You call a heavenly bird of prey to your arm. You can command it to attack or to reveal the path ahead. If you command it to attack, each creature in a 120-foot line stretching out from you must make a Constitution saving throw, taking 6d6 radiant damage on a failed save or half as much on a success. If you command it to reveal the path ahead, it flies forward in a straight line 6 miles, staying above the ground and any terrain or structures. You see everything it sees on its path, remembering it as if you had seen it personally. After the results of either command, the bird disappears, flying away.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d6 for each slot level above 3rd.
You call an Autumn, Spring, Summer, or Winter Eladrin, which appears in an unoccupied space within range that you choose (from Mordenkainen's Tome of Foes p. 195). The DM decides which Eladrin answers your call. The Eladrin will fight or do what you ask of it unless it goes against the Feywild or the Eladrin's personal interests.
It takes its turn immediately after yours and returns from whence it came at the end of your next turn (or returns early if it is reduced to 0 hitpoints or the spell ends early). You and creatures of your choice that you can see or hear are immune to the Eladrin's Presence feature for the duration.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the DM chooses two different Eladrin to answer your call.
A willing creature you choose within range jumps into your shadow and is shaded. The creature can exit as a bonus action at any point, ending the spell. It perceives the world through your shadow in the meanwhile. One shadow can only hold one creature, and if the shadow is dispersed by light, the creature is shunted out and takes 1d6 radiant damage.
When a creature leaves your shadow, they choose an unoccupied space within 5 feet of you to emerge from. The creature is visible in your shadow with detect magic, truesight, and other magic seeing abilities. A shaded creature can't attack or use abilities or be attacked, targeted, or damaged with area of effect abilities, unless the attacker can see them while shaded.
You don a beast's skull and many horns grow out from it and around your head to fasten itself for the duration. While it lasts, creatures you choose within range are chilled immediately and again at the start of each of your turns.
A chilled creature is chilled until the start of your next turn. When a creature is chilled, it takes 30 cold damage, can't regain hitpoints or teleport, it can't take reactions, and on its turn it can take either an action or a bonus action, but not both. Spell casting times are doubled for a chilled creature (a bonus action takes an action), it is too cold to speak, and its speed is halved. If a creature dies while chilled, its body is frozen.
If you are wearing Winter's Regal Crown with Winter's Regal Armor, you only need to concentrate on one (an only one of your choice ends if your concentration breaks), and you are immune to all conditions of your choice.
If you are wearing Winter's Regal Crown and are in an everlasting winter, you are immune to all damage except fire and radiant.
This spell creates a magical link between a Large or larger living beast within range and another beast, at any distance, on the same plane of existence. You must have seen or touched the destination beast at least once before. For the duration, any creature can step into the target beast and exit from the destination beast by using 5 feet of movement.
The ground below a point you can see erupts with lava. It has a radius of 15 feet and the radius extends by 15 feet at the start of each of your turns. Once it reaches a radius of 150 feet, it cools to rock. The lava burns and melts most structures, but flows around mountains and other hewn stone and similar structures.
When the lava erupts, each creature in its radius must make a Dexterity saving throw. On a failed save, a creature takes 6d10 fire damage, or half as much on a successful save. A creature that fails its save is also pushed to the inside edge of the lava's radius.
Whenever a creature enters or begins its turn in lava, it must make the same saving throw. Any creatures in the lava when it cools and the spell ends become restrained in the new rock. If you drop your concentration to end the spell early, it cools at its current radius.
You see a biome nearest to you depending on the color of the crystal you use. Green is for forests, white for tundras, light yellow for deserts, purple for caverns, and so on. The DM decides exactly what kind of nearest biome you see when you cast this spell.
You look over it and can rapidly move your vantage point. If there are humanoids that live in the biome, you gain knowledge of their relation to the environment, including to each other, if there are multiple groups. Examples of relations include a travelling group that forages on its way, a hunter-gather tribe between one and two hundred that gradually moves, or a thousand soldier army that gobbles up along its path. You don't gain any knowledge of who they are unless you find them, and creatures travelling with stealth higher than your spell save DC aren't visible to you.
To cast this spell, you touch a Medium or larger plant, and a bewitching apple grows from it for you to pluck. This magic apple can be eaten or, of course, used as a weapon.
A creature can use its action to eat the apple, causing it to become bewitched by you. It is automatically charmed by you, and it always believes you are being truthful towards it (it believes you believe what you're saying and is inclined to believe you). Once eaten from, the remainder of the apple rots.
The apple can be used as a weapon with the finesse and thrown properties (20/60) with proficiency if the attacker is proficient with any other weapon with the thrown property., On a hit, it explodes, and the target creature and every creature within 5 feet of it takes 8d6 necrotic damage + the attacker's Strength or Dexterity modifier, whichever was used for the attack. On a miss, the apple can be used again for this attack.
The apple loses its magic if it hasn't been eaten from or exploded within 24 hours of the casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.
You pull the air into knotted and spiraling currents in a 30-foot wide, 300-foot long line in a direction of your choice. Whenever a creature moves into the line or starts its turn there, it must make a Strength saving throw or be moved to another location of your choice within the line and take 6d6 bludgeoning damage, or take half as much damage and not be moved on a successful saving throw.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. Affected creatures are automatically deafened within the line.
You call up sand and other materials at your feet to swirl around you in protection. While the spell lasts, you gain 5 temporary hitpoints at the start of each of your turns. If a creature hits you with a melee attack while you have these hitpoints, the creature takes 5 radiant damage. You don't need to make a concentration saving throw against damage you take while you have these hitpoints.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the temporary hit points and the radiant damage increase by 5 for every two slots above 3rd.
You retaliate against an attack with a concentrated electric force. The creature that attacked you takes 2d4 lightning damage and is either knocked prone or pushed back 10 feet (your choice when you cast the spell). You can't knock it prone if it is Huge or larger.
You and up to six other creatures you can see within range lose their legs and gain a long fish tail. All creatures gain a swim speed equal to double their base walking speed, and their walking speed is reduced by half. Additionally, creatures can breathe underwater as well as their normal mode of respiration, and they can see in dim light as if it were bright light.
You place the seed of a tall tree onto the ground and beckon it to help you with your path. The seed grows rapidly up to 60 feet in front of you, stabilizing itself against the ground and any other structures it finds. It can support as much weight as a sturdy bridge of the same size. If you walk on it while concentrating, you can keep directing the tree to grow as an action until the spell ends.
When your concentration ends, the tree withers to nothing unless you cast it as 8 hours. If so, the tree doesn't die unless it lacks resources to keep it alive, such as water, soil, and sunlight. If you ever direct it to grow into the ground, that growth becomes a root.
You touch plants of a field and flowers sprout and bloom within 1 mile. The flowers can be used as medicine if prepared with an herbalism kit, curing any nonmagical diseases. Creatures that ingest one of the flowers gain 1 temporary hit point.
You cast this spell by touching the flames of a bonfire, which doesn't cause you any harm while casting. While the first lasts, creatures who sleep (or trance) around it dream collectively. The dream centers on one of the creature's traits, ideals, bonds, or flaws (the DM's choice or rolled). When they finish the rest, the creatures can add 1d4 to their next initiative roll they make as a group, and can reroll any 1s on the d20 roll for the first initiative check they make.
At Higher Levels. When you case this spell using a spell slot of 4th level, the additional die to initiative increases to 1d6. It becomes 1d8 at 7th level.
You touch one creature and allow it to spin up a storming gale around itself. Choose lightning, psychic, radiant, or thunder. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 5-foot radius. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a s successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You ritually lay out at least one of each fruit from the world and magically recombine it into the fruit of legends. The fruit can be eaten from as an action, rendering it inert. The fruit carries a heavily umami flavor, which darker savory undertones and a meaty yet tender texture, and its juice bursts in the mouth.
When a creature eats from the fruit, it gains one legendary action. It can use this legendary action at the end of another creature's turn and regains it at the start of its own turn. That action can only be used to move up to its speed, to Hide, to Use an Object, to Search, to Attack (one weapon attack only), or to Cast a Spell (cantrip only).
Once the creature finishes a long rest, the benefit of the fruit of legends fades. If the creature eats from the fruit once a week for a year, the benefit of the spell remains permanently.
For the duration, your eyes cover in a golden light. Until the end of your next turn, you are blinded, but know the location of every creature within 60 feet of you not behind full cover from you. You know the size, type, and potential race of these creatures, can determine if they are shapechangers and using a false or true form, and can see these creatures even into the Ethereal Plane. While blinded from this spell, you can see the creatures within range and you don't make attacks against them with disadvantage, nor do they attack you with advantage. Finally, you have advantage on Wisdom (Insight) checks made against any creature you can see with this spell.
You create swirling and irradiating lights from bending solar wind against the planet's magnetosphere. Choose any creatures you can see that are below your elevation. You momentarily gain truesight (1 mile) for the purposes of seeing creatures when you cast this spell as the aurora allows you to see the true world.
A target is blinded and weakened until the start of their next turn. A creature can make a Charisma saving throw to avoid being weakened, but remains blinded on a success.
A weakened creature takes twice as much damage whenever they would take any and has disadvantage on all saving throw they make. Creatures at your elevation or above can't be affected by this spell.
You briefly summon the North Wind, rolling warm clouds of fantastical life and primordial resilience. Each creature in 30-foot cube you choose within range gains a unicorn's horn on their head made of clouds and +5 AC. The horn and effect lasts until the creature takes damage or begins a rest. The creature who deals damage to an affected creature takes 10 radiant damage.
You draw the attention of a purple worm deep below the soil and rock of the ground. It appears in a space you can see within range, destroying buildings present. The purple worm takes its turn at initiative count 0. It is hostile to all creatures and desires the spice used in the casting of this spell, chasing it down. Once it consumes it, the worm lingers for an hour wrecking havoc before it returns to the depths below. If it is unable to reach the spice within an hour, or can no longer smell it, it smells the spiciest material within 10 miles and goes to consume it instead.
You choose a creature within range to construct a tomb around, keeping them trapped inside its wall. The target must make a Constitution saving throw. On a failure, it is locked within and pierced with a thousand spikes, and magically dealt 5d12 piercing damage. The target makes the saving throw at the end of each of its turns, taking the same damage on a failure. On any success, the tomb shatters apart and fades away, freeing the target. The creature has total cover while the tomb lasts and can't move or escape by any means other than teleporting.
An undead target has disadvantage on its first saving throw against this spell.
A creature that fails every save against this spell or is reduced to 0 hitpoints while inside is locked within. The duration becomes permanent. A dispel magic spell can end the spell only if it is cast at 5th-level or higher on the tomb. The tomb has 50 hitpoints, 15 AC, immunity to poison and psychic damage, and resistance to all other damage except force.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
An ooze you touch must make a Constitution saving throw. On a failure, you magically slurp all of it up and swallow it. It loses all of its hitpoints, and you gain all of its hitpoints lost as temporary hitpoints. The ooze automatically succeeds if it is more than one size larger than you.
You conjure an ethereal tyrannosaurus rex and direct it to bite one creature you can see within range. Make a melee spell attack against the creature. On a hit, the creature takes 4d12 + your spellcasting ability modifier in piercing damage. If the target is Medium or smaller, it is grappled (escape DC 17) until the end of your next turn by the ethereal beast. While it is grappled, it is restrained.
You put a miniscule light inside a glass marble and toss it to a point within 30 feet of you. Each creature within 5 feet of the point must make a Constitution saving throw or take 1d6 radiant damage, as the light radiates through the marble. The light then winks out.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A point you can see within range births a miniature start and begins amassing material and growing in size. The star has a radius of 10 feet, which increases by 10 at the end of each turn that passes.
Any creature that moves into a starts its turn within 60 feet of any part of the star must make a Strength saving throw or be pulled 60 feet towards the center of the star. Large and smaller objects within the same range are automatically pulled into the star.
A creature that moves into or starts its turn inside of the star takes 50 radiant damage. Large and smaller objects within it are destroyed, except for Legendary or artifact magical items.
At the start of your next turn, the star explodes, going nova. Each creature within 120 feet of any part of it takes an additional 50 radiant damage, and the spell ends.
For the duration, bright light shines in a 1 mile radius and dim light for an additional mile. This light is sunlight. Inside the star, creatures are blinded. The star can't be seen into or through without
truesight.
A tempestuous murder of crows appears, centered on a point you can see within range and spreading to a radius of 45 feet. Crows cry, winds buffer, and fire roars. Each creature under the cloud (no more than 90 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed, a creature becomes blinded for 1 minute. A blinded creature can repeat the save at the end of each of their turns, ending the effect on a success.
At the start of each of your turns until the spell ends, the following effects alternate taking place. When you cast this spell choose the order of the effects.
Flock. Crows dive and swarm. The area under the cloud becomes complete magical darkness until the start of your next turn and each creature takes 1d6 slashing damage.
Flames. You call five pillars of fire from the cloud to strike five creatures of objects of your choice beneath the cloud. A given creature or object can't be struck by more than one pillar. A struck creature must make a Dexterity saving throw. The creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one.
A glacier rises out of a point on a surface you can see within 120 feet of you, with a radius of 20 feet and a height of 40. Each creature in the glacier must make a Constitution saving throw or take 6d8 cold damage and is deafened until your next turn. On a successful save, it takes half as much damage and isn't deafened by this spell. Fey and oozes have disadvantage on this saving throw. The glacier shatters into nothing at the end of your turn.
You can create a new glacier as your action on any turn until the spell ends. If you create a glacier adjacent to or sharing area with a glacier you made on your last turn, it becomes 20 feet higher than the previous glacier.
You conjure the spirit of a wood and make a melee spell attack against a creature within range. The creature automatically takes 4d6 psychic damage, and on a hit the creature is haunted by the spirit.
A haunting spirit is not a curse, but can be removed by a banishment spell targeting the haunted creature. You make the Charisma saving throw for the spirit. If you fail, the spirit is banished and the haunt ends. It can't be dispelled.
While haunted, a creature is stunned and can make a Wisdom saving throw at the end of each of its turns to end the haunting.
You temporarily gain the eyesight of a predatory bird. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on you Wisdom (Perception) checks.
You touch a Large or Huge tree, awakening its spirit for a moment. You must immediately direct it to fight with you or to answer up to 3 questions it may or may not know the answer to, but will generally attempt to answer honestly unless you are known by it to be an enemy of wilderness.
If you direct it to fight, you choose a target within 30 feet of the tree, and the tree animates, uprooting itself, charging towards the target. The treant spirit has 50 hitpoints, AC of 15, and resistance to all damage except fire. It can make two attacks against the target, forgoing either or both for a shove or grapple attempt as normal. The treant spirit uses your spellcasting ability modifier for all its saves, ability checks, and attack rolls, and is proficient with its attacks and Athletics (your proficiency bonus). On a hit, the target takes 3d6+6 force damage, or half as much on a miss.
After answering 3 questions or making its attacks, the tree takes root in its current location, ends any grapples, becomes a normal tree once again, and the spell ends.
You imbue benevolent magic into a totem you touch. A creature wearing the totem gains the benefits of it while the spell lasts. When you cast this spell, choose one of the following benefits for the totem to grant.
Armadillo. The armadillo is knowledgeable of boundaries. If the wearer retraces the steps they took since the beginning of their last turn, they only spend 1 foot of movement for every 2 feet they move.
Beaver. The beaver is balanced. Before making an ability check, the wearer can take a roll of 10 on the d20 for the check instead of rolling.
Butterfly. The butterfly is graceful. If the wearer fails an ability check or saving throw and would be knocked prone, they can reroll the check or save and must use the new result.
Dolphin. The dolphin is wise. The wearer has advantage on Wisdom (Insight) checks.
Fox. The fox is clever. The wearer can swap their initiative count with a willing ally they can see when initiative is rolled.
Horse. The horse is free. The wearer can move 5 feet at the start of their turn without drawing attacks of opportunity. They can't do so again until the move 0 feet on one of their turns.
You prepare an army for interplanar war. Until the spell ends, any number of creatures you choose that you can see are soldiers in this army. Choose aberrations, celestials, elementals, fey, fiends, or undead. A soldier gains resistance to the damage dealt by the chosen type, has advantage on saving throws against those creatures, and any attack a soldier hits them with becomes a critical hit. Finally, the soldiers' attacks become magical.
This spell can't be dispelled by dispel magic. You can discharge any number of the soldiers at any time or disband the army, causing them to lose the benefits of the spell. A soldier who dies also loses the spell's benefits. You can't cast this spell again while any creature remains in the army.
You shove an acid vail inside the body of a creature and exponentially intensify the acid within. Any creature that lacks an organic body is immune to this spell, such as elementals, constructs, and creatures with the incorporeal movement feature.
A creature you touch must make a Constitution saving throw. On a failed save, the target is eaten from the inside out by corrosion, taking 12d4 acid damage and another 6d4 acid damage at the end of its next turn. On a success, a creature takes half the initial damage and no damage at the end of its next turn.
If a creature is reduced to 0 hitpoints by the acid damage from this spell, it explodes in a radius of 15 feet. Any creature other than you caught in the radius must make a Constitution saving throw, taking 4d4 acid damage and another 2d4 acid damage at the end of its next turn, or half the initial damage and no damage at the end of its next turn on a success.
A Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage the
first target takes increases by 2d4 for each slot level above 5th.
You magically part a nonmagical staff, summoning a weapon of the feywild used by the nimblest of their knights, the Mantis. This magic weapon counts as a simple melee weapon with which you are proficient. It deals 2d6 slashing damage on a hit and has the finesse property. When you roll the same result on both of the first two damage dice, you can immediately make another attack against the same target, potentially provoking this feature again. Additionally, when you attack charmed targets with this weapon, you make the attack roll with advantage.
The spell ends if you cast it again or if you let go of the weapon. When the spell ends, the staff grows back together, the weapon returning to its Mantis in the feywild.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th-level or higher, the damage increases to 5d6.
For the duration, you can see through any fire you have viewed or felt before. You are blind to your own senses while you look through any fire. The fire can be any size from candle to forest fire, but it must have continued burning since you last saw it or felt its heat to be one that you have viewed or felt before. You can choose a fire to see through as a bonus action, or choose to see through your own eyes again.
You crush a blood ruby in your hand and scatter its pieces across the ground within 60 feet of you. The ground erupts with blood-red stalagmites. They stay grown in their initial places, even if you move around during the spell.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature must make a Constitution saving throw when it enters the area or starts its turn there. On a failed save, the creature loses 3d12 hitpoints, or half as much on a successful one. Additionally, a creature that fails the save can't regain hitpoints until it succeeds or the spell ends.
A creature that falls to 0 hitpoints from losing hitpoints in this way loses all its blood, if it has any. When the spell ends, you regain hitpoints equal to the number of affected creatures reduced to 0 hitpoints while on the ground.
At Higher Levels. When you cast this spell using a spell slot of 7th level or 9th level, affected creatures lose an additional 1d12 hitpoints for every two slots level above 5th.
You cast this spell during a rest, which can't break it. Once finished, you and up to 6 allies within range can roll their hit dice as if they were one size larger. For example, by expending a d10 hit die, an affected creature can roll a d12 instead, and a d20 by expending a d12.
Additionally, affected creatures share a strong collective unconscious. When one fails a saving throw, another affected creature can reroll the save for them, using their own save. A creature must not be affected by the same effect to reroll the save. Up to two affected creatures can attempt to reroll another affected creature's failed save.
If you cast this spell at dawn, each affected creature's speed increases by 10 feet.
(clasping hands with the target) You leap to the air, flying towards a creature within range, taking their hand and rejuvenating them. They regain a number of hitpoints equal to 3d10 + your spellcasting ability modifier, can immediately stand if they are prone, and lose one disease or condition afflicting them, which could be blinded, deafened, or poisoned.
Additionally, after you heal the target, each creature of your choice within 30 feet of you must succeed on a Strength saving throw or be pushed back 15 feet by a blast of divine light emitted from your hands.
A paper you hold rapidly unfolds into a map of the plane you are on. It continues unfolding until it reaches the end of the plane or the end of explored territory, whichever comes first. If a map exists of an area that is at least semi-accurate, and a creature of your type has been there in the last decade, it counts as explored.
The map is somewhat three-dimensional, with mountains rising from the paper and canyons folding downward. When the spell ends, the map folds back up and continues folding until nothing remains. If you cast this spell with the same set of cartographer's tools every day for a year, the cast that marks a year creates a permanent map.
You grasp the flesh or armaments of a creature and disperse their heat to the air, freezing them. The target must make a Constitution saving throw. On a failure, it is paralyzed. At the end of its next turn, it must make another Constitution saving throw, and it does so with advantage if it is Large or larger. The spell ends on a success, but on a failure, they are petrified, turned to ice. The creature can repeat the saving throw at the end of each of its turns, ending the effect completely on a success.
If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to ice, which does not melt naturally, even through a blazing summer.
You choose a creature within range to magically construct a coffin around, shutting them inside with overlaying chains. The target must make a Constitution saving throw. On a failure, it is locked inside, stabbed with a thousand blades, and magically dealt 5d12 piercing damage. The coffin turns to ash at the start of its next turn. The creature has total cover while it lasts and can't move or escape by any means other than teleporting. On a success, the creature takes half as much damage and the coffin immediately fades.
An undead that has advantage on saving throws against or is immune to the effects that turn undead has disadvantage on its saving throw against this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
A spellcasting focus you touch while casting the spell becomes magically inverted. A creature that tries to cast a spell using this focus must first make a saving throw. The type is determined by the target's spellcasting ability. On a failure, the spell fails and it can't cast a spell of 6th level or lower until the trojan focus is destroyed. On a success, the trojan focus becomes normal again.
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the casting creature can't cast a spell slot level used for this spell or any lower.
You trail a banner of stars from a listed weapon you touch that reveals the would-be night sky behind the banner's space, shifting perspective for everyone. While the spell lasts, the wielder of the weapon can teleport any creature hit by the weapon up to 15 feet away from its location to an unoccupied space the wielder can see. The weapon deals an additional 1d8 force damage on a hit and if it isn't already a magic weapon, it becomes one for the duration.
The wielder can plant or unplant the weapon and banner in the ground as a bonus action. While planted, up to 6 creatures the wielder decides within 30 feet of the banner can teleport up to the remaining speed they have to an unoccupied space they can see within 30 feet of the banner, which takes movement as if they had walked.
You must be within 5 feet of a Huge or larger body of water to cast this spell. When you do, water flows around you in the form of a great creature that you are at the center of. Until the spell ends, you gain the following benefits:
- Your walking speed increases to 120 feet, and with the water, you become Huge.
- You gain 100 temporary hit points. If any of these remain when the spell ends, they are lost.
- You can make melee spell attacks against any number of creatures within 30 feet of you immediately and as an action. On a hit, you deal 4d12 bludgeoning damage, and the target is grappled (it can make a grapple check against your spell save DC to escape).
If you cast this spell and can see a full moon, it doesn't require concentration for you.
You pull water from the ground in a 60 foot long line, 5 feet wide and up to 5 feet above the ground (anywhere you choose within range). Each creature in the line must make a Dexterity saving throw or be doused.
A doused creature's speed is reduced by 5 feet, and any flames on or held by a target are extinguished. At the start of your next turn, a doused creature takes 8d8 bludgeoning damage as the water on a creature crushes them under immense pressure. The water then dries.
A creature can dry itself early if it would be set alight, undousing instead of setting it on fire.
You momentarily summon an ethereal catoblepas, a disgusting creature of putrid breath. Choose a creature you can see within range for the catoblepas to target with a deathly belch. The target must make a Constitution saving throw or take 10d4 necrotic damage on a failed save, or half as much on a successful one. If the saving throw fails by 5 or more, the target instead takes 40 necrotic damage. A target dies if reduced to 0 hitpoints with this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the necrotic damage increases by 2d4 and the 5-or-more damage increases by 8 for each slot level above 4th.
You touch a creature and summon around it an ethereal rose with many thorns. When a creature moves within 15 feet of the target, it takes 4d4 piercing damage for every 5 feet it moves closer to the target. Creatures you or the target designate at any point are immune to its effects.
You call out a wintry death from the ground under a creature you can see within range. At the end of the creature's next turn, the ice rushes to freeze them and the target takes 6d6 cold damage. For every 5 feet the target moves away from the location where it was targeted by this spell, the cold damage is reduced by 1d6.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d6 for each slot level above 2nd.
Your form changes to your spirit for the duration, stone and space manifesting it. You gain the following benefits.
Stone. You are immune to non-magical bludgeoning, piercing, and slashing damage. You immediately gain 100 temporary hitpoints. Finally, you reduce all incoming damage you take by 10.
Space. You can spend 5 feet of movement to teleport to an unoccupied space you can see. If you are the target of an attack or effect, you can spend 5 feet of movement as a reaction, avoiding the attack or effect (if you leave its area). Finally, you can petrify a creature you reduce to 0 hitpoints and add its form to yours, healing you for an amount equal to its number of hitdice (no action required). The statue becomes gray dust.
You hold a rose and release its inner spirit, the rose wind. The ring audibly and visibly encircles the rose 15 feet away from it. The ring is horizontal and 10 feet high. When you cast this spell, you can designate any number of creatures to be unaffected by it. Choose one of the following options.
Buffer. Any creature that starts its turn adjacent to the inside of the ring or that moves there must make a Strength saving throw or be pushed 5 feet outside it and take 4d6 acid damage.
Swirl. Any creature that crosses the ring must make a Strength saving throw or be pulled halfway around the ring as part of crossing it and take 4d6 acid damage.
Vortex. Any creature that starts its turn adjacent to the outside of the ring or moves there must make a Strength saving throw or be pulled 5 feet inside it and take 4d6 acid damage.
You can change the option you choose for this spell when you cast it as an action while the spell lasts. If any creature succeeds their saving throw, it takes half as much damage and isn't pulled.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the acid damage increases by 1d6 for each slot level above 4th.
You utter a word of fertility and a creature of your choice appears out of a corpse you can see within range. The creature can be up to CR 10, and the corpse is destroyed. It acts on your initiative and is initially allied with you, but has powerful self-perservation instincts and will not usually die for you, follow you around, or serve you for a long period of time. If it reasonably perceives you as a threat to it or its spawn, it will become hostile to you until it judges you are no longer a threat. If allied, you direct it in combat.
The creature you choose must be an aberration, dragon, fey, fiend, monstrosity, or a plant. You need to have seen the creature before, either in person or some depiction. If you haven't, you can make a DC 20 Intelligence check to imagine it.
A creature you touch leaves no physical trace from moving over terrain and can't be detected by divination spells of the same level at which this spell is cast.
You conjure a relentless seeking energy on a creature you can see within range. A magical line appears between you and it, which follows that creature wherever it goes. At the start of each of its turns, it takes 10 force damage from the line. The spell doesn't end until the creature is dead or the creature spent the time between the end of one of its turns and the start of its next turn not touching the ground, however it accomplishes that feat. The spell can end early if it deals 60 total damage or if a creature successfully casts dispel magic on the target of the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell can deal an additional 10 damage before it ends early for each slot level above 4th.
When you are covered in fire, as with an explosion, area of effect fire spell, or some fire creating ability such as a red dragon's breath, you can move up to your speed and take one action. That action can only be the Attack action, the Cast a Spell action (a cantrip only), the Dash action, the Hide action, or the Search action.
If you made a saving throw or were the target of an attack for the triggering fire, you take no damage on a successful save or a missed attack and only half as much fire damage on a failed save or a hit attack.
You unleash cataclysmic power in the form of pure energy from your hands to a point you can see within range. Each creature, object, and structure within 300 feet of that point takes 99 radiant damage and must make a Constitution saving throw or be permanently blinded from the energy.
While you are on the ground, nature extends living roots up into your body. Until the spell ends or you stop touching the ground, you reduce all damage you take by 5 and you add 5 to all Strength, Dexterity, and Constitution saving throws.
You touch one willing creature and fervent arcs of lightning cover its hands. Until the spell ends, the creature can use its action to electrify a creature within 15 feet of it as an action. The target of the electricity must make a Constitution saving throw, taking 3d8 lightning damage on a failed save, or half as much on a successful one. The target has disadvantage if it is wearing metal armor.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target of the spell can target a creature that is an additional 5 feet away from it for each slot level above 2nd.
You change the top layer of up to 6 five-by-five foot squares within range into black ice. Each square must touch at least one other square. The ice is invisible, though a creature can make a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC to see it.
If a creature starts its turn on or moves onto a square, it must make a Dexterity saving throw (for each square) or fall prone. If the creature moved onto a square, it slides until it reaches ground that isn't covered in black ice. Creatures similarly slide if they are shoved on the ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can make one additional square of black ice for each slot level above 2nd.
Your hands become icy claws as you make a melee spell attack against a creature you can reach. On a hit, you deal 1d6 slashing damage, and if you move around the creature in a circle on the current turn (returning to where you began), you deal an additional 1d6 cold damage as the winter winds pierce the wound.
The spell's damage increases by 1d6 when you reach 5th level (2d6 and a possible 2d6 cold), 11th level (3d6 and 3d6), and 17th level (4d6 and 4d6).
You protect yourself and up to 6 allies you can see within 60 feet of you with the rose gate, a calming and beautiful force. Each creature protected has resistance to all damage until the end of your next turn.
You call a meteorite from the sky onto a creature within 5 feet of you. The creature must be directly beneath the sky. The target must make a Dexterity saving throw or be knocked prone and take 1d4 bludgeoning or fire damage (your choice when you cast the spell).
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You evoke two elemental sigils under your control. Choose fire, ice, earth, or air. Immediately and as an action while the spell lasts, you can choose up to four creatures within 30 feet of you. Each creature must make a Dexterity saving throw or take 3d8 damage, the type associated with the chosen element (fire for fire, cold for ice, bludgeoning for earth, and slashing for air).
If a creature moves within 30 feet of you, you use your reaction to require it to make the same saving throw or take the damage of the spell.
You pull the shape of souls from creatures you have seen die or harmed yourself (your choice). These souls fly around you in a 120 foot radius of dim light and act on your guidance. You can ask them as an action (or immediately when you cast the spell) to either attack or defend.
If asked to attack each creature other than those of your choice within range takes 5d radiant or necrotic damage (if they are souls you have seen or harmed respectively) and is deafened until the start of your next turn.
If asked to defend, each creature of your choice within range gains 5d6 temporary hitpoints that last until the start of your next turn.
To cast this spell, you touch a Medium or larger plant, and a magic apple grows from it for you to pluck. This magic apple can be eaten or, of course, used as a weapon.
A creature can use its action to eat from the apple, causing it to regain 8d6 hitpoints and gain resistance to all damage until the end of its next turn. If the creature is cursed or has exhaustion, one curse or exhaustion level is removed. Once eaten from, the remainder of the apple rots.
The apple can be used as a weapon with the finesse and thrown properties (20/60) and has proficiency if it is proficient with darts or throwing any other weapon or object. On a hit, it explodes, and the target creature and every creature within 5 feet of it takes 8d6 radiant damage + the attacker's Strength and Dexterity modifier, whichever was used in the attack. On a miss, the apple can be used again for this attack.
The apple loses its magic if it hasn't been eaten from or exploded within 24 hours of the casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing and radiant damage increase by 1d6 for each slot level above 4th.
This spell completely stops incoming energy from harming you and taking some of its energy for your own. You have immunity to the triggering damage type until the start of your next turn. Additionally, you regain a number of hitpoints equal to this spell's level.
When you cast this spell, an ethereal sylvan flower appears in front of your face. Each creature other than those of your choice within the spell's radius must make a Wisdom saving throw or be paralyzed for the duration. If a target of this spell can see the moon, it sees the flower overtake the moon, and while it is paralyzed, attack rolls against it always hit, even on a d20 roll of 1.
This spell has no effect on fey. At the end of each of its turns, an affected creature can make another Wisdom saving throw. On a success, the spell ends on that creature.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell's radius increases by 30 feet for each spell slot above 7th.
A small visage of ice extends from your hand to a point you can see within range, taking on a shape of your choice. Each creature within 15 feet of the point must make a Constitution saving throw. On a failure, a creature takes 6d6 cold damage and regains no hitpoints from being healed, regeneration, or any other manner until the end of your next turn. On a success, a creature takes half as much damage and suffers no other effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.
You channel the stomping might of titanic creatures. Each creature within 15 feet of you must make a Constitution saving throw. On a failure, a creature takes 4d6 thunder damage and is stunned until the start of your next turn. On a successful saving throw, a creature takes half as much damage and isn't stunned.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the thunder damage increases by 1d6 for each slot level above 3rd.
You summon an elemental and bind it to the armor component of the spell, creating a myrmidon in your service, the kind determined from the relevant component used. The myrmidon obeys your commands and takes its turn immediately after yours in combat. If it dies, it is freed and returns to its own plane. The armor is ruined unless the myrmidon is dispelled with dispel magic.
If you cast this spell to create a second myrmidon of the same element as any previously created and still in service, the previous gains autonomy and is not bound to your service any longer.
You touch the hands of a creature and infuse them with the power of the void. Unarmed attacks the target makes deal an additional 1d6 force damage for the duration of the spell, count as magical, and deal double damage against objects and structures.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the additional force damage increases by 1d6 for every two slot levels above 2nd.
You bestow a blessing of moonlight upon a creature you can see within range. The target immediately regains 40 hitpoints and until the end of that creature's next turn, it is invisible.
The creature regains an additional hitpoint for each moon of this world shining on the target, if there are any.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 5 for each slot level above 5th.
You choose a creature you can see that has legs within range and begin freezing them. At the end of the creature's turn, if it has not moved at least 15 feet from where it began its turn, it becomes restrained, with its lower half encased in ice. The creature can make a Strength saving throw at the end of each of its turns after its first, breaking through the ice and ending the spell on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You touch any king of egg and quicken it to hatch. Over the next minute, the creature within the egg comes to fruition and hatches, breaking away its shell.
The DM can determine that the creature imprints on the first other creature it sees or sense, treating it as if it were its mother, with loyalty and desire of protection.
If the creature has different kinds, such as colors of dragons, you can offer a material component for the spell to be consumed in its casting that matches with the kind of creature, and the egg will hatch as that kind, regardless of what laid it, such as gold for a gold dragon.
Be careful of what sleeping things you waken to life.
You cause rocks to fall in a 20-foot radius circle centered on a point you can see within range. Each creature in the circle must make a Dexterity saving throw or take 2d8 bludgeoning damage and be stunned until the end of its next turn as rocks barrage the area. On a success, a creature takes half as much damage and isn't stunned.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 3rd.
You clear the air of a Medium space within the spell's range, returning it to clear air, atmosphere perfect for your breathing. This will clear the space of poisonous gas and can provide air if it is a vacuum. If you move through the air before the end of this turn, you can add 1d6 to one attack roll, ability check, or saving throw you make before the end of this turn, as the refreshing air fills your lungs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make an additional Medium space within the spell's range into clear air for each slot level above 1st.
You transform and pull up water out of the ground in a miniature spring that lasts for the duration. If left entirely alone, it will form a small oasis, and plant life will begin growing around it. If it is otherwise drank from, stepped in, or physically interacted with, the spring dries up when the spell ends. Altogether, the spring releases ten gallons. The water is especially savory.
You call into a space you can see within range a minute piece of a black hole for the duration. Each creature within 20 feet of it must make a Strength saving throw or be pulled 10 feet closer to the center and take 5d6 force damage, or half as much on a success. A creature that fails the save can't move farther away from the center until it succeeds. It must repeat the saving throw at the start of each of its turns, taking the damage or half on a failure or ending the effect on themselves on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial force damage increases by 1d6 for each slot level above 5th.
You indicate towards an object or organic material and rapidly age it. For every second that passes, it ages a minute, time passing for it more quickly. You can cook food, ripen a fruit, or melt an icicle. If you target a creature with this spell, the creature must be wiling.
This spell allows you to recognize the ephemeral nature of life. From your point of view when you cast it, the world shifts around you to 3 years in the future. However, for the time, you have been petrified as a statue, until the duration of the spell is up or it has been dispelled.
At Higher Levels. When you cast this spell in a spell slot of 4th level or higher, the duration increases by 1 year for each spell slot above 3rd.
You conjure fire up within the body of a creature you can see within range. The creature must make a Constitution saving throw or be incapacitated for the duration with a speed of 0 and take 1d6 fire damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time it fails, it takes another d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.
You shape your fingers into the head of a naga and fling its poison at a creature you can see within range. The creature you can see within range. The creature must make a Constitution saving throw. The target takes 10d8 poison damage on a fail, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poison damage increases by 1d8 for each slot level above 5th.
You force a vision of the cosmos with a stars, planets, and moons onto your life, using the spirit of the cosmic bindings to fulfill the vision. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature starts its turn within 30 feet of you, it must make a Charisma saving throw or take 2d10 force damage and be moved up to 15 feet closer to you. On a success, a target takes half as much damage isn't moved.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the force damage is increased by 1d10 for each slot level above 3rd.
This spell can only be cast under a moon with at least some part visible. You call the moonlight to burn the bodies of creatures of your choice you can see within range. Each creature must make a Constitution saving throw or take 6d10 radiant damage, or half as much on a success. Undead creatures must save against 8d10 damage.
You touch a reflective surface, such as a mirror or still water, and pull the light into on condensed string and release it in a line. This light will bounce off of objects up to three times at the same angle that it came into contact with the object. A creature caught in this line must make a Dexterity saving throw or take radiant damage, or take half as much on a success. If the light catches a creature, roll a 1d8 for the direction the light bounces. If the light catches a creature and hasn't bounced yet, the creature must save against 5d8 damage. If the light has bounced once, it must save against 6d8, if it has bounced twice, it must save against 7d8, and if it has bounced three times, against 8d8. After the line comes in contact with a creature or object after its third bounce, the line end. The line also ends once it has extended the length of its range.
At Higher Levels. If you cast this spell using a spell slot of 4th-level or higher, the range is increased by 15 feet for each slot level above 3rd.
You reach out and throw salt into the wound of a creature, magically invoking it to worm through its body and shred its insides. Make a melee spell attack against a creature you can reach. On a hit, the target loses 4d8 hitpoints if it is above half health or 8d8 hitpoints if it is below, or loses half as many hitpoints on a miss. Oozes lose twice as many hitpoints from this spell.
You form a ring of mystical glass on a finger and punch a creature within range. Make three melee spell attacks against the target. You deal 3d6 psychic damage to the target on a hit, or half as much on a miss. When you land an attack, you both teleport, swapping places if you both can fit. You regain hitpoints equal to the number of dice you roll for psychic damage. After the last attack, the glass ring breaks into sand. If you reduce the target of this spell to 0 hitpoints, the ring remains while the body of the target turns to sand instead, the reflection of the creature frozen within the ring forever.
At Higher Levels. When you cast this spell using a spell slot of 5th level or or higher, you can make one additional attack for every two slot levels above 3rd.
You are enveloped by a thick coat of living ice. You gain 20 temporary hitpoints which fade when the spell ends. While these temporary hitpoints last, the coat lasts, which grants you a number of benefits.
- You can reduce any damage you take by 2 + your spellcasting ability modifier.
- The air and objects around you freeze, allowing you to finely control some physics within. If a range attack misses you or you reduce its damage to 0, you can target it back towards the attacker as a reaction, making a ranged spell attack against the creature and using its damage roll.
- Your hands are natural melee weapons with which you can attack twice as an action using your spellcasting ability modifier. On a hit, a target takes 2d6 slashing + 2d6 cold damage.
- As a bonus action, you can make a bridge of ice starting from you and extending up to 60 feet in front of you and up to 5 in the air. It is difficult terrain for creatures other than you and creatures of ice, which expend only 1 foot of movement for every 2 travelled on it. The bridge melts when you make a new bridge or when the spell ends.
As an action, you can gain 10 temporary hitpoints, remaking the coat.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage you can reduce increases by 1 and the amount of temporary hitpoints you initially gain increases by 5 for each slot level above 5th.
You channel the weather of nature into a Medium sized sphere in a space you can see within range. If a creature starts its turn with any part of it in the sphere during this spell, it must make a Dexterity saving throw or suffer an effect, determined by the local weather shown below. Any lingering effects end at the end of the creature's next turn.
As an action, while the spell lasts, you can move the sphere up to 30 feet to a location you can see.
Sunny. The creature takes 3d6 radiant damage.
Clouds. The creature takes 3d6 psychic damage.
Rain. The creature takes 4d4 piercing damage.
Thunder. The creature takes 1d10 lightning and 1d10 thunder damage.
Wind. The creature takes 2d8 slashing damage.
Snow. The creature's move speed is halved and it takes 1d12 cold damage.
Fog. The creature must roll 1d8 and move 5 feet in the resulting direction each time it attempts to move 5 feet.
A seed you hold bursts and rapidly grows onto your body, resurging your health and planting you firmly into the ground. You can add +5 to the saving throw you failed to trigger this spell, potentially turning the fail into a success. You gain the bonus to both saves until the start of your next turn as the plant withers away.
You wrap the air into a perfect spiral that shreds a creature within reach. The target must make a Dexterity saving throw or take 10d8 slashing damage, or half as much on a success. If this reduces the target to 0 hitpoints, its body is cut by the spiral into many pieces, which are flung about. If the target fails and is wearing armor, the armor is utterly destroyed, even for rare and more common magical armor.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slashing damage increases by 1d8 for each slot level above 5th.
You conjure an aura of shadow around yourself. For the duration, you and creatures you choose within the spell's range can take the Hide action as a bonus action, and creatures other than you that you don't choose have their vision lightly obscured in the radius and looking into the spell's area.
You create a miniature sun over a creature you can see within range. The target immediately and at the start of each of its turns for the duration takes 10d10 radiant damage and can't regenerate hitpoints while under the sun. The sun casts bright sunlight for 150 feet and dim for another 150. It stays with the target if it mvoes or teleports less than 300 feet.
The target can attempt to destroy the sun by making a Charisma saving throw against your spell save DC as an action, ending the spell on a success.
You call into flickering existence within range an earth, air, and fire elemental, who serve you before falling apart. You direct the elementals to act immediately, and they take their actions in any order you want on your turn. Once your turn ends, the elementals fade to dust, blow away into the wind, or snuff out as appropriate.
The statistics are on pages 124-125 of the Monster Manual.
This spell lets you convince beasts that you mean them no harm. Choose up to 8 beasts that you can see within range. A beast must see and hear you. If the beast’s Intelligence is 6 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms any of the targets, the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration lasts for an additional 24 hours for each slot level above 4th.
You pull threads of aether from the air and effortlessly fling them to up to six creatures you can see within range. Each creature must make a Strength saving throw or its speed drops to 0. A creature can repeat the saving throw as an action, ending the effect on a success.
If one creature bound by the threads tkaes damage, each other creature bound takes 1 damage of the same type. Bound creatures don't take this damage more than once on the same turn.
If you move out of the spell's range of an affected creature, the spell ends for it as its threads snap.
You briefly summon the West Wind, a gale of storms, death, and destruction. Each creature in a line 60 feet long and 15 feet wide from you must make a Strength saving throw. On a failure, a target is pushed back 30 feet and takes 4d8 necrotic damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for each slot level above 4th.
A star shoots out from your eye to pierce through space in front of it. The first creature in a line stretching the spell's line length from you must make a Constitution saving throw or take 4d6 force, 4d6 radiant, and 4d6 piercing damage, or half as much on a success. On a failure, the star pierces through them and on to the next creature in the line, who must make the same saving throw, taking the same damage or half. The star continues until a creature succeeds, caught in their body to wink out, or it travels the spell's line length and fades away.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's line length increases by 30 feet per slot level above 4th.
You attempt to bite a creature, with the ethereal visage of a great lion appearing over you. Make a melee spell attack against a creature you can reach. On a hit, a target takes 2d8 piercing damage and is restrained until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
A sudden gale swirls and buffets in a 60-foot cone stretching from you. You choose to push or pull when you cast this spell. Each creature caught in the cone must make a Strength saving throw. Huge or larger creatures have advantage. On a failed save, a target is moved 15 feet closer or farther from you and takes 6d6 slashing damage. On a success, a creature isn't move and takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing damage increases by 1d6 for each slot level above 4th.
When you cast this spell, your physical body becomes a tempestuous wind until the start of your next turn. For the duration, your speed is doubled, you are incorporeal, you have resistance to all damage, and you can move through objects and creatures as if they were difficult terrain. If you end your turn in the space of a Large or smaller creature, you can make a spellcasting ability check contested by its Strength (Athletics). If you win the contest, the creature is hunted 5 feet to the nearest empty space. If you end your turn inside the space of an object, which of you is lighter than the other is similarly shunted 5 feet.
When you cast this spell, you turn any non-artifact item you are holding into a giant constrictor snake under your control, the statistics of which can be found from the DM. When you cast this spell, and as an action on each of your subsequent turns, you can control the action of the creature, using its senses when you do so. If it could take a reaction, you must use your reaction to do so. If you don't control the creature, it takes the Dodge action if there are hostile creatures around it, or otherwise does nothing. When you are controlling the creature and it deals damage, you are healed for half the damage it deals. The snake turns back into the object after 1 hour or when it is killed.
You touch a willing creature and grant it supernatural scaly defenses. For the duration, the creature can reduce incoming damage by twice the caster's spellcasting ability modifier as a reaction. The spell ends once the creature has reduced damage in this way three times.
At Higher Levels. The creature can reduce damage one additional time for every spell level above 2nd.
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 3 feet wide, 4 feet tall, and 5 feet deep. The passage creates no instability in a structure surrounding it. A Medium sized creature must squeeze to move through the opening if the opening is created at its maximum dimensions.
When the opening disappears, any creatures or objects still in the passage created by the spell are ejected to an unoccupied space nearest to the surface on which you cast the spell and take 4d6 bludgeoning damage.
A shield of ice coalesces to protect you from oncoming danger. Until the start of your next turn, you gain 2d6+6 temporary hitpoints, which can be lost by the triggering effect.
Describe or name a specific kind of aberration, fey, or elemental. You learn the location of the closest creature of that kind to you within 10 miles, if at least one is present. An unwilling creature can make an Intelligence saving throw to avoid being located, and if successful, knows your location at the moment of casting the spell, knows that you attempted to locate it, and is immune to this spell cast by you for 24 hours.
A swirl of wind erupts from you. Choose clockwise or counterclockwise when you cast this spell. Each creature in a 30 foot radius around you must make a Strength saving throw. Huge or larger creatures automatically succeed. On a failed save, a creature is rotated around you in the direction of your choice half or a quarter of the circumference of the circle (you choose when you cast the spell). Each creature that failed the save is then incapacitated until the end of their next turn. While incapacitated by this spell, a creature has a speed of 0, and attack rolls against it have advantage.
You choose up to 6 creatures within range who must each make a Constitution saving throw. Large and larger creatures have advantage on saving throws against this spell. On a failure, they are paralyzed. At the end of their next turn, they must make another Constitution saving throw. The spell ends on a success, but on a failure, they are petrified, turned to ice. The targets can repeat the saving throw at the end of each of their turns, ending the effect on a success.
If the spell lasts for its entire duration for a creature that failed every save, it is permanently turned to ice, which does not melt naturally, even through a blazing summer.