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S;Concentration

  • casting time unoccupied spaces on the ground that you can see
  • range 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

  • components you can change the facing of the open sides.;Sorcerer
  • duration Warlock

Wizard(2024)

Warlock up to 10 minutes;You create linked teleportation portals. Choose two Large

S

  • casting time 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.;Warlock(2024)
  • range

Warlock M;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

S;Instantaneous;Invoking Hadar

  • casting time a target takes 2d6 Necrotic damage and can??t take Reactions until the start of its next turn. On a successful save
  • range 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.;Warlock(2024)

Warlock 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

S

  • casting time one jacinth worth 1
  • range000+ GP and one silver bar worth 100+ GP

  • components 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 suspended animation;Cleric
  • duration Warlock

Wizard(2024)

Warlock M;Until dispelled;(for each of the spell??s targets

S

  • casting time 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
  • range 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.;Bard

  • components Cleric
  • duration Warlock(2024)

Warlock M;Concentration

S

  • casting time up to 1 minute;(a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there
  • range the target has the Incapacitated condition. When the spell ends

  • components the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is an Aberration
  • duration a Celestial

an Elemental

a Fey M;Concentration

S

  • casting time the target takes 10d12 Psychic damage and can??t cast spells or take the Magic action. At the end of every 30 days
  • range the target repeats the save

  • components ending the effect on a success. The effect can also be ended by the Greater Restoration
  • duration Heal

or Wish spell.
On a successful save

a Fey M;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

S;Concentration

  • casting time the attacker subtracts 1d4 from the attack roll.;Bard
  • range Sorcerer

  • components Warlock
  • duration Wizard(2024)

a Fey up to 1 minute;Whenever a creature makes an attack roll against you before the spell ends

S;Instantaneous;A creature that you can see within range makes a Constitution saving throw

  • casting time target a nonmagical plant that isn??t a creature
  • range such as a tree or shrub. It doesn??t make a save;Druid

  • components Sorcerer
  • duration Warlock

Wizard(2024)

a Fey taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively

6;Arcane Gate;Level 6 Conjuration;Action;500 feet;V 6;Arcane Gate;Level 6 Conjuration;Action;500 feet;V
1;Armor of Agathys;Level 1 Abjuration;Bonus Action;Self;V 1;Armor of Agathys;Level 1 Abjuration;Bonus Action;Self;V
1;Arms of Hadar;Level 1 Conjuration;Action;Self;V 1;Arms of Hadar;Level 1 Conjuration;Action;Self;V
9;Astral Projection;Level 9 Necromancy;1 hour;10 feet;V 9;Astral Projection;Level 9 Necromancy;1 hour;10 feet;V
1;Bane;Level 1 Enchantment;Action;30 feet;V 1;Bane;Level 1 Enchantment;Action;30 feet;V
4;Banishment;Level 4 Abjuration;Action;30 feet;V 4;Banishment;Level 4 Abjuration;Action;30 feet;V
8;Befuddlement;Level 8 Enchantment;Action;150 feet;V 8;Befuddlement;Level 8 Enchantment;Action;150 feet;V
0;Blade Ward;Abjuration Cantrip;Action;Self;V 0;Blade Ward;Abjuration Cantrip;Action;Self;V
4;Blight;Level 4 Necromancy;Action;30 feet;V 4;Blight;Level 4 Necromancy;Action;30 feet;V

S;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

  • casting time 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.;Bard
  • range Druid

  • components Sorcerer
  • duration Warlock

Wizard(2024)

a Fey 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

S;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

  • casting time 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.;Bard
  • range Druid

  • components Sorcerer
  • duration Warlock

Wizard(2024)

a Fey 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

S;Instantaneous;Channeling the chill of the grave

  • casting time the target takes 1d10 Necrotic damage
  • range 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)

  • components 11 (3d10)
  • duration and 17 (4d10).;Sorcerer

Warlock

Wizard(2024) make a melee spell attack against a target within reach. On a hit

S

  • casting time 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.;Sorcerer
  • range Warlock

  • components Wizard(2024)
  • duration

Wizard(2024) M;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

S

  • casting time 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
  • range 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.;Bard

  • components Sorcerer
  • duration Warlock

Wizard(2024)

Wizard(2024) M;Concentration

S

  • casting time you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see
  • range 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.;Bard

  • components Sorcerer
  • duration Warlock

Wizard(2024)

Wizard(2024) M;1 hour;(a pinch of soot and salt)For the duration

the spirit of a long-dead sage

  • casting time make a DC 15 Intelligence saving throw. On a successful save
  • range 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

  • components such as ??yes
  • duration? ??no

?
maybe

? ??never or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell

the spell dissipates with no effect

  • casting time Bonus Action
  • range or Reaction used to cast it is wasted. If that spell was cast with a spell slot

  • components the slot isn??t expended.;Sorcerer
  • duration Warlock

Wizard(2024)

? ??never and the action

S

  • casting time 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
  • range you can command any of them at the same time

  • components issuing the same command to them). You decide what action the creature will take and where it will move on its next turn
  • duration or you can issue a general command

such as to guard a particular place. If you issue no commands

? ??never M;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

4;Charm Monster;Level 4 Enchantment;Action;30 feet;V 4;Charm Monster;Level 4 Enchantment;Action;30 feet;V
1;Charm Person;Level 1 Enchantment;Action;30 feet;V 1;Charm Person;Level 1 Enchantment;Action;30 feet;V
0;Chill Touch;Necromancy Cantrip;Action;Touch;V 0;Chill Touch;Necromancy Cantrip;Action;Touch;V
6;Circle of Death;Level 6 Necromancy;Action;150 feet;V 6;Circle of Death;Level 6 Necromancy;Action;150 feet;V
2;Cloud of Daggers;Level 2 Conjuration;Action;60 feet;V 2;Cloud of Daggers;Level 2 Conjuration;Action;60 feet;V
1;Comprehend Languages;Level 1 Divination;Action or Ritual;Self;V 1;Comprehend Languages;Level 1 Divination;Action or Ritual;Self;V
5;Contact Other Plane;Level 5 Divination;1 minute or Ritual;Self;V;1 minute;You mentally contact a demigod 5;Contact Other Plane;Level 5 Divination;1 minute or Ritual;Self;V;1 minute;You mentally contact a demigod
3;Counterspell;Level 3 Abjuration;Reaction;60 feet;S;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 3;Counterspell;Level 3 Abjuration;Reaction;60 feet;S;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
6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V 6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V

S;Concentration

  • casting time 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
  • range ending the spell on itself on a success.
    On your later turns

  • components you must take the Magic action to maintain control of the target
  • duration or the spell ends.;Bard

Sorcerer

Warlock 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

M;Concentration

  • casting time magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can??t see through it
  • range and nonmagical light can??t illuminate it.
    Alternatively

  • components you cast the spell on an object that isn??t being worn or carried
  • duration 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

Warlock up to 10 minutes;(bat fur and a piece of coal)For the duration

and it leads to a demiplane that is an empty room 30 feet in each dimension

  • casting time the door vanishes
  • range 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

  • components landing with the Prone condition in the unoccupied spaces closest to the door??s former space.
    Each time you cast this spell
  • duration 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

Warlock made of wood or stone (your choice).
When the spell ends

S;Concentration

  • casting time you sense the presence of magical effects within 30 feet of yourself. If you sense such effects
  • range you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic

  • components and if an effect was created by a spell
  • duration you learn the spell??s school of magic.
    The spell is blocked by 1 foot of stone

dirt

or wood up to 10 minutes;For the duration

one you can visualize

  • casting time 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
  • range and it teleports to a space within 5 feet of your destination space.
    If you

  • components the other creature
  • duration 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.;Bard or one you can describe by stating distance and direction

S;Instantaneous;Choose one creature

  • casting time 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
  • range make an ability check using your spellcasting ability (DC 10 plus that spell??s level). On a successful check

  • components 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.;Bard
  • duration Cleric

Druid

Paladin object

S;Concentration

  • casting time it repeats the save
  • range 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

  • components you can use this link to issue commands to the target (no action required)
  • duration such as ??Attack that creature

?
Move over there

Paladin 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

S

  • casting time the messenger is Incapacitated and has a Speed of 0.
    If the target is asleep
  • range the messenger appears in the target??s dreams and can converse with the target as long as it remains asleep

  • components through the spell??s duration. The messenger can also shape the dream??s environment
  • duration creating landscapes

objects

Paladin M;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

S;Instantaneous;You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit

  • casting time three beams at level 11
  • range 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.;Warlock(2024)

Paladin the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5

2;Crown of Madness;Level 2 Enchantment;Action;120 feet;V 2;Crown of Madness;Level 2 Enchantment;Action;120 feet;V
2;Darkness;Level 2 Evocation;Action;60 feet;V 2;Darkness;Level 2 Evocation;Action;60 feet;V
8;Demiplane;Level 8 Conjuration;Action;60 feet;S;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 8;Demiplane;Level 8 Conjuration;Action;60 feet;S;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
1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V 1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V
4;Dimension Door;Level 4 Conjuration;Action;500 feet;V;Instantaneous;You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;Level 4 Conjuration;Action;500 feet;V;Instantaneous;You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see
3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V 3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V
8;Dominate Monster;Level 8 Enchantment;Action;60 feet;V 8;Dominate Monster;Level 8 Enchantment;Action;60 feet;V
5;Dream;Level 5 Illusion;1 minute;Special;V 5;Dream;Level 5 Illusion;1 minute;Special;V
0;Eldritch Blast;Evocation Cantrip;Action;120 feet;V 0;Eldritch Blast;Evocation Cantrip;Action;120 feet;V

S;Concentration

  • casting time 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
  • range a target has a ??10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.;Bard

  • components Warlock(2024)
  • duration

Paladin up to 1 minute;You weave a distracting string of words

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can perceive the plane you left

  • components which looks gray
  • duration 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 where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time

S;Concentration

  • casting time and until the spell ends
  • range you can take that action again as a Bonus Action.;Sorcerer

  • components Warlock
  • duration Wizard(2024)

objects up to 10 minutes;You take the Dash action

S;Concentration

  • casting time 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
  • range 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

  • components 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
  • duration this effect ends.
    Sickened. The target has the Poisoned condition.;Bard

Sorcerer

Warlock up to 1 minute;For the duration

S

  • casting time 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
  • range the creature makes a Wisdom saving throw. On a successful save

  • components the spell ends on that creature.;Bard
  • duration Sorcerer

Warlock

Wizard(2024) M;Concentration

S;Instantaneous;You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw

  • casting time Warlock
  • range Wizard(2024)

Wizard(2024) 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.;Sorcerer

S

  • casting time up to 10 minutes;(a feather)You touch a willing creature. For the duration
  • range the target gains a Fly Speed of 60 feet and can hover. When the spell ends

  • components 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.;Sorcerer
  • duration Warlock

Wizard(2024)

Wizard(2024) M;Concentration

S

  • casting time up to 1 hour;(ruby dust worth 1
  • range500+ GP

  • components which the spell consumes)An immobile
  • duration 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

Wizard(2024) M;Concentration

S

  • casting time the target has Advantage on D20 Tests
  • range and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.;Bard

  • components Druid
  • duration Warlock

Wizard(2024)

Wizard(2024) M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

2;Enthrall;Level 2 Enchantment;Action;60 feet;V 2;Enthrall;Level 2 Enchantment;Action;60 feet;V
7;Etherealness;Level 7 Conjuration;Action;Self;V 7;Etherealness;Level 7 Conjuration;Action;Self;V
1;Expeditious Retreat;Level 1 Transmutation;Bonus Action;Self;V 1;Expeditious Retreat;Level 1 Transmutation;Bonus Action;Self;V
6;Eyebite;Level 6 Necromancy;Action;Self;V 6;Eyebite;Level 6 Necromancy;Action;Self;V
3;Fear;Level 3 Illusion;Action;Self;V 3;Fear;Level 3 Illusion;Action;Self;V
7;Finger of Death;Level 7 Necromancy;Action;60 feet;V 7;Finger of Death;Level 7 Necromancy;Action;60 feet;V
3;Fly;Level 3 Transmutation;Action;Touch;V 3;Fly;Level 3 Transmutation;Action;Touch;V
7;Forcecage;Level 7 Evocation;Action;100 feet;V 7;Forcecage;Level 7 Evocation;Action;100 feet;V
9;Foresight;Level 9 Divination;1 minute;Touch;V 9;Foresight;Level 9 Divination;1 minute;Touch;V

M;Concentration

  • casting time if you??re fighting it
  • range 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

  • components deal damage
  • duration or force anyone to make a saving throw. When the spell ends

the target knows it was Charmed by you.;Bard

Sorcerer 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

S

  • casting time up to 1 hour;(a bit of gauze)A willing creature you touch shape-shifts
  • range along with everything it??s wearing and carrying

  • components 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
  • duration 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 M;Concentration

S

  • casting time up to 1 minute;(a diamond worth 5
  • range000+ 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

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration
  • 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

Piercing M;Concentration

when you make a Charisma check

  • casting time no matter what you say
  • range magic that would determine if you are telling the truth indicates that you are being truthful.;Bard

  • components Warlock(2024)
  • duration

Piercing you can replace the number you roll with a 15. Additionally

S

  • casting time sound
  • range and smell like another sort of natural terrain. Thus

  • components open fields or a road can be made to resemble a swamp
  • duration hill

crevasse

Piercing M;24 hours;(a mushroom)You make natural terrain in a 150-foot Cube in range look

S;Instantaneous;The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw

Piercing 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.;Warlock(2024)

S

  • casting time 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
  • range you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also

  • components 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
  • duration 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).;Warlock(2024) M;Concentration

S

  • casting time 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
  • range the target repeats the save

  • components 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.;Bard
  • duration Sorcerer

Warlock

Wizard(2024) M;Concentration

S

  • casting time 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
  • range the target repeats the save

  • components 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.;Bard
  • duration Cleric

Druid

Sorcerer M;Concentration

0;Friends;Enchantment Cantrip;Action;10 feet;S 0;Friends;Enchantment Cantrip;Action;10 feet;S
3;Gaseous Form;Level 3 Transmutation;Action;Touch;V 3;Gaseous Form;Level 3 Transmutation;Action;Touch;V
9;Gate;Level 9 Conjuration;Action;60 feet;V 9;Gate;Level 9 Conjuration;Action;60 feet;V
8;Glibness;Level 8 Enchantment;Action;Self;V;1 hour;Until the spell ends 8;Glibness;Level 8 Enchantment;Action;Self;V;1 hour;Until the spell ends
4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V
1;Hellish Rebuke;Level 1 Evocation;Reaction;60 feet;V 1;Hellish Rebuke;Level 1 Evocation;Reaction;60 feet;V
1;Hex;Level 1 Enchantment;Bonus Action;90 feet;V 1;Hex;Level 1 Enchantment;Bonus Action;90 feet;V
5;Hold Monster;Level 5 Enchantment;Action;90 feet;V 5;Hold Monster;Level 5 Enchantment;Action;90 feet;V
2;Hold Person;Level 2 Enchantment;Action;60 feet;V 2;Hold Person;Level 2 Enchantment;Action;60 feet;V

S

  • casting time up to 1 minute;(a pickled tentacle)You open a gateway to the Far Realm
  • range a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears

  • components centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain
  • duration and it is filled with strange whispers and slurping noises

which can be heard up to 30 feet away. No light

magical or otherwise M;Concentration

M;Concentration

  • casting time 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.;Bard
  • range Sorcerer

  • components Warlock
  • duration Wizard(2024)

magical or otherwise 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

M;10 days;(ink worth 10+ GP

  • casting time paper
  • range 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

  • components the writing appears normal
  • duration seems to be written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

magical or otherwise which the spell consumes)You write on parchment

S

  • casting time000+ 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
  • range the target is unaffected

  • components and it is immune to this spell for the next 24 hours. On a failed save
  • duration the target is imprisoned. While imprisoned

the target doesn
t need to breathe

eat M;Until dispelled;(a statuette of the target worth 5

S

  • casting time 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
  • range deals damage

  • components or casts a spell.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.;Bard
  • duration Sorcerer

Warlock

Wizard(2024) M;Concentration

S

  • casting time up to 1 minute;(a pinch of phosphorus)You unleash a storm of flashing light and raging thunder in a 10-foot-radius
  • range 40-foot-high Cylinder centered on a point you can see within range. While in this area

  • components creatures have the Blinded and Deafened conditions
  • duration and they can??t cast spells with a Verbal component.
    When the storm appears

each creature in it makes a Constitution saving throw

Wizard(2024) M;Concentration

S;1 minute;A spectral

  • casting time you can use the hand to manipulate an object
  • range open an unlocked door or container

  • components stow or retrieve an item from an open container
  • duration 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

Wizard(2024) 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

S

  • casting time which the spell consumes)You create a 10-foot-radius
  • range 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

  • components Elementals
  • duration Fey

Fiends

Wizard(2024) M;1 hour;(salt and powdered silver worth 100+ GP

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components 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
  • duration including sounds

smells

Wizard(2024) M;Concentration

3;Hunger of Hadar;Level 3 Conjuration;Action;150 feet;V 3;Hunger of Hadar;Level 3 Conjuration;Action;150 feet;V
3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S 3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S
1;Illusory Script;Level 1 Illusion;1 minute or Ritual;Touch;S 1;Illusory Script;Level 1 Illusion;1 minute or Ritual;Touch;S
9;Imprisonment;Level 9 Abjuration;1 minute;30 feet;V 9;Imprisonment;Level 9 Abjuration;1 minute;30 feet;V
2;Invisibility;Level 2 Illusion;Action;Touch;V 2;Invisibility;Level 2 Illusion;Action;Touch;V
5;Jallarzi??s Storm of Radiance;Level 5 Evocation;Action;120 feet;V 5;Jallarzi??s Storm of Radiance;Level 5 Evocation;Action;120 feet;V
0;Mage Hand;Conjuration Cantrip;Action;30 feet;V 0;Mage Hand;Conjuration Cantrip;Action;30 feet;V
3;Magic Circle;Level 3 Abjuration;1 minute;10 feet;V 3;Magic Circle;Level 3 Abjuration;1 minute;10 feet;V
3;Major Image;Level 3 Illusion;Action;120 feet;V 3;Major Image;Level 3 Illusion;Action;120 feet;V

11 (3d6)

  • casting time Warlock
  • range Wizard(2024)

Wizard(2024) and 17 (4d6).;Sorcerer

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

  • casting time you also always know the target??s location until the spell ends
  • range but only while the two of you are on the same plane of existence. While you have this knowledge

  • components the target can??t become hidden from you
  • duration 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.;Sorcerer

Warlock taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save

M;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

  • casting time the illusion becomes faint to the creature.
    Sound. If you create a sound
  • range its volume can range from a whisper to a scream. It can be your voice

  • components someone else??s voice
  • duration a lion??s roar

a beating of drums

Warlock 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

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time 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
  • range roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher

  • components one of the duplicates is hit instead of you
  • duration and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
    A creature is unaffected by this spell if it has the Blinded condition

Blindsight

or Truesight.;Bard the duplicates move with you and mimic your actions

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

  • casting time deal damage
  • range or cast a spell.
    As a Magic action

  • components you can move the illusory double up to twice your Speed and make it gesture
  • duration speak

and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.;Bard

Warlock but the invisibility ends immediately after you make an attack roll

you teleport up to 30 feet to an unoccupied space you can see.;Sorcerer

  • casting time Wizard(2024)
  • range

Warlock Warlock

S

  • casting time000+ GP
  • range which the spell consumes)You attempt to bind a Celestial

  • components an Elemental
  • duration a Fey

or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically

Warlock M;24 hours;(a jewel worth 1

S

  • casting time 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
  • range 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

  • components and you appear in or near that destination
  • duration as determined by the DM.
    Alternatively

if you know the sigil sequence of a teleportation circle on another plane of existence

Warlock M;Instantaneous;(a forked

S;Instantaneous;You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time 11 (3d12)
  • range and 17 (4d12).;Druid

  • components Sorcerer
  • duration Warlock

Wizard(2024)

Warlock the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12)

0;Mind Sliver;Enchantment Cantrip;Action;60 feet;V;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)
0;Mind Sliver;Enchantment Cantrip;Action;60 feet;V;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)
2;Mind Spike;Level 2 Divination;Action;120 feet;S;Concentration 2;Mind Spike;Level 2 Divination;Action;120 feet;S;Concentration
0;Minor Illusion;Illusion Cantrip;Action;30 feet;S 0;Minor Illusion;Illusion Cantrip;Action;30 feet;S
2;Mirror Image;Level 2 Illusion;Action;Self;V 2;Mirror Image;Level 2 Illusion;Action;Self;V
5;Mislead;Level 5 Illusion;Action;Self;S;Concentration 5;Mislead;Level 5 Illusion;Action;Self;S;Concentration
2;Misty Step;Level 2 Conjuration;Bonus Action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;Level 2 Conjuration;Bonus Action;Self;V;Instantaneous;Briefly surrounded by silvery mist
5;Planar Binding;Level 5 Abjuration;1 hour;60 feet;V 5;Planar Binding;Level 5 Abjuration;1 hour;60 feet;V
7;Plane Shift;Level 7 Conjuration;Action;Touch;V 7;Plane Shift;Level 7 Conjuration;Action;Touch;V
0;Poison Spray;Necromancy Cantrip;Action;30 feet;V 0;Poison Spray;Necromancy Cantrip;Action;30 feet;V

it dies. Otherwise

  • casting time Sorcerer
  • range Warlock

  • components Wizard(2024)
  • duration

Warlock it takes 12d12 Psychic damage.;Bard

it has the Stunned condition. Otherwise

  • casting time ending the condition on itself on a success.;Bard
  • range Sorcerer

  • components Warlock
  • duration Wizard(2024)

Warlock 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

S;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

  • casting time harmless sensory effect
  • range such as a shower of sparks

  • components a puff of wind
  • duration faint musical notes

or an odd odor.
Fire Play. You instantaneously light or snuff out a candle

a torch you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous

S

  • casting time which the spell consumes)Until the spell ends
  • range one willing creature you touch is protected against creatures that are Aberrations

  • components Celestials
  • duration Elementals

Fey

Fiends M;Concentration up to 10 minutes;(a flask of Holy Water worth 25+ GP

S;Concentration

  • casting time the target has Disadvantage on the next attack roll it makes until the start of your next turn.
    On a failed save
  • range the target has Disadvantage on Strength-based D20 Tests for the duration. During that time

  • components it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns
  • duration ending the spell on a success.;Warlock

Wizard(2024)

Fiends 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

S;Instantaneous;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner??s Attunement to the object so it can be removed or discarded.;Cleric

  • components Paladin
  • duration Warlock

Wizard(2024)

Fiends all curses affecting one creature or object end. If the object is a cursed magic item

S

  • casting time up to 10 minutes;(a focus worth 1
  • range000+ GP

  • components such as a crystal ball
  • duration 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

Fiends M;Concentration

S;10 minutes;For the duration

  • casting time 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
  • range but at minimum

  • components a Beast can give you information about nearby locations and monsters
  • duration 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 you can comprehend and verbally communicate with Beasts

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration 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 M;Concentration

9;Power Word Kill;Level 9 Enchantment;Action;60 feet;V;Instantaneous;You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer 9;Power Word Kill;Level 9 Enchantment;Action;60 feet;V;Instantaneous;You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer
8;Power Word Stun;Level 8 Enchantment;Action;60 feet;V;Instantaneous;You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer 8;Power Word Stun;Level 8 Enchantment;Action;60 feet;V;Instantaneous;You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer
0;Prestidigitation;Transmutation Cantrip;Action;10 feet;V 0;Prestidigitation;Transmutation Cantrip;Action;10 feet;V
1;Protection from Evil and Good;Level 1 Abjuration;Action;Touch;V 1;Protection from Evil and Good;Level 1 Abjuration;Action;Touch;V
2;Ray of Enfeeblement;Level 2 Necromancy;Action;60 feet;V 2;Ray of Enfeeblement;Level 2 Necromancy;Action;60 feet;V
3;Remove Curse;Level 3 Abjuration;Action;Touch;V 3;Remove Curse;Level 3 Abjuration;Action;Touch;V
5;Scrying;Level 5 Divination;10 minutes;Self;V 5;Scrying;Level 5 Divination;10 minutes;Self;V
1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V 1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V
2;Spider Climb;Level 2 Transmutation;Action;Touch;V 2;Spider Climb;Level 2 Transmutation;Action;Touch;V

M;Concentration

  • casting time you could say
  • range ??Fetch the key to the cult??s treasure vault

  • components and give the key to me.? Or you could say
  • duration ??Stop fighting

leave this library peacefully

Warlock 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

S

  • casting time 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
  • range choose Beholderkin

  • components Mind Flayer
  • duration 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 M;Concentration

S

  • casting time 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
  • range choose a mood: Fuming

  • components Mirthful
  • duration 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

it shares your Initiative count M;Concentration

S

  • casting time 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
  • range choose Demon

  • components Devil
  • duration 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

it shares your Initiative count M;Concentration

S

  • casting time 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
  • range choose the creature??s form: Ghostly

  • components Putrid
  • duration 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

it shares your Initiative count M;Concentration

S;Instantaneous;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

  • casting time a target also has muddled thoughts for 1 minute. During that time
  • range it subtracts 1d6 from all its attack rolls and ability checks

  • components 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
  • duration ending the effect on itself on a success.;Bard

Sorcerer

Warlock taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save

S

  • casting time 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
  • range 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

  • components the cauldron disappears
  • duration 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 M;10 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

S

  • casting time 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
  • range it has the Prone and Incapacitated conditions for the duration. During that time

  • components it laughs uncontrollably if it??s capable of laughter
  • duration 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

to produce a magic potion;Warlock M;Concentration

M;1 round;(rare inks worth 50+ GP

  • casting time 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
  • range guildhalls

  • components 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
  • duration 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 circle by casting this spell in the same location every day for 365 days.;Bard

Sorcerer which the spell consumes)As you cast the spell

2;Suggestion;Level 2 Enchantment;Action;30 feet;V 2;Suggestion;Level 2 Enchantment;Action;30 feet;V
4;Summon Aberration;Level 4 Conjuration;Action;90 feet;V 4;Summon Aberration;Level 4 Conjuration;Action;90 feet;V
3;Summon Fey;Level 3 Conjuration;Action;90 feet;V 3;Summon Fey;Level 3 Conjuration;Action;90 feet;V
6;Summon Fiend;Level 6 Conjuration;Action;90 feet;V 6;Summon Fiend;Level 6 Conjuration;Action;90 feet;V
3;Summon Undead;Level 3 Necromancy;Action;90 feet;V 3;Summon Undead;Level 3 Necromancy;Action;90 feet;V
5;Synaptic Static;Level 5 Enchantment;Action;120 feet;V 5;Synaptic Static;Level 5 Enchantment;Action;120 feet;V
6;Tasha??s Bubbling Cauldron;Level 6 Conjuration;Action;5 feet;V 6;Tasha??s Bubbling Cauldron;Level 6 Conjuration;Action;5 feet;V
1;Tasha??s Hideous Laughter;Level 1 Enchantment;Action;30 feet;V 1;Tasha??s Hideous Laughter;Level 1 Enchantment;Action;30 feet;V
5;Teleportation Circle;Level 5 Conjuration;1 minute;10 feet;V 5;Teleportation Circle;Level 5 Conjuration;1 minute;10 feet;V

11 (3d6)

  • casting time Druid
  • range Sorcerer

  • components Warlock
  • duration Wizard(2024)

Sorcerer and 17 (4d6).;Bard

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 Necrotic damage.
    Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12)
  • range 11 (3d8 or 3d12)

  • components and 17 (4d8 or 4d12).;Cleric
  • duration Warlock

Wizard(2024)

Sorcerer 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

M;1 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

  • casting time any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.;Bard
  • range Cleric

  • components Sorcerer
  • duration Warlock

Wizard(2024)

Sorcerer when the target communicates by speaking or signing

S

  • casting time up to 1 hour;(a drop of mercury
  • range a dollop of gum arabic

  • components 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
  • duration 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

Sorcerer M;Concentration

S

  • casting time which the spell consumes)For the duration
  • range the willing creature you touch has Truesight with a range of 120 feet.;Bard

  • components Cleric
  • duration Sorcerer

Warlock

Wizard(2024) M;1 hour;(mushroom powder worth 25+ GP

M;Instantaneous;(a weapon with which you have proficiency and that is worth 1+ CP)Guided by a flash of magical insight

  • casting time 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
  • range the attack deals extra Radiant damage when you reach levels 5 (1d6)

  • components 11 (2d6)
  • duration and 17 (3d6).;Bard

Sorcerer

Warlock 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

S

  • casting time mindless
  • range shapeless

  • components 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
  • duration 1 Hit Point

and a Strength of 2

Warlock M;1 hour;(a bit of string and of wood)This spell creates an Invisible

S;Concentration

  • casting time the target takes 3d6 Necrotic damage
  • range and you regain Hit Points equal to half the amount of Necrotic damage dealt.
    Until the spell ends

  • components you can make the attack again on each of your turns as a Magic action
  • duration 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) 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

S;Concentration

  • casting time a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save
  • range 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

  • components it takes 5d10 Psychic damage. On a successful save
  • duration the spell ends on that target.;Warlock

Wizard(2024)

Wizard(2024) 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

0;Thunderclap;Evocation Cantrip;Action;Self;S;Instantaneous;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)
0;Thunderclap;Evocation Cantrip;Action;Self;S;Instantaneous;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)
0;Toll the Dead;Necromancy Cantrip;Action;60 feet;V 0;Toll the Dead;Necromancy Cantrip;Action;60 feet;V
3;Tongues;Level 3 Divination;Action;Touch;V 3;Tongues;Level 3 Divination;Action;Touch;V
9;True Polymorph;Level 9 Transmutation;Action;30 feet;V 9;True Polymorph;Level 9 Transmutation;Action;30 feet;V
6;True Seeing;Level 6 Divination;Action;Touch;V 6;True Seeing;Level 6 Divination;Action;Touch;V
0;True Strike;Divination Cantrip;Action;Self;S 0;True Strike;Divination Cantrip;Action;Self;S
1;Unseen Servant;Level 1 Conjuration;Action or Ritual;60 feet;V 1;Unseen Servant;Level 1 Conjuration;Action or Ritual;60 feet;V
3;Vampiric Touch;Level 3 Necromancy;Action;Self;V 3;Vampiric Touch;Level 3 Necromancy;Action;Self;V
9;Weird;Level 9 Illusion;Action;120 feet;V 9;Weird;Level 9 Illusion;Action;120 feet;V

S

  • casting time up to 1 minute;(a twig struck by lightning)A beam of crackling energy lances toward a creature within range
  • range forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit

  • components the target takes 2d12 Lightning damage.
    On each of your subsequent turns
  • duration 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 M;Concentration

1;Witch Bolt;Level 1 Evocation;Action;60 feet;V 1;Witch Bolt;Level 1 Evocation;Action;60 feet;V