy

  • casting timeAction
  • range30 feet

  • componentsV
  • duration1 minute

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Altered Eyes. You alter the appearance of your eyes for 1 minute.

Booming Voice. Your voice booms up to three times as loud as normal for 1 minute.
For the duration, you have Advantage on Charisma (Intimidation) checks.

Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.

Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.

Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

Tremors. You cause harmless tremors in the ground for 1 minute.

Cleric (2024) Transmutation Cantrip

Thorn Whip

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationInstantaneous

the stem of a thorny plant

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target.

On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Druid (2024) Transmutation Cantrip

8 8
7 7
7 7
7 7
5 5
5 5
1 1
0 0
0 0

Thunderclap

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a CON Save or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Druid (2024) Evocation Cantrip

Thunderous Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

You may cast this spell as a Bonus Action immediately after hitting a creature with a Melee weapon or an Unarmed Strike.

Your strike rings with thunder that is audible within 500 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a STR Save or be pushed 10 feet away from you and have the Prone condition.

At Higher Levels: The damage increases by 1d6 for each spell slot level above 1.

Paladin (2024) Level 1 Evocation

Thunderwave

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationInstantaneous

You unleash a wave of thunderous energy.

Each Creature in a 15-foot Cube originating from you makes a CON Save.

On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 1.

Bard, Druid, Sorcerer, Wizard (2024) Level 1 Evocation

Time Stop

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Sorcerer, Wizard (2024) Level 9 Transmutation

Toll the Dead

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationInstantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target.

The Target must succeed on a WIS Save or take 1d8 Necrotic damage.
If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Cleric, Warlock, Wizard (2024) Necromancy Cantrip

Tongues

  • casting timeAction
  • rangeTouch

  • componentsV/M
  • duration1 hour

a miniature ziggurat

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

Cleric, Warlock, Wizard (2024) Level 3 Divination

Transport via Plants

  • casting timeAction
  • range10 feet

  • componentsV/S
  • duration1 minute

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before.
For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Druid (2024) Level 6 Conjuration

Tree Stride

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationConcentration
    1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.

Druid, Ranger (2024) Level 5 Conjuration

True Polymorph [1/3]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a drop of mercury, a dollop of gum Arabic, and a wisp of smoke

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.

An unwilling creature can make a WIS Save, and if it succeeds, it isn't affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level.

The Target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The spell ends early on the target if it

Bard, Warlock, Wizard (2024) Level 9 Transmutation

0 0
1 1
1 1
9 9
0 0
3 3
6 6
5 5
9 9

True Polymorph [2/3]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a drop of mercury, a dollop of gum Arabic, and a wisp of smoke

has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.

If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object,

Bard, Warlock, Wizard (2024) Level 9 Transmutation

True Polymorph [3/3]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a drop of mercury, a dollop of gum Arabic, and a wisp of smoke

and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

Bard, Warlock, Wizard (2024) Level 9 Transmutation

True Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

diamonds worth 25,000+ CP, which the spell consumes

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.

This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
If the creature was Undead, it is restored to its non-Undead form.

The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Cleric, Druid (2024) Level 9 Necromancy

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • duration1 hour

mushroom powder worth 25+ CP, which the spell consumes

For the duration, the willing creature you touch has Truesight with a range of 120 feet.

Cleric, Druid (2024) Level 6 Divination

True Strike

  • casting timeAction
  • rangeSelf

  • componentsS/M
  • durationInstantaneous

a weapon with which you have proficiency and that is worth 1+ CP

Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity.
If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Bard, Sorcerer, Warlock, Wizard (2024) Divination Cantrip

Tsunami

  • casting time1 minute
  • range1 mile

  • componentsV/S
  • durationConcentration
    6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature in its area makes a STR Save, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

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 STR Save 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 the wall deals on later rounds is reduced by 1d10.

When wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.

Druid (2024) Level 8 Conjuration

Unseen Servant

  • casting timeAction or Ritual
  • range60 feet

  • componentsV/S/M
  • duration1 hour

a bit of string and of wood

This spell creates an Invisible, mindless, shapeless, Medium 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 could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. 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.

Bard, Warlock, Wizard (2024) Level 1 Conjuration

Vampiric Touch

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationConcentration
    1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach.

On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.

Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.

At Higher Levels: The damage increases by 1d6 for each spell slot level above 3.

Sorcerer, Warlock, Wizard (2024) Level 3 Necromancy

Vicious Mockery

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range.

The Target must succeed on a WIS Save or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Bard (2024) Enchantment Cantrip

9 9
9 9
9 9
6 6
0 0
8 8
1 1
3 3
0 0

Vitriolic Sphere

  • casting timeAction
  • range150 feet

  • componentsV/S/M
  • durationInstantaneous

a drop of bile

You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere.

Each Creature in that area makes a DEX Save.

On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.

At Higher Levels: The initial damage increases by 2d4 for each spell slot level above 4.

Sorcerer, Wizard (2024) Level 4 Evocation

Wall of Fire

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a piece of charcoal

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature in its area makes a DEX Save, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.

One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 4.

Druid, Sorcerer, Wizard (2024) Level 4 Evocation

Wall of Force

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a shard of glass

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

Wizard (2024) Level 5 Evocation

Wall of Ice [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a piece of quartz

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a DEX Save, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.

A creature moving through the sheet of frigid air for the first time on a turn makes a CON Save, taking 5d6 Cold damage

Wizard (2024) Level 6 Evocation

Wall of Ice [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a piece of quartz

on a failed save or half as much damage on a successful one.

At Higher Levels: The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.

Wizard (2024) Level 6 Evocation

Wall of Stone [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a cube of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a DEX Save. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20

Druid, Sorcerer, Wizard (2024) Level 5 Evocation

Wall of Stone [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a cube of granite

feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Druid, Sorcerer, Wizard (2024) Level 5 Evocation

Wall of Thorns

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a handful of thorns

You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature in its area makes a DEX Save, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a DEX Save, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

At Higher Levels: Both types of damage increase by 1d8 for each spell slot level above 6.

Druid (2024) Level 6 Conjuration

Warding Bond

  • casting timeAction
  • rangeTouch

  • componentsV/S/M
  • duration1 hour

a pair of platinum rings worth 50+ CP each, which you and the target must wear for the duration

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Cleric, Paladin (2024) Level 2 Abjuration

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Water Breathing

  • casting timeAction or Ritual
  • range30 feet

  • componentsV/S/M
  • duration24 hours

a short reed

This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Druid, Ranger, Sorcerer, Wizard (2024) Level 3 Transmutation

Water Walk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV/S/M
  • duration1 hour

a piece of cork

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 of your choice within range gain this ability for the duration.

An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Cleric, Druid, Ranger, Sorcerer (2024) Level 3 Transmutation

Web

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a bit of spiderweb

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DEX Save or have the Restrained condition while in the webs or until it breaks free.

A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.

Sorcerer, Wizard (2024) Level 2 Conjuration

Weird

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationConcentration
    1 minute

You try to create illusory terrors in others' minds.

Each Creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a WIS Save.

On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.

A Frightened target makes a WIS Save at the end of each of its turns.

On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.

Classes: Warlock, Wizard

Warlock, Wizard (2024) Level 9 lllusion

Wind Walk

  • casting time1 minute
  • range30 feet

  • componentsV/S/M
  • duration8 hours

a candle

You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud.

While in this cloud form, a target has a Fly Speed of 300 feet and can hover, it has Immunity to the Prone condition, and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.

If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.

Druid (2024) Level 6 Transmutation

Wind Wall

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a fan and a feather

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 in its area makes a STR Save, taking 4d8 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 miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.

Druid, Ranger (2024) Level 3 Evocation

Wish [1/4]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.

The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.

Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.

Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.

Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.

Sudden Learning. You replace one of your feats with another feat for which you are

Sorcerer, Wizard (2024) Level 9 Conjuration

Wish [2/4]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.

Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.

Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing

Sorcerer, Wizard (2024) Level 9 Conjuration

Wish [3/4]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment, she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever

Sorcerer, Wizard (2024) Level 9 Conjuration

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Wish [4/4]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

again if you suffer this stress.

Sorcerer, Wizard (2024) Level 9 Conjuration

Witch Bolt

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a twig struck by lightning

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it.

On a hit, the target takes 2d12 Lightning damage.

On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.

The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.

At Higher Levels: The initial damage increases by 1d12 for each spell slot level above 1.

Sorcerer, Warlock, Wizard (2024) Level 1 Evocation

Word of Radiance

  • casting timeAction
  • rangeSelf

  • componentsV/M
  • durationInstantaneous

Burning radiance erupts from you in a 5-foot Emanation.

Each Creature of your choice that you can see in it must succeed on a CON Save or take 1d6 Radiant damage.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Cleric (2024) Evocation Cantrip

Word of Recall

  • casting timeAction
  • range5 feet

  • componentsV
  • durationInstantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a location, such as a temple, as a sanctuary by casting this spell there.

Cleric (2024) Level 6 Conjuration

Wrathful Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • duration1 minute

You may cast this spell as a Bonus Action immediately after hitting a creature with a Melee weapon or an Unarmed Strike.

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a WIS Save or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.

At Higher Levels: The damage increases by 1d6 for each spell slot level above 1.

Paladin (2024) Level 1 Necromancy

Yolande's Regal Presence

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    1 minute

a miniature tiara

You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a WIS Save.

On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.

Bard, Wizard (2024) Level 5 Enchantment

Zone of Truth

  • casting timeAction
  • range60 feet

  • componentsV/S
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a CHA Save.

On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Bard, Cleric, Paladin (2024) Level 2 Enchantment

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