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Charm Person

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 hour

One Humanoid you can see within range makes a
Wisdom saving throw. It does so with Advantage
if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 1.

B, D, S, War, Wiz (2024) Lvl 1 Enchantment

Charm Monster

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 hour

One creature you can see within range makes a
Wisdom saving throw. It does so with Advantage
if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 4.

B, D, S, War, Wiz (2024) Lvl 1 Enchantment

Calm Emotions

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

The creature has Immunity to the Charmed and
Frightened conditions until the spell ends. If the
creature was already Charmed or Frightened,
those conditions are suppressed for the duration.

The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.

B, C (2024) Lvl 2 Enchantment

Burning Hands

  • casting time Action
  • range Self

  • components V, S
  • duration Instantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning.

Using a Higher-Level Spell Slot.
The damage increases by ld6 for each spell slot level above 1.

S, Wiz (2024) Lvl 1 Evocation

Blink

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute

Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal
Plane (the spell ends instantly if you are already on
that plane). While on the Ethereal Plane, you can
perceive the plane you left, which is cast in shades
of gray, but you can't see anything there more than
60 feet away. You can affect and be affected only
by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless
they have a special ability that lets them perceive
things on the Ethereal Plane.

You return to the other plane at the start of your
next turn and when the spell ends if you are on the
Ethereal Plane. You return to an unoccupied space
of your choice that you can see within 10 feet of the
space you left. If no unoccupied space is available
within that range, you appear in the nearest unoccupied space.

S, Wiz (2024) Lvl 3 Transmutation

Befuddlement

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a key ring with no keys

You blast the mind of a creature that you can see
within range. The target makes an Intelligence saving throw.

On a failed save, the target takes 10d12 Psychic
damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.

On a successful save, the target takes half as much damage only.

B, D, War, Wiz (2024) Lvl 8 Enchantment

Astral Projection (2/2)

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Until dispelled

for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes

A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.

Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.

When the spell ends for a target who isn't dead,
the target reappears in its body and exits the state of suspended animation.

War (2024) Lvl 9 Necromancy

Astral Projection (1/2)

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Until dispelled

for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of uspended animation, it has the Unconscious condition, doesn't need food or air, and doesn't age.

A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1foot. If the cord is cut-which happens only when an effect states that it does so-the target's body and astral form both die.

War (2024) Lvl 9 Necromancy

Alter Self (2/2)

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

You can't appear as a creature of a different size, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.

Natural Weapons.
You grow claws (Slashing), fangs (Piercing), horns
Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

R, Wiz (2024) Lvl 2 Transmutation

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Alter Self (1/2)

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

You alter your physical form. Choose one of the
following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

Aquatic Adaptation.
You sprout gills and grow
webs between your fingers. You can breathe
underwater and gain a Swim Speed equal to your Speed.

Change Appearance.
You alter your appearance.
You decide what you look like, including your
height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change.

R, Wiz (2024) Lvl 2 Transmutation

Comprehend Languages

  • casting time Action or Ritual
  • range Self

  • components V, S, M
  • duration 1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

B, S, War, Wiz (2024) Lvl 1 Divination

Command (2/2)

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

Halt.
On its turn, the target doesn't move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot.
You can affect one additional creature for each spell slot level above 1.

B, C, P (2024) Lvl 1 Enchantment

Command (1/2)

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach.
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop.
The target drops whatever it is holding and then ends its turn.

Flee.
The target spends its turn moving away from you by the fastest available means.

Grovel.
The target has the Prone condition and then ends its turn.

B, C, P (2024) Lvl 1 Enchantment

Color Spray

  • casting time Action
  • range Self

  • components V, S, M
  • duration Instantaneous

a pinch of colorful sand

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.

B, S, Wiz (2024) Lvl 1 Illusion

Cloud of Daggers

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a sliver of glass

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.

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

Using a Higher-Level Spell Slot.
The damage increases by 2d4 for each spell slot level above 2.

B, S, War, Wiz (2024) Lvl 2 Conjuration

Clairvoyance

  • casting time 10 minutes
  • range 1 mile

  • components V, S, M
  • duration Concentration, up to 10 minutes

a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.

When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.

A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.

B, C, S, Wiz (2024) Lvl 3 Divination

Circle of Death

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

the powder of a crushed black pearl worth 500+ GP

Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot.
The damage increases by 2d8 for each spell slot level above 6.

S, War, Wiz (2024) Lvl 6 Necromancy

Chill Touch

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.

Cantrip Upgrade.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

S, War, Wiz (2024) Necromancy Cantrip

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Bless

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 1.

C, P (2024) Lvl 1 Enchantment

Blade Ward

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

B, S, War, Wiz (2024) Abjuration Cantrip

Bane

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a drop of blood

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 1.

B, C, War (2024) Lvl 1 Enchantment

Arms of Hadar

  • casting time Action
  • range Self

  • components V, S
  • duration Instantaneous

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.

Using a Higher-Level Spell Slot.
The damage increases by 1d6 for each spell slot level above 1.

War (2024) Lvl 1 Conjuration

Armor of Agathys

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration 1 hour

a shard of blue glass

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

Using a Higher-Level Spell Slot.
The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

War (2024) Lvl 1 Abjuration

Arcane Gate

  • casting time Action
  • range 500 feet

  • components V, S
  • duration Concentration, up to 10 minutes

You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.

The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.

A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.

S, War, Wiz (2024) Lvl 6 Conjuration

Arcane Eye

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a bit of bat fur

You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.

As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Wiz (2024) Lvl 4 Divination

Animal Friendship

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a morsel of food

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.

Using a Higher-Level Spell Slot.
You can target one additional Beast for each spell slot level above 1.

B, D, R (2024) Lvl 1 Enchantment

Alarm

  • casting time 1 minute or Ritual
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a bell and silver wire

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.

R, Wiz (2024) Lvl 1 Abjuration

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Acid Splash

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

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

S, Wiz (2024) Evocation Cantrip

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 Charisma saving throw. 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

Yolande’s Regal Presence

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 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 Wisdom saving throw. 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

Wrathful Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • duration1 minute

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw 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.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Paladin(2024) Level 1 Necromancy

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

Word of Radiance

  • casting timeAction
  • rangeSelf

  • componentsV, M
  • durationInstantaneous

a sunburst token

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 Constitution saving throw 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

Witch Bolt

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

Sorcerer, Warlock, Wizard(2024) Level 1 Evocation

Wish [1/2]

  • 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.
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 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

Druid, Ranger(2024) Level 9 Conjuration

Wish [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Druid, Ranger(2024) Level 9 Conjuration

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Wind Wall

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Strength saving throw, 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

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 Level 6 Transmutation

Weird

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 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 Wisdom saving throw. 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 Wisdom saving throw 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.

Warlock, Wizard(2024) Level 9 Illusion

Web

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Dexterity saving throw 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

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

Warding Bond

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth 50+ GP 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

Wall of Thorns [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Dexterity saving throw, 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 Dexterity saving throw, 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.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level

Druid(2024) Level 6 Conjuration

Wall of Thorns [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a handful of thorns

above 6.

Druid(2024) Level 6 Conjuration

Wall of Stone [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Dexterity saving throw. 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

Druid, Sorcerer, Wizard(2024) Level 5 Evocation

3 3
6 6
9 9
2 2
3 3
2 2
6 6
6 6
5 5

Wall of Stone [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a cube of granite

span greater than 20 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.
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 Ice [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Dexterity saving throw, 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 Constitution saving throw,

Wizard(2024) Level 6 Evocation

Wall of Ice [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a piece of quartz

taking 5d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. 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 Force

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Fire

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Dexterity saving throw, 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Druid, Sorcerer, Wizard(2024) Level 4 Evocation

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 Dexterity saving throw. 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.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.

Sorcerer, Wizard(2024) Level 4 Evocation

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 Wisdom saving throw 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

Vampiric Touch

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Sorcerer, Warlock, Wizard(2024) Level 3 Necromancy

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

5 5
6 6
6 6
5 5
4 4
4 4
0 0
3 3
1 1

Tsunami

  • casting time1 minute
  • range1 mile

  • componentsV, S
  • durationConcentration, up to 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 Strength saving throw, 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 Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the 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

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

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

mushroom powder worth 25+ GP, 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 Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 25,000+ GP, 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 Polymorph [1/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Wisdom saving throw, 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

Bard, Warlock, Wizard(2024) Level 9 Transmutation

True Polymorph [2/2]

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

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

it has no Temporary Hit Points left.
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, 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

Tree Stride

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 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

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

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

8 8
0 0
6 6
9 9
9 9
9 9
5 5
6 6
3 3

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 Wisdom saving throw 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

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

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 Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

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

Thunderous Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Your strike rings with thunder that is audible within 300 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 Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Paladin(2024) Level 1 Evocation

Thunderclap

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw 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

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

Thaumaturgy

  • casting timeAction
  • range30 feet

  • componentsV
  • durationUp to 1 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.
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

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

Teleportation Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare inks worth 50+ GP, 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 teleportation

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

0 0
9 9
1 1
1 1
0 0
0 0
0 0
1 1
5 5

Teleportation Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare inks worth 50+ GP, which the spell consumes

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

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

Teleport

  • 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 

  Level 7 Conjuration

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

Telekinesis [1/2]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 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 Strength saving throw, 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 Strength saving throw, or you pull the object away and move it up to 30 feet in any

Sorcerer, Wizard(2024) Level 5 Transmutation

Telekinesis [2/2]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

direction 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

Tasha’s Hideous Laughter

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tart and a feather

One creature of your choice that you can see within range makes a Wisdom saving throw. 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 Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

Bard, Warlock, Wizard(2024) Level 1 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 the 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.
LINDA LITHEN
The legendary witch Tasha uses her spell, Tasha’s Bubbling Cauldron, to produce a magic potion

Warlock, Wizard(2024) Level 6 Conjuration

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 Intelligence saving throw, 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 Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Symbol

  • 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

Ranger(2024) Level 7 Abjuration

5 5
7 7
8 8
5 5
5 5
1 1
6 6
5 5
7 7

Swift Quiver

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 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

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 Constitution saving throw. 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 Constitution saving throw 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

Sunbeam

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 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 Constitution saving throw. 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

Summon Undead

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Warlock, Wizard(2024) Level 3 Necromancy

Summon Fiend

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bloody vial worth 600+ GP

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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Fiendish Spirit

Large Fiend, Neutral

AC 12 + the spell’s level

HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6

Speed 40 ft.

Climb 40 ft. (Demon only) Level 6 Conjuration

Summon Fey

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded flower worth 300+ GP

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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Fey Spirit

Small Fey, Neutral

AC 12 + the spell’s level

HP 30 + 10 for each spell level above 3

Speed 30 ft., Fly 30 ft.

 

  Level 3 Conjuration

Summon Elemental

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Elemental Spirit

Medium Elemental, Neutral

AC 11 + the spell’s level

HP 50 + 10 for each spell level above 4

Speed 40 ft.

Burrow 40 ft. (Earth only) Level 4 Conjuration

Summon Dragon

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Draconic Spirit

Large Dragon, Neutral

AC 14 + the spell’s level

HP 50 + 10 for each spell level above 5

Speed 30 ft., Fly 60 ft., Swim 30 ft.

 

  Level 5 Conjuration

Summon Construct

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Construct Spirit

Medium Construct, Neutral

AC 13 + the spell’s level

HP 40 + 15 for each spell level above 4

Speed 30 ft.

 

  Level 4 Conjuration

5 5
8 8
6 6
3 3
6 6
3 3
4 4
5 5
4 4

Summon Celestial

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit

Large Celestial, Neutral

AC 11 + the spell’s level + 2 (Defender only)

HP 40 + 10 for each spell level above 5

Speed 30 ft., Fly 40 ft.

 

  Level 5 Conjuration

Summon Beast

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Bestial Spirit

Small Beast, Neutral

AC 11 + the spell’s level

HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2

Speed 30 ft.

Climb 30 ft. (Land only) Level 2 Conjuration

Summon Aberration

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

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

JUSTINE CRUZ
Aberrant Spirit (Beholderkin)
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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Aberrant Spirit

Medium Aberration, Neutral

AC 11 + the spell’s level

HP 40 + 10 for each spell level above 4

Speed 30 ft.

Fly 30 ft. (hover Level 4 Conjuration

Suggestion

  • casting timeAction
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 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 its 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 Wisdom saving throw 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

Storm of Vengeance

  • casting timeAction
  • range1 mile

  • componentsV, S
  • durationConcentration, up to 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 Constitution saving throw 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 Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
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

Stoneskin

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100+ GP, 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

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

Stinking Cloud

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Constitution saving throw 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

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

5 5
2 2
4 4
2 2
9 9
4 4
4 4
3 3
5 5

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

Staggering Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.

Paladin(2024) Level 4 Enchantment

Spiritual Weapon

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.

Cleric(2024) Level 2 Evocation

Spirit Guardians

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 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 Wisdom saving throw. 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Cleric(2024) Level 3 Conjuration

Spike Growth

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 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

Spider Climb

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.

Sorcerer, Warlock, Wizard(2024) Level 2 Transmutation

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

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 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.
JESPER EJSING
A human Druid uses Speak with Animals to chat with his best bear friend

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

0 0
4 4
2 2
3 3
2 2
2 2
3 3
3 3
1 1

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

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

Slow

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Wisdom saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t 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

Sleet Storm

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Dexterity saving throw or have the Prone condition and lose Concentration.

Druid, Sorcerer, Wizard(2024) Level 3 Conjuration

Sleep

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 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 Wisdom saving throw 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

Simulacrum [1/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

powdered ruby worth 1,500+ GP, 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

Wizard(2024) Level 7 Illusion

Simulacrum [2/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

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

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

Wizard(2024) Level 7 Illusion

Silent Image

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 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

Bard, Cleric, Ranger(2024) Level 1 Illusion

Silence

  • casting timeAction or Ritual
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 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 Illusion

0 0
0 0
3 3
3 3
1 1
7 7
7 7
1 1
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

Shining Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to1 minute

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.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Paladin(2024) Level 2 Transmutation

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

Shield of Faith

  • casting timeBonus Action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 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

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An imperceptible barrier of magical force 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

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 Constitution saving throw, 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Bard, Sorcerer, Wizard(2024) Level 2 Evocation

Shapechange

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 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 Level 9 Transmutation

Sequester

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gem dust worth 5,000+ GP, 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

Bard, Cleric, Wizard(2024) Level 7 Transmutation

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

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Chromatic Orb

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

a diamond worth 50+ GP

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.

Using a Higher-Level Spell Slot.
The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

S, Wiz (2024) Lvl 1 Evocation

Confusion (1/2)

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

three nut shells

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below:

1 → The target doesn't take an action, and it uses
all its movement to move. Roll 1d4 for the direction: 1, north, 2, east, 3, south, or 4, west.

2-6 →The target doesn't move or take actions.

7-8 →The target doesn't move, and it takes the Attack action to make one melee attack against
a random creature within reach. If none are
within reach, the target takes no action.

9-10 →The target chooses its behavior

B, D, S, Wiz (2024) Lvl 4 Enchantment

Confusion (2/2)

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

three nut shells

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

Using a Higher-Level Spell Slot.
The Sphere's radius increases by 5 feet for each spell slot level above 4.

B, D, S, Wiz (2024) Lvl 4 Enchantment

Contact Other Plane

  • casting time 1 minute or Ritual
  • range Self

  • components V
  • duration 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant or unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

War, Wiz (2024) Lvl 5 Divination

Counterspell

  • casting time Reaction
  • range 60 feet

  • components S
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

S, War, Wiz (2024) Lvl 3 Abjuration

Create or Destroy Water

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a mix of water and sand

You do one of the following:

Create Water.
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.

Destroy Water.
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

C, D (2024) Lvl 1 Transmutation

Create Undead (1/2)

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

one 150+ GP black onyx stone for each corpse

You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).

As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.

C, War, Wiz (2024) Lvl 6 Necromancy

Create Undead (2/2)

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

one 150+ GP black onyx stone for each corpse

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.

Using a Higher-Level Spell Slot.

If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights.

If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.

C, War, Wiz (2024) Lvl 6 Necromancy

Crown of Madness

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 minute

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.

A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.

B, S, War, Wiz (2024) Lvl 2 Enchantment

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Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot.
The healing increases by 2d8 for each spell slot level above 1.

B, C, D, P, R (2024) Lvl 1 Abjuration

Dancing Lights

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of phosphorus

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.

B, S, Wiz (2024) Illusion Cantrip

Darkness

  • casting time Action
  • range 60 feet

  • components V, M
  • duration Concentration, up to 10 minutes

bat fur and a piece of coal

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.

Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

S, War, Wiz (2024) Lvl 2 Evocation

Demiplane

  • casting time Action
  • range 60 feet

  • components S
  • duration 1 hour

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.

Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.

S, War, Wiz (2024) Lvl 8 Conjuration

Detect Evil and Good

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

C, P (2024) Lvl 1 Divination

Detect Magic

  • casting time Action or Ritual
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

B, C, D, P, R, S ,War, Wiz (2024) Lvl 1 Divination

Detect Thoughts (1/2)

  • casting time Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

1 Copper Piece

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.

Sense Thoughts.
You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

B, S, Wiz (2024) Lvl 2 Divination

Detect Thoughts (1/2)

  • casting time Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

1 Copper Piece

Read Thoughts.
Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any
languages and isn't telepathic, you learn nothing.

As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.

B, S, Wiz (2024) Lvl 2 Divination

Detect Poison and Disease

  • casting time Action or Ritual
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

a yew leaf

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

C, D, P, R (2024) Lvl 1 Divination

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Dimension Door

  • casting time Action
  • range 500 feet

  • components V
  • duration Instantaneous

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or 300 feet upward to the northwest at a 45-degree angle.

You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

B, S, War, Wiz (2024) Lvl 4 Conjuration

Disguise Self

  • casting time Action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

B, S, Wiz (2024) Lvl 1 Illusion

Dispel Magic

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.

Using a Higher-Level Spell Slot.
You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

B, C, D, P, R, S, War, Wiz (2024) Lvl 3 Abjuration

Dissonant Whispers

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.

Using a Higher-Level Spell Slot.
The damage increases by 1d6 for each spell slot level above 1.

B (2024) Lvl 1 Enchantment

Dominate Monster

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 hour

One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as Attack that creature, Move over there, or Fetch that object. The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot.
Your Concentration can last longer with a level 9 spell slot (up to 8 hours).

B, S, War, Wiz (2024) Lvl 8 Enchantment

Dominate Beast

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 hour

One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats thesave, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as Attack that creature, Move over there, or Fetch that object. The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot.
Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).

D, R, S (2024) Lvl 4 Enchantment

Dominate Person

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 hour

One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as Attack that creature, Move over there, or Fetch that object. The target does its best to obey on its turn. If it completes an order and doesn't
receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot.
Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).

B, S, Wiz (2024) Lvl 5 Enchantment

Dream [1/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit

B, War, Wiz (2024) Lvl 5 Illusion

Dream [2/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand

from its rest, and it takes 3d6 Psychic damage when it wakes up.

B, War, Wiz (2024) Lvl 5 Illusion

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Druidcraft

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range.

◦ Weather Sensor .
You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
◦ Bloom.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
◦ Sensory Effect.
You create a harmless sensory effect, such as falling leaves, sprectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of a skunk. The effect must fit in a 5-foot Cube,
◦ Fire Play.
You light or snuff out a candle, a torch, or a campfire.

D (2024) Transmutation Cantrip

Eldritch Blast

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade.
The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

War (2024) Evocation Cantrip

Elementalism

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You exert control over the elements, creating one of the following effects within range.
◦ Beckon Air.
You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
◦ Beckon Earth.
You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
◦ Beckon Fire.
You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
◦ Sculpt Element.
You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

D, S, Wiz (2024) Transmutation Cantrip

Ensnaring Strike

  • casting time Bonus Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.

Using a Higher-Level Spell Slot.
The damage increases by 1d6 for each spell slot level above 1.

R (2024) Lvl 1 Conjuration

Entangle

  • casting time Action
  • range 90 feet

  • components V, S
  • duration Concentration, up to 1 minute

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

D, R (2024) Lvl 1 Conjuration

Enthrall

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.

B, War (2024) Lvl 2 Enchantment

Etherealness (1/2)

  • casting time Action
  • range Self

  • components V, S
  • duration Up to 8 hours

You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.

While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.

When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.

B, War (2024) Lvl 7 Conjuration

Etherealness (1/2)

  • casting time Action
  • range Self

  • components V, S
  • duration Up to 8 hours

This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

Using a Higher-Level Spell Slot.

You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.

B, War (2024) Lvl 7 Conjuration

Expeditious Retreat

  • casting time Bonus Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

S, War, Wiz (2024) Lvl 1 Transmutation

0 0
0 0
0 0
1 1
1 1
2 2
7 7
7 7
1 1

Eyebite

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.

On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.

◦ Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.

◦ Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.

◦ Sickened. The target has the Poisoned condition.

Bard, Sorcerer, Warlock, Wizard(2024) Level 6 Necromancy

Faerie Fire

  • casting time Action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

B, D (2024) Lvl 1 Evocation

False Life

  • casting time Action
  • range Self

  • components V, S, M
  • duration Instantaneous

a drop of alcohol

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot.
You gain 5 additional Temporary Hit Points for each spell slot level above 1.

S, Wiz (2024) Lvl 1 Necromancy

Fear

  • casting time Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

a white feather

Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.

A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

B, S, War, Wiz (2024) Lvl 3 Illusion

Feather Fall

  • casting time Reaction
  • range 60 feet

  • components V, M
  • duration 1 minute

a small feather or piece of down

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

B, S, Wiz (2024) Lvl 1 Transmutation

Find Familiar (1/2) [1/2]

  • casting time 1 hour or Ritual
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

burning incense worth 10+ GP, which the spell consumes

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
◦ Telepathic Connection.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
◦ Combat.
The familiar is an ally to you and your

Wiz (2024) Lvl 1 Conjuration

Find Familiar (1/2) [2/2]

  • casting time 1 hour or Ritual
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

burning incense worth 10+ GP, which the spell consumes

allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

Wiz (2024) Lvl 1 Conjuration

Find Familiar (2/2)

  • casting time 1 hour or Ritual
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

burning incense worth 10+ GP, which the spell consumes

◦ Disappearance of the Familiar.
When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

◦ One Familiar Only.
You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Wiz (2024) Lvl 1 Conjuration

Finger of Death

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.

A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.

S, War, Wiz (2024) Lvl 7 Necromancy

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Fire Bolt

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

S, Wiz (2024) Evocation Cantrip

Fly

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

a feather

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 3.

S, War, Wiz (2024) Lvl 3 Transmutation

Fog Cloud

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot.
The fog’s radius increases by 20 feet for each spell slot level above 1.

D, R, S, Wiz (2024) Lvl 1 Conjuration

Forcecage (1/2)

  • casting time Action
  • range 100 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

ruby dust worth 1,500+ GP, which the spell consumes

An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.

B, War, Wiz (2024) Lvl 7 Evocation

Forcecage (2/2)

  • casting time Action
  • range 100 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

ruby dust worth 1,500+ GP, which the spell consumes

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by Dispel Magic.

B, War, Wiz (2024) Lvl 7 Evocation

Foresight

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 8 hours

a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.

B, D, War, Wiz (2024) Lvl 9 Divination

Friends

  • casting time Action
  • range 10 feet

  • components S, M
  • duration Concentration, up to 1 minute

some makeup

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

B, S, War, Wiz (2024) Enchantment Cantrip

Gaseous Form

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

a bit of gauze

A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage, it has Immunity to the Prone condition, and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 3.

S, War, Wiz (2024) Lvl 3 Transmutation

Gate [1/2]

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Conc., up to 1 min

a diamond worth 5,000+ GP

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 ft in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your

C, S, War, Wiz (2024) Lvl 9 Conjuration

0 0
3 3
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7 7
7 7
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0 0
3 3
9 9

Gate [2/2]

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Conc., up to 1 min

a diamond worth 5,000+ GP

side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

C, S, War, Wiz (2024) Lvl 9 Conjuration

Glibness

  • casting time Action
  • range Self

  • components V
  • duration 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

B, War (2024) Lvl 8 Enchantment

Goodberry

  • casting time Action
  • range Self

  • components V, S, M
  • duration 24 hours

a sprig of mistletoe

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.

D, R (2024) Lvl 1 Conjuration

Grease

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration 1 minute

a bit of pork rind or butter

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

S, Wiz (2024) Lvl 1 Conjuration

Greater Invisibility

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

A creature you touch has the Invisible condition until the spell ends.

B, S, Wiz (2024) Lvl 4 Illusion

Guidance

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

C, D (2024) Divination Cantrip

Guiding Bolt

  • casting time Action
  • range 120 feet

  • components V, S
  • duration 1 round

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot.
The damage increases by 1d6 for each spell slot level above 1.

C (2024) Lvl 1 Evocation

Hail of Thorns

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot.
The damage increases by 1d10 for each spell slot level above 1.

R (2024) Lvl 1 Conjuration

Hallucinatory Terrain

  • casting time 10 minutes
  • range 300 feet

  • components V, S, M
  • duration 24 hours

a mushroom

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

B, D, War, Wiz (2024) Lvl 4 Illusion

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Healing Word

  • casting time Bonus Action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot.
The healing increases by 2d4 for each spell slot level above 1.

B, C, D (2024) Lvl 1 Abjuration

Hellish Rebuke

  • casting time Reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot.
The damage increases by 1d10 for each spell slot level above 1.

War (2024) Lvl 1 Evocation

Heroism

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 1.

B, P (2024) Lvl 1 Enchantment

Hex

  • casting time Bonus Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

Using a Higher-Level Spell Slot.
Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).

War (2024) Lvl 1 Enchantment

Hold Monster

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 5.

B, S, War, Wiz (2024) Lvl 5 Enchantment

Hold Person

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a straight piece of iron

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot.
You can target one additional Humanoid for each spell slot level above 2.

B, C, D, S, War, Wiz (2024) Lvl 2 Enchantment

Hunger of Hadar

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a pickled tentacle

You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.

Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.

Using a Higher-Level Spell Slot.
The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.

War (2024) Lvl 3 Conjuration

Hunter's Mark

  • casting time Bonus Action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot.
Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).

R (2024) Lvl 1 Divination

Hypnotic Pattern

  • casting time Action
  • range 120 feet

  • components S, M
  • duration Concentration, up to 1 minute

a pinch of confetti

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

B, S, War, Wiz (2024) Lvl 3 Illusion

1 1
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1 1
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Ice Knife

  • casting time Action
  • range 60 feet

  • components S, M
  • duration Instantaneous

a drop of water or a piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

Using a Higher-Level Spell Slot
The Cold damage increases by 1d6 for each spell slot level above 1.

D, S, Wiz (2024) Lvl 1 Conjuration

Identify

  • casting time 1 minute or Ritual
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth 100+ GP

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it

B, Wiz (2024) Lvl 1 Divination

Illusory Script

  • casting time 1 minute or Ritual
  • range Touch

  • components S, M
  • duration 10 days

ink worth 10+ GP, which the spell consumes

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

If the spell is dispelled, the original script and the illusion both disappear.

A creature that has Truesight can read the hidden message.

B, War, Wiz (2024) Lvl 1 Illusion

Imprisonment (1/2) [1/2]

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Until dispelled

a statuette of the target worth 5,000+ GP

You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:

◦ Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
◦ Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
◦ Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your

War, Wiz (2024) Lvl 9 Abjuration

Imprisonment (1/2) [2/2]

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Until dispelled

a statuette of the target worth 5,000+ GP

choice of a labyrinth, a cage, a tower, or the like.

War, Wiz (2024) Lvl 9 Abjuration

Imprisonment (2/2)

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Until dispelled

a statuette of the target worth 5,000+ GP

◦ Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
◦ Slumber. The target has the Unconscious condition and can’t be awoken.

• Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.

A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.

War, Wiz (2024) Lvl 9 Abjuration

Inflict Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot.
The damage increases by 1d10 for each spell slot level above 1.

C (2024) Lvl 1 Necromancy

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

an eyelash in gum arabic

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 2.

B, S, War, Wiz (2024) Lvl 2 Illusion

Jallarzi's Storm of Radiance

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a pinch of phosphorus

You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component.

When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot.
The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.

War, Wiz (2024) Lvl 5 Evocation

1 1
1 1
1 1
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Jump

  • casting time Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper's hind leg

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 1.

D, R, S, Wiz (2024) Lvl 1 Transmutation

Light

  • casting time Action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

B, C, S, Wiz 2024) Evocation Cantrip

Longstrider

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pinch of dirt

You touch a creature. The target's Speed increases by 10 feet until the spell ends.

Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 1.

B, D, R, Wiz (2024) Lvl 1 Transmutation

Mage Armor

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Sor, Wiz (2024) Lvl 1 Abjuration

Mage Hand

  • casting time Action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

B, S, War, Wiz (2024) Conjuration Cantrip

Magic Circle (1/2)

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration 1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
• The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has Disadvantage on attack rolls against targets within the Cylinder.
• Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.

C, P, War, Wiz (2024) Lvl 3 Abjuration

Magic Circle (1/2)

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration 1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.

Using a Higher-Level Spell Slot.
The duration increases by 1 hour for each spell slot level above 3.

C, P, War, Wiz (2024) Lvl 3 Abjuration

Magic Missile

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Spell Slot.
The spell creates one more dart for each spell slot level above 1.

S, Wiz (2024) Lvl 1 Evocation

Major Image (1/2)

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 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 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.

If you are within range of the illusion, you can take a Magic action to cause the image to move to any other 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

B, S, War, Wiz (2024) Lvl 3 Illusion

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Major Image (2/2)

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a bit of fleece

Physical interaction with the image reveals it to be an illusion, for 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, and its other sensory qualities become faint to the creature.

Using a Higher-Level Spell Slot.
The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

B, S, War, Wiz (2024) Lvl 3 Illusion

Message

  • casting time Action
  • range 120 feet

  • components S, M
  • duration 1 round

a copper wire

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.

B, D, S, Wiz (2024) Transmutation Cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can't restore magic to such an object.

B, C, D, S, Wiz (2024) Transmutation Cantrip

Mind Sliver

  • casting time Action
  • range 60 feet

  • components V
  • duration 1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

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

S, War, Wiz (2024) Enchantment Cantrip

Mind Spike

  • casting time Action
  • range 120 feet

  • components S
  • duration Concentration, up to 1 hour

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.

Using a Higher-Level Spell Slot.
The damage increases by 1d8 for each spell slot level above 2.

S, War, Wiz (2024) Level 2 Divination

Minor Illusion [1/2]

  • casting time Action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
◦ Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
◦ Image. If you create an image of an object – such as a chair, muddy footprints, or a small chest – it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical

B, S, War, Wiz (2024) Illusion Cantrip

Minor Illusion [2/2]

  • casting time Action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of fleece

interaction with the image reveals it to be an illusion, since things can pass through it.

B, S, War, Wiz (2024) Illusion Cantrip

Mirror Image

  • casting time Action
  • range Self

  • components V, S
  • duration 1 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.

B, S, War, Wiz (2024) Lvl 2 Illusion

Mislead

  • casting time Action
  • range Self

  • components S
  • duration Concentration, up to 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.

B, War, Wiz (2024) Lvl 5 Illusion

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Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

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

S, War, Wiz (2024) Lvl 2 Conjuration

Modify Memory (1/3)

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. 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.

B, Wiz (2024) Lvl 5 Enchantment

Modify Memory (2/3)

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

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 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.

B, Wiz (2024) Lvl 5 Enchantment

Modify Memory (3/3)

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

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

Using a Higher-Level Spell Slot.

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), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).

B, Wiz (2024) Lvl 5 Enchantment

Phantasmal Force (1/2)

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 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 Intelligence saving throw. 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.

B, S, Wiz (2024) Lvl 2 Illusion

Phantasmal Force (2/2)

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of fleece

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 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.

B, S, Wiz (2024) Lvl 2 Illusion

Planar Binding (1/2)

  • casting time 1 hour
  • range 60 feet

  • components V, S, M
  • duration 24 hours

a jewel worth 1,000+ GP, 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 Charisma saving throw 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.

B, C, D, War, Wiz (2024) Lvl 5 Abjuration

Planar Binding (2/2)

  • casting time 1 hour
  • range 60 feet

  • components V, S, M
  • duration 24 hours

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

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

Using a Higher-Level Spell Slot.
The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).

B, C, D, War, Wiz (2024) Lvl 5 Abjuration

Plane Shift

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

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.

C, D, S, War, Wiz (2024) Lvl 7 Conjuration

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5 5
5 5
5 5
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Plant Growth

  • casting time Action
  • range 150 feet

  • components V, S
  • duration Action (Overgrowth) or 8h (Enrichment)

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.

B, D, R (2024) Lvl 3 Transmutation

Poison Spray

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

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).

D, S, War, Wiz (2024) Necromancy Cantrip

Power Word Kill

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

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.

B, S, War, Wiz (2024) Lvl 9 Enchantment

Power Word Stun

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

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 Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.

B, S, War, Wiz (2024) Lvl 8 Enchantment

Prestidigitation

  • casting time Action
  • range 10 feet

  • components V, S
  • duration Up 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.

B, S, War, Wiz (2024) Transmutation Cantrip

Protection from Evil and Good

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration up to 10 minutes

a flask of Holy Water worth 25+ GP, 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.

C, D, P, War, Wiz (2024) Lvl 1 Abjuration

Purify Food and Drink

  • casting time Action or Ritual
  • range 10 feet

  • components V, S
  • duration Instantaneous

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

C, D, P (2024) Lvl 1 Transmutation

Ray of Enfeeblement

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. 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.

War, Wiz (2024) Lvl 2 Necromancy

Ray of Frost

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

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).

S, Wiz (2024) Evocation Cantrip

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8 8
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1 1
1 1
2 2
0 0

Ray of Sickness

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

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.

Using a Higher-Level Spell Slot.
The damage increases by 1d8 for each spell slot level above 1.

S, Wiz (2024) Lvl 1 Necromancy

Remove Curse

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

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.

C, P, War, Wiz (2024) Lvl 3 Abjuration

Sacred Flame

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw 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).

C (2024) Evocation Cantrip

Sanctuary

  • casting time Bonus Action
  • range 30 feet

  • components V, S, M
  • duration 1 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 Wisdom saving throw 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.

C (2024) Lvl 1 Abjuration

Scrying (1/2)

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Concentration, up to 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 Wisdom saving throw, 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 Mod
Secondhand (heard of the target) → +5
Firsthand (met the target) → +0
Extensive (know the target well) → -5

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

B, C, D, War, Wiz (2024) Lvl 5 Divination

Scrying (2/2)

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

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

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 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.

B, C, D, War, Wiz (2024) Lvl 5 Divination

Searing Smite

  • casting time Bonus Action
  • range Self

  • components V
  • duration 1 minute

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 Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.

Using a Higher-Level Spell Slot.
All the damage increases by 1d6 for each spell slot level above 1.

P (2024) Lvl 1 Evocation

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1 1