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S

  • casting time a window
  • range or an area within range that is no larger than a 20-foot Cube. Until the spell ends

  • components an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell
  • duration 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.;Ranger

Wizard(2024)

Other M;8 hours;(a bell and silver wire)You set an alarm against intrusion. Choose a door

S

  • casting time the spells ends.
    Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.;Bard
  • range Druid

  • components Ranger(2024)
  • duration

Other M;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

S

  • casting time or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0
  • range it automatically succeeds). You specify a location you have visited and a recipient who matches a general description

  • components such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location
  • duration covering about 25 miles per 24 hours or 50 miles if the Beast can fly.
    When the Beast arrives

it delivers your message to the creature that you described

Other M;24 hours;(a morsel of food)A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw

S;24 hours;Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns

  • casting time but the target retains its creature type;Hit Points
  • range

Other you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s statistics

S

  • casting time a piece of flesh
  • range and a pinch of bone dust)Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).
    On each of your turns

  • components you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures
  • duration you can command any of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn

or you can issue a general command M;Instantaneous;(a drop of blood

S;Concentration

  • casting time aren’t fixed to a surface
  • range and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier;Cleric

  • components Wizard(2024)
  • duration

or you can issue a general command up to 1 minute;DAVID AUDEN NASH
A Brazier Affected by the Spell Animate Objects
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried

S;Concentration

  • casting time the spell ends.;Druid(2024)
  • range

or you can issue a general command up to 1 hour;An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier

S

  • casting time up to 1 hour;(iron filings)An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells
  • range take Magic actions

  • components or create other magical effects inside the aura
  • duration and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it.
    Areas of effect created by spells or other magic can’t extend into the aura

and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
Ongoing spells

or you can issue a general command M;Concentration

S

  • casting time choose whether it creates antipathy or sympathy
  • range and target one creature or object that is Huge or smaller. Then specify a kind of creature

  • components such as red dragons
  • duration goblins

or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target

or you can issue a general command M;10 days;(a mix of vinegar and honey)As you cast the spell

1;Alarm;Level 1 Abjuration;1 minute or Ritual;30 feet;V 1;Alarm;Level 1 Abjuration;1 minute or Ritual;30 feet;V
1;Animal Friendship;Level 1 Enchantment;Action;30 feet;V 1;Animal Friendship;Level 1 Enchantment;Action;30 feet;V
2;Animal Messenger;Level 2 Enchantment;Action or Ritual;30 feet;V 2;Animal Messenger;Level 2 Enchantment;Action or Ritual;30 feet;V
8;Animal Shapes;Level 8 Transmutation;Action;30 feet;V 8;Animal Shapes;Level 8 Transmutation;Action;30 feet;V
3;Animate Dead;Level 3 Necromancy;1 minute;10 feet;V 3;Animate Dead;Level 3 Necromancy;1 minute;10 feet;V
5;Animate Objects;Level 5 Transmutation;Action;120 feet;V 5;Animate Objects;Level 5 Transmutation;Action;120 feet;V
5;Antilife Shell;Level 5 Abjuration;Action;Self;V 5;Antilife Shell;Level 5 Abjuration;Action;Self;V
8;Antimagic Field;Level 8 Abjuration;Action;Self;V 8;Antimagic Field;Level 8 Abjuration;Action;Self;V
8;Antipathy/Sympathy;Level 8 Enchantment;1 hour;60 feet;V 8;Antipathy/Sympathy;Level 8 Enchantment;1 hour;60 feet;V

S

  • casting time up to 1 hour;(a bit of bat fur)You create an Invisible
  • range invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye

  • components which can see in every direction. It also has Darkvision with a range of 30 feet.
    As a Bonus Action
  • duration 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.;Wizard(2024)

or you can issue a general command M;Concentration

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)

or you can issue a general command up to 10 minutes;You create linked teleportation portals. Choose two Large

S

  • casting time which the spell consumes)You touch a closed door
  • range window

  • components gate
  • duration container

or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that

or you can issue a general command M;Until dispelled;(gold dust worth 25+ GP

S;Instantaneous;You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice

  • casting time Wizard(2024)
  • range

or you can issue a general command and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.;Sorcerer

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

or you can issue a general command 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)

or you can issue a general command 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;Warlock(2024)
  • duration

or you can issue a general command M;Until dispelled;(for each of the spell’s targets

S

  • casting time bones
  • range cards

  • components or other divinatory tokens worth 25+ GP)You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
    Omens
    Omen  
  • duration

or you can issue a general command M;Instantaneous;(specially marked sticks

up to 10 minutes;An aura radiates from you in a 30-foot Emanation for the duration. While in the aura

  • casting time and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura
  • range that ally regains 1 Hit Point.;Cleric

  • components Paladin(2024)
  • duration

or you can issue a general command you and your allies have Resistance to Necrotic damage

4;Arcane Eye;Level 4 Divination;Action;30 feet;V 4;Arcane Eye;Level 4 Divination;Action;30 feet;V
6;Arcane Gate;Level 6 Conjuration;Action;500 feet;V 6;Arcane Gate;Level 6 Conjuration;Action;500 feet;V
2;Arcane Lock;Level 2 Abjuration;Action;Touch;V 2;Arcane Lock;Level 2 Abjuration;Action;Touch;V
2;Arcane Vigor;Level 2 Abjuration;Bonus Action;Self;V 2;Arcane Vigor;Level 2 Abjuration;Bonus Action;Self;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
2;Augury;Level 2 Divination;1 minute or Ritual;Self;V 2;Augury;Level 2 Divination;1 minute or Ritual;Self;V
4;Aura of Life;Level 4 Abjuration;Action;Self;V;Concentration 4;Aura of Life;Level 4 Abjuration;Action;Self;V;Concentration

up to 10 minutes;An aura radiates from you in a 30-foot Emanation for the duration. While in the aura

  • casting time Charmed
  • range Deafened

  • components Frightened
  • duration Paralyzed

Poisoned

or Stunned condition.;Cleric you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded

up to 1 minute;An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists

  • casting time Druid
  • range Paladin(2024)

or Stunned condition.;Cleric you can restore 2d6 Hit Points to one creature in it.;Cleric

S

  • casting time000+ GP
  • range which the spell consumes)You spend the casting time tracing magical pathways within a precious gemstone

  • components and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant
  • duration it becomes a Plant creature and gains the ability to move its limbs

roots

vines M;Instantaneous;(an agate worth 1

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)

vines M;Concentration

up to 1 minute;The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer

  • casting time the target has the Incapacitated condition. When the spell ends
  • range the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.;Paladin(2024)

vines the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there

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’s skin assumes a bark-like appearance
  • range and the target has an Armor Class of 17 if its AC is lower than that.;Druid

  • components Ranger(2024)
  • duration

a Fey M;1 hour;(a handful of bark)You touch a willing creature. Until the spell ends

S;Concentration

  • casting time each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.;Cleric(2024)
  • range

a Fey up to 1 minute;Choose any number of creatures within range. For the duration

up to 1 hour;You touch a willing Beast. For the duration

  • casting time you benefit from any special senses it has.;Druid
  • range Ranger(2024)

a Fey you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses

4;Aura of Purity;Level 4 Abjuration;Action;Self;V;Concentration 4;Aura of Purity;Level 4 Abjuration;Action;Self;V;Concentration
3;Aura of Vitality;Level 3 Abjuration;Action;Self;V;Concentration 3;Aura of Vitality;Level 3 Abjuration;Action;Self;V;Concentration
5;Awaken;Level 5 Transmutation;8 hours;Touch;V 5;Awaken;Level 5 Transmutation;8 hours;Touch;V
1;Bane;Level 1 Enchantment;Action;30 feet;V 1;Bane;Level 1 Enchantment;Action;30 feet;V
5;Banishing Smite;Level 5 Conjuration;Bonus Action;Self;V;Concentration 5;Banishing Smite;Level 5 Conjuration;Bonus Action;Self;V;Concentration
4;Banishment;Level 4 Abjuration;Action;30 feet;V 4;Banishment;Level 4 Abjuration;Action;30 feet;V
2;Barkskin;Level 2 Transmutation;Bonus Action;Touch;V 2;Barkskin;Level 2 Transmutation;Bonus Action;Touch;V
3;Beacon of Hope;Level 3 Abjuration;Action;30 feet;V 3;Beacon of Hope;Level 3 Abjuration;Action;30 feet;V
2;Beast Sense;Level 2 Divination;Action or Ritual;Touch;S;Concentration 2;Beast Sense;Level 2 Divination;Action or Ritual;Touch;S;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 which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends
  • range the target suffers one of the following effects of your choice:
    Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
    The target has Disadvantage on attack rolls against you.
    In combat

  • components the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
    If you deal damage to the target with an attack roll or a spell
  • duration the target takes an extra 1d8 Necrotic damage.
    Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot

you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot

a Fey up to 1 minute;You touch a creature

S

  • casting time up to 1 minute;(an eggshell and a glove)You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration
  • range and it moves at your command

  • components mimicking the movements of your own hand.
    The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points
  • duration the spell ends. The hand doesn’t occupy its space.
    When you cast the spell and as a Bonus Action on your later turns

you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit

a Fey M;Concentration

S;Concentration

  • casting time 20 feet high
  • range and 5 feet thick

  • components or a ringed wall up to 60 feet in diameter
  • duration 20 feet high

and 5 feet thick. The wall provides Three-Quarters Cover

a Fey up to 10 minutes;You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long

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

  • casting time 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
  • range 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.;Cleric

  • components Paladin(2024)
  • duration

a Fey M;Concentration

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;Cleric

  • components Paladin(2024)
  • duration

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

and the target has the Blinded condition until the spell ends. At the end of each of its turns

  • casting time ending the spell on itself on a success.
    Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.;Paladin(2024)
  • range

a Fey the Blinded target makes a Constitution saving throw

or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns

  • casting time 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 2.;Bard
  • range Cleric

  • components Sorcerer
  • duration Wizard(2024)

a Fey the target repeats the save

8;Befuddlement;Level 8 Enchantment;Action;150 feet;V 8;Befuddlement;Level 8 Enchantment;Action;150 feet;V
3;Bestow Curse;Level 3 Necromancy;Action;Touch;V 3;Bestow Curse;Level 3 Necromancy;Action;Touch;V
5;Bigby’s Hand;Level 5 Evocation;Action;120 feet;V 5;Bigby’s Hand;Level 5 Evocation;Action;120 feet;V
6;Blade Barrier;Level 6 Evocation;Action;90 feet;V 6;Blade Barrier;Level 6 Evocation;Action;90 feet;V
0;Blade Ward;Abjuration Cantrip;Action;Self;V 0;Blade Ward;Abjuration Cantrip;Action;Self;V
1;Bless;Level 1 Enchantment;Action;30 feet;V 1;Bless;Level 1 Enchantment;Action;30 feet;V
4;Blight;Level 4 Necromancy;Action;30 feet;V 4;Blight;Level 4 Necromancy;Action;30 feet;V
3;Blinding Smite;Level 3 Evocation;Bonus Action;Self;V;1 minute;The target hit by the strike takes an extra 3d8 Radiant damage from the attack 3;Blinding Smite;Level 3 Evocation;Bonus Action;Self;V;1 minute;The target hit by the strike takes an extra 3d8 Radiant damage from the attack
2;Blindness/Deafness;Level 2 Transmutation;Action;120 feet;V;1 minute;One creature that you can see within range must succeed on a Constitution saving throw 2;Blindness/Deafness;Level 2 Transmutation;Action;120 feet;V;1 minute;One creature that you can see within range must succeed on a Constitution saving throw

S;1 minute;Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6

  • casting time you can perceive the plane you left
  • range which is cast in shades of gray

  • components 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
  • duration 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.;Sorcerer

Wizard(2024) 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

up to 1 minute;Your body becomes blurred. For the duration

  • casting time Wizard(2024)
  • range

Wizard(2024) any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.;Sorcerer

S;Instantaneous;A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw

  • casting time Wizard(2024)
  • range

Wizard(2024) 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 1d6 for each spell slot level above 1.;Sorcerer

S;Concentration

  • casting time choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw
  • range taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.
    Until the spell ends

  • components you can take a Magic action to call down lightning in that way again
  • duration targeting the same point or a different one.
    If you’re outdoors in a storm when you cast this spell

the spell gives you control over that storm instead of creating a new one. Under such conditions

Wizard(2024) up to 10 minutes;A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell

S;Concentration

  • casting time 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
  • range the creature’s attitude returns to normal.;Bard

  • components Cleric(2024)
  • duration

Wizard(2024) 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

S

  • casting time each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
    Each target makes a Dexterity saving throw
  • range taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.;Sorcerer

  • components Wizard(2024)
  • duration

Wizard(2024) M;Instantaneous;(three silver pins)You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice

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.;Sorcerer
  • range Wizard(2024)

Wizard(2024) 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.;Sorcerer
  • range Wizard(2024)

Wizard(2024) 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

3;Blink;Level 3 Transmutation;Action;Self;V 3;Blink;Level 3 Transmutation;Action;Self;V
2;Blur;Level 2 Illusion;Action;Self;V;Concentration 2;Blur;Level 2 Illusion;Action;Self;V;Concentration
1;Burning Hands;Level 1 Evocation;Action;Self;V 1;Burning Hands;Level 1 Evocation;Action;Self;V
3;Call Lightning;Level 3 Conjuration;Action;120 feet;V 3;Call Lightning;Level 3 Conjuration;Action;120 feet;V
2;Calm Emotions;Level 2 Enchantment;Action;60 feet;V 2;Calm Emotions;Level 2 Enchantment;Action;60 feet;V
6;Chain Lightning;Level 6 Evocation;Action;150 feet;V 6;Chain Lightning;Level 6 Evocation;Action;150 feet;V
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

S

  • casting time Cold
  • range Fire

  • components Lightning
  • duration Poison

or Thunder for the type of orb you create

Wizard(2024) M;Instantaneous;(a diamond worth 50+ GP)You hurl an orb of energy at a target within range. Choose Acid

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

up to 10 minutes;An aura radiates from you in a 30-foot Emanation for the duration. While in the aura

  • casting time it takes no damage if it succeeds on the save.;Cleric
  • range Paladin

  • components Wizard(2024)
  • duration

Wizard(2024) you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage

S

  • casting time up to 10 minutes;(a focus worth 100+ GP
  • range 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

  • components around a corner
  • duration or in a grove of trees). The intangible

invulnerable sensor remains in place for the duration.
When you cast the spell

Wizard(2024) M;Concentration

S

  • casting time000+ GP
  • range which the spell consumes

  • components and a sealable vessel worth 2
  • duration000+ GP that is large enough to hold the creature being cloned)You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days;Bard

Cleric

Sorcerer M;Instantaneous;(a diamond worth 1

S;Concentration

  • casting time ending the spell. Its area is Heavily Obscured.
    Each creature in the Sphere makes a Constitution saving throw
  • range taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
    The Sphere moves 10 feet away from you at the start of each of your turns.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.;Sorcerer

  • components Wizard(2024)
  • duration

Sorcerer up to 10 minutes;You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it

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)

Sorcerer M;Concentration

S

  • casting time 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.;Bard
  • range Sorcerer

  • components Wizard(2024)
  • duration

Sorcerer M;Instantaneous;(a pinch of colorful sand)You launch a dazzling array of flashing

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.

Halt. On its turn

  • casting time Cleric
  • range Paladin(2024)

Sorcerer 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.;Bard

1;Chromatic Orb;Level 1 Evocation;Action;90 feet;V 1;Chromatic Orb;Level 1 Evocation;Action;90 feet;V
6;Circle of Death;Level 6 Necromancy;Action;150 feet;V 6;Circle of Death;Level 6 Necromancy;Action;150 feet;V
5;Circle of Power;Level 5 Abjuration;Action;Self;V;Concentration 5;Circle of Power;Level 5 Abjuration;Action;Self;V;Concentration
3;Clairvoyance;Level 3 Divination;10 minutes;1 mile;V 3;Clairvoyance;Level 3 Divination;10 minutes;1 mile;V
8;Clone;Level 8 Necromancy;1 hour;Touch;V 8;Clone;Level 8 Necromancy;1 hour;Touch;V
5;Cloudkill;Level 5 Conjuration;Action;120 feet;V 5;Cloudkill;Level 5 Conjuration;Action;120 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;Color Spray;Level 1 Illusion;Action;Self;V 1;Color Spray;Level 1 Illusion;Action;Self;V
1;Command;Level 1 Enchantment;Action;60 feet;V;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
1;Command;Level 1 Enchantment;Action;60 feet;V;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

S

  • casting time so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests
  • range the DM might offer a short phrase as an answer instead.
    If you cast the spell more than once before finishing a Long Rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer.;Cleric(2024)
  • duration

Sorcerer M;1 minute;(incense)You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren’t necessarily omniscient

S;Instantaneous;You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors

  • casting time the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction
  • range such as in castles and settlements.
    Choose three of the following facts;Cleric(2024)

Sorcerer the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings

up to 1 minute;You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save

  • casting time and it can’t willingly move to a space that is more than 30 feet away from you.
    The spell ends if you make an attack roll against a creature other than the target
  • range if you cast a spell on an enemy other than the target

  • components if an ally of yours damages the target
  • duration or if you end your turn more than 30 feet away from the target.;Paladin(2024)

Sorcerer the target has Disadvantage on attack rolls against creatures other than you

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)

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

S;Concentration

  • casting time you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn
  • range taking the safest route. After moving in this way

  • components a target repeats the save
  • duration ending the spell on itself on a success.;Bard(2024)

Sorcerer up to 1 minute;Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration

S

  • casting time taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.;Druid
  • range Sorcerer

  • components Wizard(2024)
  • duration

Sorcerer M;Instantaneous;(a small crystal or glass cone)You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw

S

  • casting time 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
  • range 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

  • components consulting the table below.
    1d10  
  • duration

Sorcerer M;Concentration

S;Concentration

  • casting time intangible animals in an unoccupied space you can see within range. The pack lasts for the duration
  • range and you choose the spirits’ animal form

  • components such as wolves
  • duration serpents

or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack

and when you move on your turn up to 10 minutes;You conjure nature spirits that appear as a Large pack of spectral

S

  • casting time taking 5d8 Force damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.;Ranger(2024)
  • range

and when you move on your turn M;Instantaneous;(a Melee or Ranged weapon worth at least 1 CP)You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw

5;Commune;Level 5 Divination;1 minute or Ritual;Self;V 5;Commune;Level 5 Divination;1 minute or Ritual;Self;V
5;Commune with Nature;Level 5 Divination;1 minute or Ritual;Self;V 5;Commune with Nature;Level 5 Divination;1 minute or Ritual;Self;V
1;Compelled Duel;Level 1 Enchantment;Bonus Action;30 feet;V;Concentration 1;Compelled Duel;Level 1 Enchantment;Bonus Action;30 feet;V;Concentration
1;Comprehend Languages;Level 1 Divination;Action or Ritual;Self;V 1;Comprehend Languages;Level 1 Divination;Action or Ritual;Self;V
4;Compulsion;Level 4 Enchantment;Action;30 feet;V 4;Compulsion;Level 4 Enchantment;Action;30 feet;V
5;Cone of Cold;Level 5 Evocation;Action;Self;V 5;Cone of Cold;Level 5 Evocation;Action;Self;V
4;Confusion;Level 4 Enchantment;Action;90 feet;V 4;Confusion;Level 4 Enchantment;Action;90 feet;V
3;Conjure Animals;Level 3 Conjuration;Action;60 feet;V 3;Conjure Animals;Level 3 Conjuration;Action;60 feet;V
3;Conjure Barrage;Level 3 Conjuration;Action;Self;V 3;Conjure Barrage;Level 3 Conjuration;Action;Self;V

S;Concentration

  • casting time which manifests as a pillar of light in a 10-foot-radius
  • range 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder

  • components choose which of these lights shines on it:
    Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
    Searing Light. The target makes a Dexterity saving throw
  • duration taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
    Until the spell ends

Bright Light fills the Cylinder

and when you move on your turn up to 10 minutes;You conjure a spirit from the Upper Planes

S;Concentration

  • casting time intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element
  • range which determines its damage type: air (Lightning)

  • components earth (Thunder)
  • duration fire (Fire)

or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit

and when you move on your turn up to 10 minutes;You conjure a Large

S;Concentration

  • casting time and it looks like a Fey creature of your choice. When the spirit appears
  • range you can make one melee spell attack against a creature within 5 feet of it. On a hit

  • components the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier
  • duration and the target has the Frightened condition until the start of your next turn

with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns

and when you move on your turn up to 10 minutes;You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration

S;Concentration

  • casting time any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid
  • range Cold

  • components Fire
  • duration or Lightning (your choice when you make the attack).
    In addition

the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.;Druid

Wizard(2024) up to 10 minutes;You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends

S

  • casting time 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.;Ranger(2024)
  • range

Wizard(2024) M;Instantaneous;(a Melee or Ranged weapon worth at least 1 CP)You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius

S;Concentration

  • casting time you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
    In addition
  • range you can take the Disengage action as a Bonus Action for the spell’s duration.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.;Druid

  • components Ranger(2024)
  • duration

Wizard(2024) up to 10 minutes;You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. 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

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

S;7 days;Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also

  • casting time the target has Disadvantage on saving throws made with the chosen ability.
    The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves
  • range the spell ends on the target. If the target fails three of the saves

  • components the spell lasts for 7 days on it.
    Whenever the Poisoned target receives an effect that would end the Poisoned condition
  • duration the target must succeed on a Constitution saving throw

or the Poisoned condition doesn’t end on it.;Cleric

Druid(2024) choose one ability when you cast the spell. While Poisoned

S

  • casting time500+ GP)Choose a spell of level 5 or lower that you can cast
  • range that has a casting time of an action

  • components and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency
  • duration expending spell slots for both

but the contingent spell doesn’t come into effect. Instead

Druid(2024) M;10 days;(a gem-encrusted statuette of yourself worth 1

7;Conjure Celestial;Level 7 Conjuration;Action;90 feet;V 7;Conjure Celestial;Level 7 Conjuration;Action;90 feet;V
5;Conjure Elemental;Level 5 Conjuration;Action;60 feet;V 5;Conjure Elemental;Level 5 Conjuration;Action;60 feet;V
6;Conjure Fey;Level 6 Conjuration;Action;60 feet;V 6;Conjure Fey;Level 6 Conjuration;Action;60 feet;V
4;Conjure Minor Elementals;Level 4 Conjuration;Action;Self;V 4;Conjure Minor Elementals;Level 4 Conjuration;Action;Self;V
5;Conjure Volley;Level 5 Conjuration;Action;150 feet;V 5;Conjure Volley;Level 5 Conjuration;Action;150 feet;V
4;Conjure Woodland Beings;Level 4 Conjuration;Action;Self;V 4;Conjure Woodland Beings;Level 4 Conjuration;Action;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
5;Contagion;Level 5 Necromancy;Action;Touch;V 5;Contagion;Level 5 Necromancy;Action;Touch;V
6;Contingency;Level 6 Abjuration;10 minutes;Self;V 6;Contingency;Level 6 Abjuration;10 minutes;Self;V

S

  • casting time which the spell consumes)A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame
  • range but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.;Cleric

  • components Druid
  • duration Wizard(2024)

Druid(2024) M;Until dispelled;(ruby dust worth 50+ GP

S

  • casting time up to 10 minutes;(a mixture of water and dust)Until the spell ends
  • range you control any water inside an area you choose that is a Cube up to 100 feet on a side

  • components using one of the following effects. As a Magic action on your later turns
  • duration you can repeat the same effect or choose a different one.
    Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

Druid(2024) M;Concentration

S

  • casting time up to 8 hours;(burning incense)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell
  • range and it ends early if you go indoors.
    When you cast the spell

  • components you change the current weather conditions
  • duration which are determined by the DM. You can change precipitation

temperature

Druid(2024) M;Concentration

S

  • casting time the ammunition can’t be physically uprooted
  • range and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there

  • components one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
    When you cast this spell
  • duration you can designate any creatures you choose

and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.;Ranger(2024)

Druid(2024) M;8 hours;(an ornamental braid)You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends

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)

Druid(2024) and the action

S;Instantaneous;You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice

  • casting time Paladin(2024)
  • range

Druid(2024) and the water is clean. The food spoils after 24 hours if uneaten.;Cleric

S

  • casting time the water falls as rain in a 30-foot Cube within range
  • range extinguishing exposed flames there.
    Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components 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
  • duration or the size of the Cube increases by 5 feet

for each spell slot level above 1.;Cleric

Druid(2024) M;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

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

Druid(2024) 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

S

  • casting time rope
  • range wood

  • components and the like) or mineral matter (stone
  • duration crystal

metal

Druid(2024) M;Special;(a paintbrush)You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods

2;Continual Flame;Level 2 Evocation;Action;Touch;V 2;Continual Flame;Level 2 Evocation;Action;Touch;V
4;Control Water;Level 4 Transmutation;Action;300 feet;V 4;Control Water;Level 4 Transmutation;Action;300 feet;V
8;Control Weather;Level 8 Transmutation;10 minutes;Self;V 8;Control Weather;Level 8 Transmutation;10 minutes;Self;V
2;Cordon of Arrows;Level 2 Transmutation;Action;Touch;V 2;Cordon of Arrows;Level 2 Transmutation;Action;Touch;V
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
3;Create Food and Water;Level 3 Conjuration;Action;30 feet;V 3;Create Food and Water;Level 3 Conjuration;Action;30 feet;V
1;Create or Destroy Water;Level 1 Transmutation;Action;30 feet;V 1;Create or Destroy Water;Level 1 Transmutation;Action;30 feet;V
6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V 6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V
5;Creation;Level 5 Illusion;1 minute;30 feet;V 5;Creation;Level 5 Illusion;1 minute;30 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

up to 1 minute;You radiate a magical aura in a 30-foot Emanation. While in the aura

Warlock you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.;Paladin(2024)

S;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.;Paladin(2024)

Warlock

S

  • casting time up to 1 minute;(a bit of phosphorus)You create up to four torch-size lights within range
  • range making them appear as torches

  • components lanterns
  • duration 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

Warlock M;Concentration

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

S

  • casting time a willing creature you touch has Darkvision with a range of 150 feet.;Druid
  • range Ranger

  • components Sorcerer
  • duration Wizard(2024)

Warlock M;8 hours;(a dried carrot)For the duration

S;1 hour;For the duration

  • casting time you cast the spell on an object that isn’t being worn or carried
  • range causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque

  • components such as a bowl or helm
  • duration blocks the sunlight.
    If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower

that other spell is dispelled.;Druid

Ranger sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively

S;8 hours;You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage
  • range that effect is negated against the target

  • components and the spell ends.;Cleric
  • duration Paladin(2024)

Ranger the target instead drops to 1 Hit Point

S

  • casting time up to 1 minute;(a ball of bat guano and sulfur)A beam of yellow light flashes from you
  • range then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends

  • components the bead explodes
  • duration and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
    The spell’s base damage is 12d6

and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends

Ranger M;Concentration

2;Crown of Madness;Level 2 Enchantment;Action;120 feet;V 2;Crown of Madness;Level 2 Enchantment;Action;120 feet;V
3;Crusader’s Mantle;Level 3 Evocation;Action;Self;V;Concentration 3;Crusader’s Mantle;Level 3 Evocation;Action;Self;V;Concentration
1;Cure Wounds;Level 1 Abjuration;Action;Touch;V 1;Cure Wounds;Level 1 Abjuration;Action;Touch;V
0;Dancing Lights;Illusion Cantrip;Action;120 feet;V 0;Dancing Lights;Illusion Cantrip;Action;120 feet;V
2;Darkness;Level 2 Evocation;Action;60 feet;V 2;Darkness;Level 2 Evocation;Action;60 feet;V
2;Darkvision;Level 2 Transmutation;Action;Touch;V 2;Darkvision;Level 2 Transmutation;Action;Touch;V
3;Daylight;Level 3 Evocation;Action;60 feet;V 3;Daylight;Level 3 Evocation;Action;60 feet;V
4;Death Ward;Level 4 Abjuration;Action;Touch;V 4;Death Ward;Level 4 Abjuration;Action;Touch;V
7;Delayed Blast Fireball;Level 7 Evocation;Action;150 feet;V 7;Delayed Blast Fireball;Level 7 Evocation;Action;150 feet;V

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

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

a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save

Ranger a target takes half as much damage only.;Paladin(2024)

S;Concentration

  • casting time you sense the location of any Aberration
  • range Celestial

  • components Elemental
  • duration Fey

Fiend

Ranger up to 10 minutes;For the duration

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

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you sense the location of poisons

  • components poisonous or venomous creatures
  • duration and magical contagions within 30 feet of yourself. You sense the kind of poison

creature

or wood M;Concentration

S

  • casting time up to 1 minute;(1 Copper Piece)You activate one of the effects below. Until the spell ends
  • range 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

  • components but you know that a thinking creature is present.
    The spell is blocked by 1 foot of stone
  • duration dirt

or wood

or wood M;Concentration

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;1 hour;You make yourself—including your clothing

  • casting time weapons
  • range 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

  • components the extent of the illusion is up to you.
    The changes wrought by this spell fail to hold up to physical inspection. For example
  • duration if you use this spell to add a hat to your outfit

objects pass through the hat

and the teleportation fails.;Bard armor

S

  • casting time a nonmagical object
  • range or a creation of magical force

  • components such as the wall created by Wall of Force.
    A creature targeted by this spell makes a Dexterity saving throw. On a failed save
  • duration the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points

it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger

and the teleportation fails.;Bard M;Instantaneous;(a lodestone and dust)You launch a green ray at a target you can see within range. The target can be a creature

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
5;Destructive Wave;Level 5 Evocation;Action;Self;V;Instantaneous;Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save 5;Destructive Wave;Level 5 Evocation;Action;Self;V;Instantaneous;Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save
1;Detect Evil and Good;Level 1 Divination;Action;Self;V 1;Detect Evil and Good;Level 1 Divination;Action;Self;V
1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V 1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V
1;Detect Poison and Disease;Level 1 Divination;Action or Ritual;Self;V 1;Detect Poison and Disease;Level 1 Divination;Action or Ritual;Self;V
2;Detect Thoughts;Level 2 Divination;Action;Self;V 2;Detect Thoughts;Level 2 Divination;Action;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
1;Disguise Self;Level 1 Illusion;Action;Self;V 1;Disguise Self;Level 1 Illusion;Action;Self;V
6;Disintegrate;Level 6 Transmutation;Action;60 feet;V 6;Disintegrate;Level 6 Transmutation;Action;60 feet;V

S

  • casting time up to 1 minute;(powdered silver and iron)For the duration
  • range Celestials

  • components Elementals
  • duration Fey

Fiends

and the teleportation fails.;Bard M;Concentration

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.;Cleric
  • duration Paladin(2024)

and the teleportation fails.;Bard object

it takes 3d6 Psychic damage and must immediately use its Reaction

  • casting time to move as far away from you as it can
  • range using the safest route. On a successful save

  • components 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.;Bard(2024)
  • duration

and the teleportation fails.;Bard if available

S

  • casting time which the spell consumes)This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal
  • range event

  • components or activity to occur within 7 days. The DM offers a truthful reply
  • duration which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer

such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest

and the teleportation fails.;Bard M;Instantaneous;(incense worth 25+ GP

S;1 minute;Until the spell ends

and the teleportation fails.;Bard your attacks with weapons deal an extra 1d4 Radiant damage on a hit.;Paladin(2024)

a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points

  • casting time a Celestial
  • range an Elemental

  • components a Fey
  • duration or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
    Divine Word Effects
    Hit Points  

and the teleportation fails.;Bard as shown in the Divine Word Effects table. Regardless of its Hit Points

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

and the teleportation fails.;Bard up to 1 minute;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

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

and the teleportation fails.;Bard 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;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

and the teleportation fails.;Bard up to 1 minute;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

5;Dispel Evil and Good;Level 5 Abjuration;Action;Self;V 5;Dispel Evil and Good;Level 5 Abjuration;Action;Self;V
3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V 3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V
1;Dissonant Whispers;Level 1 Enchantment;Action;60 feet;V;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 1;Dissonant Whispers;Level 1 Enchantment;Action;60 feet;V;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
4;Divination;Level 4 Divination;Action or Ritual;Self;V 4;Divination;Level 4 Divination;Action or Ritual;Self;V
1;Divine Favor;Level 1 Transmutation;Bonus Action;Self;V 1;Divine Favor;Level 1 Transmutation;Bonus Action;Self;V
7;Divine Word;Level 7 Evocation;Bonus Action;30 feet;V;Instantaneous;You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save 7;Divine Word;Level 7 Evocation;Bonus Action;30 feet;V;Instantaneous;You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save
4;Dominate Beast;Level 4 Enchantment;Action;60 feet;V 4;Dominate Beast;Level 4 Enchantment;Action;60 feet;V
8;Dominate Monster;Level 8 Enchantment;Action;60 feet;V 8;Dominate Monster;Level 8 Enchantment;Action;60 feet;V
5;Dominate Person;Level 5 Enchantment;Action;60 feet;V 5;Dominate Person;Level 5 Enchantment;Action;60 feet;V

S

  • casting time up to 1 minute;(a hot pepper)You touch one willing creature
  • range and choose Acid

  • components Cold
  • duration Fire

Lightning

or Poison. Until the spell ends M;Concentration

S

  • casting time000+ GP)You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this spell
  • range you must use a different sapphire.
    Thereafter

  • components you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances
  • duration and the spell ends.
    If another creature is holding or carrying the object

crushing the sapphire doesn’t transport it

or Poison. Until the spell ends M;Until dispelled;(a sapphire worth 1

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

or Poison. Until the spell ends 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;Whispering to the spirits of nature

  • casting time 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
  • range a cloud for rain

  • components falling snowflakes for snow
  • duration and so on. This effect persists for 1 round.
    Bloom. You instantly make a flower blossom

a seed pod open

or Poison. Until the spell ends you create one of the following effects within range.
OLGA DREBAS
A sprite casts Druidcraft
to make flowers blossom
Weather Sensor. You create a Tiny

S

  • casting time up to 1 minute;(a fractured rock)Choose a point on the ground that you can see within range. For the duration
  • range an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.
    When you cast this spell and at the end of each of your turns for the duration

  • components each creature on the ground in the area makes a Dexterity saving throw. On a failed save
  • duration a creature has the Prone condition

and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations

or Poison. Until the spell ends M;Concentration

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)

or Poison. Until the spell ends the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5

S;Instantaneous;You exert control over the elements

  • casting time stir dust
  • range rustle leaves

  • components and close open doors and shutters
  • duration 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

or Poison. Until the spell ends creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth

S;Concentration

  • casting time Cold
  • range Fire

  • components Lightning
  • duration or Thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot

or Poison. Until the spell ends up to 1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid

S

  • casting time up to 1 hour;(fur or a feather)You touch a creature and choose Strength
  • range Dexterity

  • components Intelligence
  • duration Wisdom

or Charisma. For the duration

or Poison. Until the spell ends M;Concentration

2;Dragon’s Breath;Level 2 Transmutation;Bonus Action;Touch;V 2;Dragon’s Breath;Level 2 Transmutation;Bonus Action;Touch;V
6;Drawmij’s Instant Summons;Level 6 Conjuration;1 minute or Ritual;Touch;V 6;Drawmij’s Instant Summons;Level 6 Conjuration;1 minute or Ritual;Touch;V
5;Dream;Level 5 Illusion;1 minute;Special;V 5;Dream;Level 5 Illusion;1 minute;Special;V
0;Druidcraft;Transmutation Cantrip;Action;30 feet;V 0;Druidcraft;Transmutation Cantrip;Action;30 feet;V
8;Earthquake;Level 8 Transmutation;Action;500 feet;V 8;Earthquake;Level 8 Transmutation;Action;500 feet;V
0;Eldritch Blast;Evocation Cantrip;Action;120 feet;V 0;Eldritch Blast;Evocation Cantrip;Action;120 feet;V
0;Elementalism;Transmutation Cantrip;Action;30 feet;V 0;Elementalism;Transmutation Cantrip;Action;30 feet;V
3;Elemental Weapon;Level 3 Transmutation;Action;Touch;V 3;Elemental Weapon;Level 3 Transmutation;Action;Touch;V
2;Enhance Ability;Level 2 Transmutation;Action;Touch;V 2;Enhance Ability;Level 2 Transmutation;Action;Touch;V

S

  • casting time up to 1 minute;(a pinch of powdered iron)For the duration
  • range the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature

  • components it can make a Constitution saving throw. On a successful save
  • duration the spell has no effect.
    Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
    Enlarge. The target’s size increases by one category—from Medium to Large

for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small

or Poison. Until the spell ends M;Concentration

up to 1 minute;As you hit the target

  • casting time and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save
  • range the target has the Restrained condition until the spell ends. On a successful save

  • components the vines shrivel away
  • duration 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

or Poison. Until the spell ends grasping vines appear on it

S;Concentration

  • casting time 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
  • range it frees itself from the grasping plants and is no longer Restrained by them.;Druid

  • components Ranger(2024)
  • duration

or Poison. Until the spell ends up to 1 minute;Grasping plants sprout from the ground in a 20-foot square within range. For the duration

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

or Poison. Until the spell ends 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

  • casting time up to 1 minute;(a tentacle)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in that area into Difficult Terrain.
    Each creature in that area makes a Strength saving throw. On a failed save
  • duration it takes 3d6 Bludgeoning damage

and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC

objects M;Concentration

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;Instantaneous;You convert raw materials into products of the same material. For example

  • casting time a rope from a patch of hemp
  • range or clothes from flax or wool.
    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal

  • components stone
  • duration or another mineral substance

however

Warlock you can fabricate a wooden bridge from a clump of trees

2;Enlarge/Reduce;Level 2 Transmutation;Action;30 feet;V 2;Enlarge/Reduce;Level 2 Transmutation;Action;30 feet;V
1;Ensnaring Strike;Level 1 Conjuration;Bonus Action;Self;V;Concentration 1;Ensnaring Strike;Level 1 Conjuration;Bonus Action;Self;V;Concentration
1;Entangle;Level 1 Conjuration;Action;90 feet;V 1;Entangle;Level 1 Conjuration;Action;90 feet;V
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
4;Evard’s Black Tentacles;Level 4 Conjuration;Action;90 feet;V 4;Evard’s Black Tentacles;Level 4 Conjuration;Action;90 feet;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
4;Fabricate;Level 4 Transmutation;10 minutes;120 feet;V 4;Fabricate;Level 4 Transmutation;10 minutes;120 feet;V

up to 1 minute;Objects in a 20-foot Cube within range are outlined in blue

  • casting time or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
  • range 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.;Bard

  • components Druid(2024)
  • duration

Warlock green

S

  • casting time Wizard(2024)
  • range

Warlock M;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.;Sorcerer

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

M;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

  • casting time and the spell ends for that creature.;Bard
  • range Sorcerer

  • components Wizard(2024)
  • duration

Wizard(2024) the creature takes no damage from the fall

S

  • casting time the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions
  • range and its Speed is 0.
    The target also has Resistance to all damage except Psychic damage

  • components and it has Immunity to the Poisoned condition.;Bard
  • duration Cleric

Druid

Wizard(2024) M;1 hour;(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration

S

  • casting time which the spell consumes)You gain the service of a familiar
  • range a spirit that takes an animal form you choose: Bat

  • components Cat
  • duration Frog

Hawk

Lizard M;Instantaneous;(burning incense worth 10+ GP

S;Instantaneous;You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell

  • casting time rideable animal of your choice
  • range such as a horse

  • components a camel
  • duration a dire wolf

or an elk. Whenever you cast the spell

Lizard the steed is replaced by the new one.
The steed resembles a Large

S

  • casting time up to 1 day;(a set of divination tools—such as cards or runes—worth 100+ GP)You magically sense the most direct physical route to a location you name. You must be familiar with the location
  • range and the spell fails if you name a destination on another plane of existence

  • components a moving destination (such as a mobile fortress)
  • duration or an unspecific destination (such as “a green dragon’s lair”).
    For the duration

as long as you are on the same plane of existence as the destination

Lizard M;Concentration

S;Instantaneous;You sense any trap within range that is within line of sight. A trap

  • casting time includes any object or mechanism that was created to cause damage or other danger. Thus
  • range the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap

  • components but it wouldn’t reveal a natural weakness in the floor
  • duration an unstable ceiling

or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.;Cleric

Druid for the purpose of this spell

1;Faerie Fire;Level 1 Evocation;Action;60 feet;V;Concentration 1;Faerie Fire;Level 1 Evocation;Action;60 feet;V;Concentration
1;False Life;Level 1 Necromancy;Action;Self;V 1;False Life;Level 1 Necromancy;Action;Self;V
3;Fear;Level 3 Illusion;Action;Self;V 3;Fear;Level 3 Illusion;Action;Self;V
1;Feather Fall;Level 1 Transmutation;Reaction;60 feet;V 1;Feather Fall;Level 1 Transmutation;Reaction;60 feet;V
3;Feign Death;Level 3 Necromancy;Action or Ritual;Touch;V 3;Feign Death;Level 3 Necromancy;Action or Ritual;Touch;V
1;Find Familiar;Level 1 Conjuration;1 hour or Ritual;10 feet;V 1;Find Familiar;Level 1 Conjuration;1 hour or Ritual;10 feet;V
2;Find Steed;Level 2 Conjuration;Action;30 feet;V 2;Find Steed;Level 2 Conjuration;Action;30 feet;V
6;Find the Path;Level 6 Divination;1 minute;Self;V 6;Find the Path;Level 6 Divination;1 minute;Self;V
2;Find Traps;Level 2 Divination;Action;120 feet;V 2;Find Traps;Level 2 Divination;Action;120 feet;V

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)

Druid 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 taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
    Flammable objects in the area that aren’t being worn or carried start burning.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.;Sorcerer
  • range Wizard(2024)

Druid M;Instantaneous;(a ball of bat guano and sulfur)A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw

S;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

  • casting time 11 (3d10)
  • range and 17 (4d10).;Sorcerer

  • components Wizard(2024)
  • duration

Druid 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)

S

  • casting time shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you Resistance to Cold damage

  • components and the chill shield grants you Resistance to Fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack roll

the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.;Druid

Sorcerer M;10 minutes;(a bit of phosphorus or a firefly)Wispy flames wreathe your body for the duration

S;Instantaneous;A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes

  • casting time taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
    Flammable objects in the area that aren’t being worn or carried start burning.;Cleric
  • range Druid

  • components Sorcerer(2024)
  • duration

Sorcerer which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw

S

  • casting time up to 10 minutes;(a sumac leaf)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke it again as a Bonus Action.
    As a Magic action

you can make a melee spell attack with the fiery blade. On a hit

Sorcerer M;Concentration

S

  • casting time 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw
  • range taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.;Cleric(2024)

Sorcerer M;Instantaneous;(a pinch of sulfur)A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius

S

  • casting time up to 1 minute;(a ball of wax)You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw
  • range taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
    As a Bonus Action

  • components you can move the sphere up to 30 feet
  • duration rolling it along the ground. If you move the sphere into a creature’s space

that creature makes the save against the sphere

Sorcerer M;Concentration

S

  • casting time up to 1 minute;(a cockatrice feather)You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save
  • range it has the Restrained condition for the duration. On a successful save

  • components its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.
    A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times
  • duration the spell ends. If it fails its saves three times

it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive;Druid

Sorcerer M;Concentration

7;Finger of Death;Level 7 Necromancy;Action;60 feet;V 7;Finger of Death;Level 7 Necromancy;Action;60 feet;V
3;Fireball;Level 3 Evocation;Action;150 feet;V 3;Fireball;Level 3 Evocation;Action;150 feet;V
0;Fire Bolt;Evocation Cantrip;Action;120 feet;V 0;Fire Bolt;Evocation Cantrip;Action;120 feet;V
4;Fire Shield;Level 4 Evocation;Action;Self;V 4;Fire Shield;Level 4 Evocation;Action;Self;V
7;Fire Storm;Level 7 Evocation;Action;150 feet;V 7;Fire Storm;Level 7 Evocation;Action;150 feet;V
2;Flame Blade;Level 2 Evocation;Bonus Action;Self;V 2;Flame Blade;Level 2 Evocation;Bonus Action;Self;V
5;Flame Strike;Level 5 Evocation;Action;60 feet;V 5;Flame Strike;Level 5 Evocation;Action;60 feet;V
2;Flaming Sphere;Level 2 Conjuration;Action;60 feet;V 2;Flaming Sphere;Level 2 Conjuration;Action;60 feet;V
6;Flesh to Stone;Level 6 Transmutation;Action;60 feet;V 6;Flesh to Stone;Level 6 Transmutation;Action;60 feet;V

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)

Sorcerer M;Concentration

S;Concentration

  • casting time Ranger
  • range Sorcerer

  • components Wizard(2024)
  • duration

Sorcerer 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.;Druid

S

  • casting time000+ GP)You create a ward against magical travel that protects up to 40
  • range000 square feet of floor space to a height of 30 feet above the floor. For the duration

  • components creatures can’t teleport into the area or use portals
  • duration such as those created by the Gate spell

to enter the area. The spell proofs the area against planar travel

Sorcerer M;1 day;(ruby dust worth 1

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

Sorcerer 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)

Sorcerer 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

S;Concentration

  • casting time emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
    Until the spell ends
  • range you have Resistance to Radiant damage

  • components and your melee attacks deal an extra 2d6 Radiant damage on a hit.
    In addition
  • duration immediately after you take damage from a creature you can see within 60 feet of yourself

you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save

Sorcerer up to 10 minutes;A cool light wreathes your body for the duration

S

  • casting time the target’s movement is unaffected by Difficult Terrain
  • range and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
    In addition

  • components the target can spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature imposing the Grappled condition on it.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.;Bard

Cleric

Druid M;1 hour;(a leather strap)You touch a willing creature. For the duration

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

3;Fly;Level 3 Transmutation;Action;Touch;V 3;Fly;Level 3 Transmutation;Action;Touch;V
1;Fog Cloud;Level 1 Conjuration;Action;120 feet;V 1;Fog Cloud;Level 1 Conjuration;Action;120 feet;V
6;Forbiddance;Level 6 Abjuration;10 minutes or Ritual;Touch;V 6;Forbiddance;Level 6 Abjuration;10 minutes or Ritual;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
4;Fount of Moonlight;Level 4 Evocation;Action;Self;V 4;Fount of Moonlight;Level 4 Evocation;Action;Self;V
4;Freedom of Movement;Level 4 Abjuration;Action;Touch;V 4;Freedom of Movement;Level 4 Abjuration;Action;Touch;V
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

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

ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed

  • casting time short of an activity that would result in certain death. Should you issue a suicidal command
  • range the spell ends.
    A Remove Curse

  • components Greater Restoration
  • duration or Wish spell ends this spell.
    Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot

the duration is 365 days. If you use a level 9 spell slot

Piercing the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose

S

  • casting time which the spell consumes)You touch a corpse or other remains. For the duration
  • range the target is protected from decay and can’t become Undead.
    The spell also effectively extends the time limit on raising the target from the dead

  • components since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.;Cleric
  • duration Paladin

Wizard(2024)

Piercing M;10 days;(2 Copper Pieces

S;Concentration

  • casting time spider
  • range or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose 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

  • components the creature shares your Initiative count
  • duration 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.
Giant Insect

Large Beast

Piercing up to 10 minutes;You summon a giant centipede

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 up to 1 minute;(a glass bead)An immobile
  • range shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
    Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier

  • components but the spell has no effect on them. Similarly
  • duration the area within the barrier is excluded from areas of effect created by such spells.
    Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.;Sorcerer

Wizard(2024)

Piercing M;Concentration

S

  • casting time which the spell consumes)You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell
  • range the glyph is broken

  • components and the spell ends without being triggered.
    The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
    When you inscribe the glyph
  • duration you set its trigger and choose whether it’s an explosive rune or a spell glyph

as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface

Piercing M;Until dispelled or triggered;(powdered diamond worth 200+ GP

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    Uneaten berries disappear when the spell ends.;Druid
  • range Ranger(2024)

Piercing M;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

S;Concentration

  • casting time the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine;Druid
  • range Ranger(2024)

Piercing up to 1 minute;You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit

9;Gate;Level 9 Conjuration;Action;60 feet;V 9;Gate;Level 9 Conjuration;Action;60 feet;V
5;Geas;Level 5 Enchantment;1 minute;60 feet;V;30 days;You give a verbal command to a creature that you can see within range 5;Geas;Level 5 Enchantment;1 minute;60 feet;V;30 days;You give a verbal command to a creature that you can see within range
2;Gentle Repose;Level 2 Necromancy;Action or Ritual;Touch;V 2;Gentle Repose;Level 2 Necromancy;Action or Ritual;Touch;V
4;Giant Insect;Level 4 Conjuration;Action;60 feet;V 4;Giant Insect;Level 4 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
6;Globe of Invulnerability;Level 6 Abjuration;Action;Self;V 6;Globe of Invulnerability;Level 6 Abjuration;Action;Self;V
3;Glyph of Warding;Level 3 Abjuration;1 hour;Touch;V 3;Glyph of Warding;Level 3 Abjuration;1 hour;Touch;V
1;Goodberry;Level 1 Conjuration;Action;Self;V 1;Goodberry;Level 1 Conjuration;Action;Self;V
4;Grasping Vine;Level 4 Conjuration;Bonus Action;60 feet;V 4;Grasping Vine;Level 4 Conjuration;Bonus Action;60 feet;V

S

  • casting time 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.;Sorcerer
  • range Wizard(2024)

Piercing M;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

S;Concentration

  • casting time Sorcerer
  • range Wizard(2024)

Piercing up to 1 minute;A creature you touch has the Invisible condition until the spell ends.;Bard

S

  • casting time which the spell consumes)You touch a creature and magically remove one of the following effects from it:
    1 Exhaustion level
    The Charmed or Petrified condition
    A curse
  • range including the target’s Attunement to a cursed magic item
    Any reduction to one of the target’s ability scores
    Any reduction to the target’s Hit Point maximum;Bard

  • components Sorcerer
  • duration Wizard(2024)

Piercing M;Instantaneous;(diamond dust worth 100+ GP

and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw

Piercing taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.;Cleric(2024)

S

  • casting time500 square feet of floor space. The warded area can be up to 20 feet tall
  • range and you shape it as one 50-foot square

  • components one hundred 5-foot squares that are contiguous
  • duration or twenty-five 10-foot squares that are contiguous.
    When you cast this spell

you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that

Piercing M;24 hours;(a silver rod worth 10+ GP)You create a ward that protects up to 2

S;Concentration

  • casting time the creature adds 1d4 to any ability check using the chosen skill.;Cleric
  • range Druid(2024)

Piercing up to 1 minute;You touch a willing creature and choose a skill. Until the spell ends

S;1 round;You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time 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.;Cleric(2024)
  • range

Piercing it takes 4d6 Radiant damage

S

  • casting time up to 1 minute;(a legume seed)A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
    Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles and similar unprotected flames in the area. It causes protected flames

  • components such as those of lanterns
  • duration to dance wildly and has a 50 percent chance to extinguish them.
    As a Bonus Action on your later turns

you can change the direction in which the Line blasts from you.;Druid

Ranger M;Concentration

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

Ranger 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.;Ranger(2024)

1;Grease;Level 1 Conjuration;Action;60 feet;V 1;Grease;Level 1 Conjuration;Action;60 feet;V
4;Greater Invisibility;Level 4 Illusion;Action;Touch;V 4;Greater Invisibility;Level 4 Illusion;Action;Touch;V
5;Greater Restoration;Level 5 Abjuration;Action;Touch;V 5;Greater Restoration;Level 5 Abjuration;Action;Touch;V
4;Guardian of Faith;Level 4 Conjuration;Action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable 4;Guardian of Faith;Level 4 Conjuration;Action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable
6;Guards and Wards;Level 6 Abjuration;1 hour;Touch;V 6;Guards and Wards;Level 6 Abjuration;1 hour;Touch;V
0;Guidance;Divination Cantrip;Action;Touch;V 0;Guidance;Divination Cantrip;Action;Touch;V
1;Guiding Bolt;Level 1 Evocation;Action;120 feet;V 1;Guiding Bolt;Level 1 Evocation;Action;120 feet;V
2;Gust of Wind;Level 2 Evocation;Action;Self;V 2;Gust of Wind;Level 2 Evocation;Action;Self;V
1;Hail of Thorns;Level 1 Conjuration;Bonus Action;Self;V;Instantaneous;As you hit the creature 1;Hail of Thorns;Level 1 Conjuration;Bonus Action;Self;V;Instantaneous;As you hit the creature

S

  • casting time000+ GP
  • range which the spell consumes)You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet

  • components and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
    Hallowed Ward. Choose any of these creature types: Aberration
  • duration Celestial

Elemental

Fey M;Until dispelled;(incense worth 1

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

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

S;Instantaneous;You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save

  • casting time and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save
  • range it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.;Cleric(2024)

Fey it takes 14d6 Necrotic damage

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target’s Speed is doubled

  • components it gains a +2 bonus to Armor Class
  • duration it has Advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only)

Dash M;Concentration

S;Instantaneous;Choose a creature that you can see within range. Positive energy washes through the target

  • casting time Deafened
  • range and Poisoned conditions on the target.
    Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.;Cleric

  • components Druid(2024)
  • duration

Dash restoring 70 Hit Points. This spell also ends the Blinded

Cleric

Dash Druid(2024)

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of Heavy or Medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends
  • duration you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
    If a creature is holding or wearing the object and takes the damage from it

the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object

Dash M;Concentration

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

Dash 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 time000+ GP
  • range which the spell consumes)You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time

  • components and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.
    A creature that partakes gains several benefits
  • duration which last for 24 hours. The creature has Resistance to Poison damage

and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10

Dash M;Instantaneous;(a gem-encrusted bowl worth 1

5;Hallow;Level 5 Abjuration;24 hours;Touch;V 5;Hallow;Level 5 Abjuration;24 hours;Touch;V
4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V
6;Harm;Level 6 Necromancy;Action;60 feet;V 6;Harm;Level 6 Necromancy;Action;60 feet;V
3;Haste;Level 3 Transmutation;Action;30 feet;V 3;Haste;Level 3 Transmutation;Action;30 feet;V
6;Heal;Level 6 Abjuration;Action;60 feet;V 6;Heal;Level 6 Abjuration;Action;60 feet;V
1;Healing Word;Level 1 Abjuration;Bonus Action;60 feet;V;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.;Bard
1;Healing Word;Level 1 Abjuration;Bonus Action;60 feet;V;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.;Bard
2;Heat Metal;Level 2 Transmutation;Action;60 feet;V 2;Heat Metal;Level 2 Transmutation;Action;60 feet;V
1;Hellish Rebuke;Level 1 Evocation;Reaction;60 feet;V 1;Hellish Rebuke;Level 1 Evocation;Reaction;60 feet;V
6;Heroes’ Feast;Level 6 Conjuration;10 minutes;Self;V 6;Heroes’ Feast;Level 6 Conjuration;10 minutes;Self;V

S;Concentration

  • casting time 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.;Bard
  • range Paladin(2024)

Dash up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

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 Sorcerer

Warlock

Wizard(2024) M;Concentration

S

  • casting time up to 1 minute;(a reliquary worth 1
  • range000+ GP)For the duration

  • components you emit an aura in a 30-foot Emanation. While in the aura
  • duration creatures of your choice have Advantage on all saving throws

and other creatures have Disadvantage on attack rolls against them. In addition

Wizard(2024) M;Concentration

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

up to 1 hour;You magically mark one creature you can see within range as your quarry. Until the spell ends

  • casting time 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).;Ranger(2024)
  • range

magical or otherwise 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

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;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

  • casting time 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.;Druid
  • range Sorcerer

  • components Wizard(2024)
  • duration

magical or otherwise the target takes 1d10 Piercing damage. Hit or miss

1;Heroism;Level 1 Enchantment;Action;Touch;V 1;Heroism;Level 1 Enchantment;Action;Touch;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
8;Holy Aura;Level 8 Abjuration;Action;Self;V 8;Holy Aura;Level 8 Abjuration;Action;Self;V
3;Hunger of Hadar;Level 3 Conjuration;Action;150 feet;V 3;Hunger of Hadar;Level 3 Conjuration;Action;150 feet;V
1;Hunter’s Mark;Level 1 Divination;Bonus Action;90 feet;V;Concentration 1;Hunter’s Mark;Level 1 Divination;Bonus Action;90 feet;V;Concentration
3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S 3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S
1;Ice Knife;Level 1 Conjuration;Action;60 feet;S 1;Ice Knife;Level 1 Conjuration;Action;60 feet;S

S

  • casting time 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
    Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
    Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.;Druid
  • range Sorcerer

  • components Wizard(2024)
  • duration

magical or otherwise M;Instantaneous;(a mitten)Hail falls in a 20-foot-radius

S

  • casting time you learn its properties and how to use them
  • range whether it requires Attunement

  • components and how many charges it has
  • duration 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 M;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

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

you learn which ongoing spells 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;Concentration

  • casting time each creature in it makes a Dexterity saving throw
  • range taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
    The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.;Druid

  • components Sorcerer
  • duration Wizard(2024)

eat up to 1 minute;A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears

S;Instantaneous;A creature you touch makes a Constitution saving throw

eat 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.;Cleric(2024)

S

  • casting time up to 10 minutes;(a locust)Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration
  • range and its area is Lightly Obscured and Difficult Terrain.
    When the swarm appears

  • components each creature in it makes a Constitution saving throw
  • duration taking 4d10 Piercing 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 damage increases by 1d10 for each spell slot level above 5.;Cleric

Druid

Sorcerer(2024) M;Concentration

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

4;Ice Storm;Level 4 Evocation;Action;300 feet;V 4;Ice Storm;Level 4 Evocation;Action;300 feet;V
1;Identify;Level 1 Divination;1 minute or Ritual;Touch;V 1;Identify;Level 1 Divination;1 minute or Ritual;Touch;V
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
8;Incendiary Cloud;Level 8 Conjuration;Action;150 feet;V 8;Incendiary Cloud;Level 8 Conjuration;Action;150 feet;V
1;Inflict Wounds;Level 1 Necromancy;Action;Touch;V 1;Inflict Wounds;Level 1 Necromancy;Action;Touch;V
5;Insect Plague;Level 5 Conjuration;Action;300 feet;V 5;Insect Plague;Level 5 Conjuration;Action;300 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

S

  • casting time 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.;Druid
  • range Ranger

  • components Sorcerer
  • duration Wizard(2024)

Wizard(2024) M;1 minute;(a grasshopper’s hind leg)You touch a willing creature. Once on each of its turns until the spell ends

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

Wizard(2024) a chest

S

  • casting time which the spell consumes
  • range and four ivory strips worth 50+ GP each)Name or describe a famous person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about that famous thing

as described by the DM.
The lore might consist of important details

amusing revelations M;Instantaneous;(incense worth 250+ GP

S

  • casting time 3 feet by 2 feet by 2 feet
  • range constructed from rare materials worth 5

  • components000+ GP
  • duration and a Tiny replica of the chest made from the same materials worth 50+ GP)You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
    While the chest remains on the Ethereal Plane

you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days

amusing revelations M;Until dispelled;(a chest

S

  • casting time and the effects of such spells can’t extend into it.
    The atmosphere inside the Emanation is comfortable and dry
  • range regardless of the weather outside. Until the spell ends

  • components you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose
  • duration but it’s transparent from the inside.
    The spell ends early if you leave the Emanation or if you cast it again.;Bard

Wizard(2024)

amusing revelations M;8 hours;(a crystal bead)A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it

S;Instantaneous;You touch a creature and end one condition on it: Blinded

  • casting time Paralyzed
  • range or Poisoned.
    MARTIN MOTTET
    A human Druid casts Lesser Restoration to ease the suffering of a friend who was poisoned in battle;Bard

  • components Wizard(2024)
  • duration

amusing revelations Deafened

S

  • casting time up to 10 minutes;(a metal spring)One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
    The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling)
  • range which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target

  • components you can move up or down as part of your move. Otherwise
  • duration you can take a Magic action to move the target

which must remain within the spell’s range.
When the spell ends

amusing revelations M;Concentration

M;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

  • casting time Cleric
  • range Sorcerer

  • components Wizard(2024)
  • duration

amusing revelations 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.;Bard

S;Instantaneous;As your attack hits or misses the target

  • casting time the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw
  • range taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.
    The weapon or ammunition then returns to its normal form.
    Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.;Ranger(2024)

amusing revelations the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack

1;Jump;Level 1 Transmutation;Bonus Action;Touch;V 1;Jump;Level 1 Transmutation;Bonus Action;Touch;V
2;Knock;Level 2 Transmutation;Action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door 2;Knock;Level 2 Transmutation;Action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
5;Legend Lore;Level 5 Divination;10 minutes;Self;V 5;Legend Lore;Level 5 Divination;10 minutes;Self;V
4;Leomund’s Secret Chest;Level 4 Conjuration;Action;Touch;V 4;Leomund’s Secret Chest;Level 4 Conjuration;Action;Touch;V
3;Leomund’s Tiny Hut;Level 3 Evocation;1 minute or Ritual;Self;V 3;Leomund’s Tiny Hut;Level 3 Evocation;1 minute or Ritual;Self;V
2;Lesser Restoration;Level 2 Abjuration;Bonus Action;Touch;V 2;Lesser Restoration;Level 2 Abjuration;Bonus Action;Touch;V
2;Levitate;Level 2 Transmutation;Action;60 feet;V 2;Levitate;Level 2 Transmutation;Action;60 feet;V
0;Light;Evocation Cantrip;Action;Touch;V 0;Light;Evocation Cantrip;Action;Touch;V
3;Lightning Arrow;Level 3 Transmutation;Bonus Action;Self;V 3;Lightning Arrow;Level 3 Transmutation;Bonus Action;Self;V

S

  • casting time 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw
  • range taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.;Sorcerer

  • components Wizard(2024)
  • duration

amusing revelations M;Instantaneous;(a bit of fur and a crystal rod)A stroke of lightning forming a 100-foot-long

S

  • casting time Plant creature
  • range or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles

  • components if any are present.;Bard
  • duration Druid

Ranger(2024)

amusing revelations M;Instantaneous;(fur from a bloodhound)Describe or name a specific kind of Beast

S

  • casting time up to 1 hour;(fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1
  • range000 feet of you. If the creature is moving

  • components you know the direction of its movement.
    The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form
  • duration such as under the effects of a Flesh to Stone or Polymorph spell

this spell doesn’t locate the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.;Bard

Druid M;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1
  • range000 feet of you. If the object is in motion

  • components you know the direction of its movement.
    The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively
  • duration the spell can locate the nearest object of a particular kind

such as a certain kind of apparel

jewelry M;Concentration

S

  • casting time Druid
  • range Ranger

  • components Wizard(2024)
  • duration

jewelry M;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.;Bard

S

  • casting time the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.;Sorcerer
  • range Wizard(2024)

jewelry M;8 hours;(a piece of cured leather)You touch a willing creature who isn’t wearing armor. Until the spell ends

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

jewelry 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

jewelry M;1 hour;(salt and powdered silver worth 100+ GP

S

  • casting time crystal
  • range or reliquary worth 500+ GP)Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container

  • components you are aware of your surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container
  • duration either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
    You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The target makes a Charisma saving throw. On a failed save

your soul enters the target’s body

jewelry M;Until dispelled;(a gem

3;Lightning Bolt;Level 3 Evocation;Action;Self;V 3;Lightning Bolt;Level 3 Evocation;Action;Self;V
2;Locate Animals or Plants;Level 2 Divination;Action or Ritual;Self;V 2;Locate Animals or Plants;Level 2 Divination;Action or Ritual;Self;V
4;Locate Creature;Level 4 Divination;Action;Self;V 4;Locate Creature;Level 4 Divination;Action;Self;V
2;Locate Object;Level 2 Divination;Action;Self;V 2;Locate Object;Level 2 Divination;Action;Self;V
1;Longstrider;Level 1 Transmutation;Action;Touch;V 1;Longstrider;Level 1 Transmutation;Action;Touch;V
1;Mage Armor;Level 1 Abjuration;Action;Touch;V 1;Mage Armor;Level 1 Abjuration;Action;Touch;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
6;Magic Jar;Level 6 Necromancy;1 minute;Self;V 6;Magic Jar;Level 6 Necromancy;1 minute;Self;V

S;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

  • casting time Wizard(2024)
  • range

jewelry 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.;Sorcerer

S

  • casting time which the spell consumes)You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message
  • range which must be 25 words or fewer

  • components though it can be delivered over as long as 10 minutes. Finally
  • duration determine the circumstance that will trigger the spell to deliver your message.
    When that trigger occurs

a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example

the mouth of a statue) M;Until dispelled;(jade dust worth 10+ GP

S;1 hour;You touch a nonmagical weapon. Until the spell ends

  • casting time Ranger
  • range Sorcerer

  • components Wizard(2024)
  • duration

the mouth of a statue) that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.;Paladin

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

the mouth of a statue) M;Concentration

S;Instantaneous;A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.;Bard

  • casting time Druid(2024)
  • range

the mouth of a statue) Cleric

S;Instantaneous;A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points

  • casting time Deafened
  • range and Poisoned conditions removed from them.;Cleric(2024)

the mouth of a statue) divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded

Cleric(2024)

the mouth of a statue)

M;24 hours;(a snake’s tongue)You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures 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 any of the targets or their allies. For example

  • casting time “Walk to the village down that road
  • range and help the villagers there harvest crops until sunset.” Or you could say

  • components “Now is not the time for violence. Drop your weapons
  • duration and dance! Stop in an hour.”
    Each 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. Each 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 mouth of a statue) you could say

S;Concentration

  • casting time it makes a DC 20 Intelligence (Investigation) check. If it succeeds
  • range it escapes

  • components and the spell ends.
    When the spell ends
  • duration the target reappears in the space it left or

if that space is occupied

the mouth of a statue) up to 10 minutes;You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try to escape. When it does so

1;Magic Missile;Level 1 Evocation;Action;120 feet;V 1;Magic Missile;Level 1 Evocation;Action;120 feet;V
2;Magic Mouth;Level 2 Illusion;1 minute or Ritual;30 feet;V 2;Magic Mouth;Level 2 Illusion;1 minute or Ritual;30 feet;V
2;Magic Weapon;Level 2 Transmutation;Bonus Action;Touch;V 2;Magic Weapon;Level 2 Transmutation;Bonus Action;Touch;V
3;Major Image;Level 3 Illusion;Action;120 feet;V 3;Major Image;Level 3 Illusion;Action;120 feet;V
5;Mass Cure Wounds;Level 5 Abjuration;Action;60 feet;V 5;Mass Cure Wounds;Level 5 Abjuration;Action;60 feet;V
9;Mass Heal;Level 9 Abjuration;Action;60 feet;V 9;Mass Heal;Level 9 Abjuration;Action;60 feet;V
3;Mass Healing Word;Level 3 Abjuration;Bonus Action;60 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.;Bard
3;Mass Healing Word;Level 3 Abjuration;Bonus Action;60 feet;V;Instantaneous;Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.;Bard
6;Mass Suggestion;Level 6 Enchantment;Action;60 feet;V 6;Mass Suggestion;Level 6 Enchantment;Action;60 feet;V
8;Maze;Level 8 Conjuration;Action;60 feet;V 8;Maze;Level 8 Conjuration;Action;60 feet;V

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you can’t see what occurs outside it
  • range and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it

  • components which ends the spell. You otherwise can’t move.
    Minor physical damage to the stone doesn’t harm you
  • duration but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled

you move into an unoccupied space closest to where you first entered and have the Prone condition.;Cleric

Druid merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone

S

  • casting time the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss
  • range the arrow splashes the target with acid for half as much of the initial damage only.
    Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.;Wizard(2024)

Druid M;Instantaneous;(powdered rhubarb leaf)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit

S

  • casting time such as a broken chain link
  • range two halves of a broken key

  • components a torn cloak
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

Druid M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

M;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

  • casting time or wood
  • range

Druid metal

S;Instantaneous;Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area

  • casting time Wizard(2024)
  • range

Druid and the object starts burning if it’s flammable.;Sorcerer

S;24 hours;Until the spell ends

  • casting time read its thoughts
  • range or magically detect its location

  • components and no spell—not even Wish—can gather information about the target
  • duration observe it remotely

or control its mind.;Bard

Wizard(2024) one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment

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

3;Meld into Stone;Level 3 Transmutation;Action or Ritual;Touch;V 3;Meld into Stone;Level 3 Transmutation;Action or Ritual;Touch;V
2;Melf’s Acid Arrow;Level 2 Evocation;Action;90 feet;V 2;Melf’s Acid Arrow;Level 2 Evocation;Action;90 feet;V
0;Mending;Transmutation Cantrip;1 minute;Touch;V 0;Mending;Transmutation Cantrip;1 minute;Touch;V
0;Message;Transmutation Cantrip;Action;120 feet;S 0;Message;Transmutation Cantrip;Action;120 feet;S
9;Meteor Swarm;Level 9 Evocation;Action;1 mile;V 9;Meteor Swarm;Level 9 Evocation;Action;1 mile;V
8;Mind Blank;Level 8 Abjuration;Action;Touch;V 8;Mind Blank;Level 8 Abjuration;Action;Touch;V
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

S;10 days;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp

  • components hill
  • duration crevasse

or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow

a precipice like a gentle slope sound

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;Concentration

  • casting time it has Advantage on the save. On a failed save
  • range the target has the Charmed condition for the duration. While Charmed in this way

  • components the target also has the Incapacitated condition and is unaware of its surroundings
  • duration though it can hear you. If it takes any damage or is targeted by another spell

this spell ends

Warlock 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

S

  • casting time up to 1 minute;(a moonseed leaf)A silvery beam of pale light shines down in a 5-foot-radius
  • range 40-foot-high Cylinder centered on a point within range. Until the spell ends

  • components Dim Light fills the Cylinder
  • duration and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
    When the Cylinder appears

each creature in it makes a Constitution saving throw. On a failed save

a creature takes 2d10 Radiant damage M;Concentration

S

  • casting time and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell
  • range the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
    At the start of each of your turns

  • components the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.
    On your later turns
  • duration you can take a Magic action to move the hound up to 30 feet.;Wizard(2024)

a creature takes 2d10 Radiant damage M;8 hours;(a silver whistle)You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one but you can see the hound

S

  • casting time the door is imperceptible.
    Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean
  • range fresh

  • components and warm.
    You can create any floor plan you like for the dwelling
  • duration but it can’t exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.
    A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform

but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things

clean M;24 hours;(a miniature door worth 15+ GP)You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed

S

  • casting time you decide what sort of security the spell provides
  • range choosing any of the following properties:
    Sound can’t pass through the barrier at the edge of the warded area.
    The barrier of the warded area appears dark and foggy

  • components preventing vision (including Darkvision) through it.
    Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
    Creatures in the area can’t be targeted by Divination spells.
    Nothing can teleport into or out of the warded area.
    Planar travel is blocked within the warded area.
    Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.
    Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.;Wizard(2024)
  • duration

clean M;24 hours;(a thin sheet of lead)You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell

7;Mirage Arcane;Level 7 Illusion;10 minutes;Sight;V 7;Mirage Arcane;Level 7 Illusion;10 minutes;Sight;V
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;Modify Memory;Level 5 Enchantment;Action;30 feet;V 5;Modify Memory;Level 5 Enchantment;Action;30 feet;V
2;Moonbeam;Level 2 Evocation;Action;120 feet;V 2;Moonbeam;Level 2 Evocation;Action;120 feet;V
4;Mordenkainen’s Faithful Hound;Level 4 Conjuration;Action;30 feet;V 4;Mordenkainen’s Faithful Hound;Level 4 Conjuration;Action;30 feet;V
7;Mordenkainen’s Magnificent Mansion;Level 7 Conjuration;1 minute;300 feet;V 7;Mordenkainen’s Magnificent Mansion;Level 7 Conjuration;1 minute;300 feet;V
4;Mordenkainen’s Private Sanctum;Level 4 Abjuration;10 minutes;120 feet;V 4;Mordenkainen’s Private Sanctum;Level 4 Abjuration;10 minutes;120 feet;V

S

  • casting time up to 1 minute;(a miniature sword worth 250+ GP)You create a spectral sword that hovers within range. It lasts for the duration.
    When the sword appears
  • range you make a melee spell attack against a target within 5 feet of the sword. On a hit

  • components the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.
    On your later turns
  • duration you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.;Bard

Wizard(2024)

clean M;Concentration

S

  • casting time up to 2 hours;(a miniature shovel)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
  • range sand

  • components or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation
  • duration create or fill in a trench

erect or flatten a wall

clean M;Concentration

S

  • casting time which the spell consumes)For the duration
  • range you hide a target that you touch from Divination spells. The target can be a willing creature

  • components or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.;Bard
  • duration Ranger

Wizard(2024)

clean M;8 hours;(a pinch of diamond dust worth 25+ GP

S

  • casting time you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below
  • range and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days

  • components the illusion lasts until dispelled.
    Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
    False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras
  • duration such as Detect Magic. You can make a nonmagical object appear magical

make a magic item appear nonmagical

clean M;24 hours;(a small square of silk)With a touch

S

  • casting time where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw
  • range taking 10d6 Cold damage on failed save or half as much damage on a successful one.
    If the globe strikes a body of water

  • components it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.
    You can refrain from firing the globe after completing the spell’s casting. If you do so
  • duration a globe about the size of a sling bullet

cool to the touch

appears in your hand. At any time M;Instantaneous;(a miniature crystal sphere)A frigid globe streaks from you to a point of your choice within range

S

  • casting time up to 1 minute;(a glass sphere)A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
    Nothing—not physical objects
  • range energy

  • components or other spell effects—can pass through the barrier
  • duration in or out

though a creature in the sphere can breathe there. The sphere is immune to all damage

appears in your hand. At any time M;Concentration

up to 1 minute;One creature that you can see within range must make a Wisdom saving throw. On a successful save

  • casting time during which it must spend all its movement to dance in place.
    On a failed save
  • range the target has the Charmed condition for the duration. While Charmed

  • components the target dances comically
  • duration must use all its movement to dance in place

and has Disadvantage on Dexterity saving throws and attack rolls

appears in your hand. At any time the target dances comically until the end of its next turn

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components ceiling
  • duration or floor) within range and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide

8 feet tall

appears in your hand. At any time M;1 hour;(a pinch of sesame seeds)A passage appears at a point that you can see on a wooden

S

  • casting time up to 1 hour;(ashes from burned mistletoe)You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura
  • range you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.;Druid

  • components Ranger(2024)
  • duration

appears in your hand. At any time M;Concentration

7;Mordenkainen’s Sword;Level 7 Evocation;Action;90 feet;V 7;Mordenkainen’s Sword;Level 7 Evocation;Action;90 feet;V
6;Move Earth;Level 6 Transmutation;Action;120 feet;V 6;Move Earth;Level 6 Transmutation;Action;120 feet;V
3;Nondetection;Level 3 Abjuration;Action;Touch;V 3;Nondetection;Level 3 Abjuration;Action;Touch;V
2;Nystul’s Magic Aura;Level 2 Illusion;Action;Touch;V 2;Nystul’s Magic Aura;Level 2 Illusion;Action;Touch;V
6;Otiluke’s Freezing Sphere;Level 6 Evocation;Action;300 feet;V 6;Otiluke’s Freezing Sphere;Level 6 Evocation;Action;300 feet;V
4;Otiluke’s Resilient Sphere;Level 4 Abjuration;Action;30 feet;V 4;Otiluke’s Resilient Sphere;Level 4 Abjuration;Action;30 feet;V
6;Otto’s Irresistible Dance;Level 6 Enchantment;Action;30 feet;V;Concentration 6;Otto’s Irresistible Dance;Level 6 Enchantment;Action;30 feet;V;Concentration
5;Passwall;Level 5 Transmutation;Action;30 feet;V 5;Passwall;Level 5 Transmutation;Action;30 feet;V
2;Pass without Trace;Level 2 Abjuration;Action;Self;V 2;Pass without Trace;Level 2 Abjuration;Action;Self;V

S

  • casting time 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
  • range you create a phantasmal object

  • components creature
  • duration 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

appears in your hand. At any time M;Concentration

S;Concentration

  • casting time visible only to that creature. The target makes a Wisdom saving throw. On a failed save
  • range the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save

  • components the target takes half as much damage
  • duration and the spell ends.
    For the duration

the target makes a Wisdom saving throw at the end of each of its turns. On a failed save

appears in your hand. At any time up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears

S;1 hour;A Large

  • casting time horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance
  • range and it is equipped with a saddle

  • components bit
  • duration and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
    For the duration

you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B)

appears in your hand. At any time quasi-real

S;Instantaneous;You beseech an otherworldly entity for aid. The being must be known to you: a god

  • casting time or some other being of cosmic power. That entity sends a Celestial
  • range an Elemental

  • components or a Fiend loyal to it to aid you
  • duration making the creature appear in an unoccupied space within range. If you know a specific creature’s name

you can speak that name when you cast this spell to request that creature

appears in your hand. At any time a demon prince

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

appears in your hand. At any time 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

appears in your hand. At any time M;Instantaneous;(a forked

S;Instantaneous;This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.;Bard

  • casting time Ranger(2024)
  • range

appears in your hand. At any time Druid

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)

appears in your hand. At any time the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12)

S

  • casting time up to 1 hour;(a caterpillar cocoon)You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast
  • range but the target retains its alignment

  • components personality
  • duration creature type

Hit Points

appears in your hand. At any time M;Concentration

2;Phantasmal Force;Level 2 Illusion;Action;60 feet;V 2;Phantasmal Force;Level 2 Illusion;Action;60 feet;V
4;Phantasmal Killer;Level 4 Illusion;Action;120 feet;V 4;Phantasmal Killer;Level 4 Illusion;Action;120 feet;V
3;Phantom Steed;Level 3 Illusion;1 minute or Ritual;30 feet;V 3;Phantom Steed;Level 3 Illusion;1 minute or Ritual;30 feet;V
6;Planar Ally;Level 6 Conjuration;10 minutes;60 feet;V 6;Planar Ally;Level 6 Conjuration;10 minutes;60 feet;V
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
3;Plant Growth;Level 3 Transmutation;Action;150 feet;V 3;Plant Growth;Level 3 Transmutation;Action;150 feet;V
0;Poison Spray;Necromancy Cantrip;Action;30 feet;V 0;Poison Spray;Necromancy Cantrip;Action;30 feet;V
4;Polymorph;Level 4 Transmutation;Action;60 feet;V 4;Polymorph;Level 4 Transmutation;Action;60 feet;V

which you divide among the spell’s recipients.;Bard

appears in your hand. At any time Cleric(2024)

Frightened

  • casting time Poisoned
  • range or Stunned condition

  • components the condition ends. If the creature has the Prone condition
  • duration it can use its Reaction to stand up.;Bard

Cleric(2024)

appears in your hand. At any time Paralyzed

it dies. Otherwise

  • casting time Sorcerer
  • range Warlock

  • components Wizard(2024)
  • duration

appears in your hand. At any time 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)

appears in your hand. At any time 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

Paladin(2024)

appears in your hand. At any time

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;Instantaneous;Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target

  • casting time consulting the Prismatic Rays table.
    Prismatic Rays
    1d8  
  • range

a torch roll 1d8 to determine which color ray affects it

S;10 minutes;A shimmering

  • casting time 30 feet high
  • range and 1 inch thick—centered on a point within range. Alternatively

  • components you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature
  • duration the spell ends instantly without effect.
    The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there

the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.
The wall consists of seven layers

a torch multicolored plane of light forms a vertical opaque wall—up to 90 feet long

S;10 minutes;A flickering flame appears in your hand and remains there for the duration. While there

  • casting time and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
    Until the spell ends
  • range you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 Fire damage.
    Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8)
  • duration 11 (3d8)

and 17 (4d8).;Druid(2024)

a torch the flame emits no heat and ignites nothing

7;Power Word Fortify;Level 7 Enchantment;Action;60 feet;V;Instantaneous;You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points 7;Power Word Fortify;Level 7 Enchantment;Action;60 feet;V;Instantaneous;You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points
9;Power Word Heal;Level 9 Enchantment;Action;60 feet;V;Instantaneous;A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed 9;Power Word Heal;Level 9 Enchantment;Action;60 feet;V;Instantaneous;A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed
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
2;Prayer of Healing;Level 2 Abjuration;10 minutes;30 feet;V;Instantaneous;Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.;Cleric
2;Prayer of Healing;Level 2 Abjuration;10 minutes;30 feet;V;Instantaneous;Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.;Cleric
0;Prestidigitation;Transmutation Cantrip;Action;10 feet;V 0;Prestidigitation;Transmutation Cantrip;Action;10 feet;V
7;Prismatic Spray;Level 7 Evocation;Action;Self;V 7;Prismatic Spray;Level 7 Evocation;Action;Self;V
9;Prismatic Wall;Level 9 Abjuration;Action;60 feet;V 9;Prismatic Wall;Level 9 Abjuration;Action;60 feet;V
0;Produce Flame;Conjuration Cantrip;Bonus Action;Self;V 0;Produce Flame;Conjuration Cantrip;Bonus Action;Self;V

S

  • casting time a creature
  • range or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube

  • components and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
    JUSTINE CRUZ
    A spellcaster could use Programmed Illusion
    to cause a watchdog to appear and kindly
    ask intruders to leave
    When the trigger you specify occurs
  • duration the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing

it disappears and remains dormant for 10 minutes

a torch M;Until dispelled;(jade dust worth 25+ GP)You create an illusion of an object

S

  • casting time up to 1 day;(a statuette of yourself worth 5+ GP)You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before
  • range regardless of intervening obstacles. The illusion looks and sounds like you

  • components but it is intangible. If the illusion takes any damage
  • duration it disappears

and the spell ends.
You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action

a torch M;Concentration

S;Concentration

  • casting time the willing creature you touch has Resistance to one damage type of your choice: Acid
  • range Cold

  • components Fire
  • duration Lightning

or Thunder.;Bard

Wizard(2024) up to 1 hour;For the duration

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;1 hour;You touch a creature and end the Poisoned condition on it. For the duration

  • casting time and it has Resistance to Poison damage.;Cleric
  • range Druid

  • components Paladin
  • duration Ranger(2024)

Fiends the target has Advantage on saving throws to avoid or end the Poisoned condition

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

  • casting time Paladin(2024)
  • range

Fiends Druid

S

  • casting time which the spell consumes)With a touch
  • range you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
    The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
    This spell closes all mortal wounds

  • components but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head
  • duration for instance—the spell automatically fails.
    Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest

the penalty is reduced by 1 until it becomes 0.;Bard

Cleric M;Instantaneous;(a diamond worth 500+ GP

S

  • casting time psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance

  • components though it can’t extend to other planes of existence.;Bard
  • duration Wizard(2024)

Cleric M;1 hour;(two eggs)You forge a telepathic link among up to eight willing creatures of your choice within range

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)

Cleric 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

6;Programmed Illusion;Level 6 Illusion;Action;120 feet;V 6;Programmed Illusion;Level 6 Illusion;Action;120 feet;V
7;Project Image;Level 7 Illusion;Action;500 miles;V 7;Project Image;Level 7 Illusion;Action;500 miles;V
3;Protection from Energy;Level 3 Abjuration;Action;Touch;V 3;Protection from Energy;Level 3 Abjuration;Action;Touch;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;Protection from Poison;Level 2 Abjuration;Action;Touch;V 2;Protection from Poison;Level 2 Abjuration;Action;Touch;V
1;Purify Food and Drink;Level 1 Transmutation;Action or Ritual;10 feet;V 1;Purify Food and Drink;Level 1 Transmutation;Action or Ritual;10 feet;V
5;Raise Dead;Level 5 Necromancy;1 hour;Touch;V 5;Raise Dead;Level 5 Necromancy;1 hour;Touch;V
5;Rary’s Telepathic Bond;Level 5 Divination;Action or Ritual;30 feet;V 5;Rary’s Telepathic Bond;Level 5 Divination;Action or Ritual;30 feet;V
2;Ray of Enfeeblement;Level 2 Necromancy;Action;60 feet;V 2;Ray of Enfeeblement;Level 2 Necromancy;Action;60 feet;V

S;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

  • casting time 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)
  • range 11 (3d8)

  • components and 17 (4d8).;Sorcerer
  • duration Wizard(2024)

Cleric it takes 1d8 Cold damage

S;Instantaneous;You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time Wizard(2024)
  • range

Cleric 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.;Sorcerer

S

  • casting time the target regains 1 Hit Point at the start of each of its turns
  • range and any severed body parts regrow after 2 minutes.;Bard

  • components Cleric
  • duration Druid(2024)

Cleric M;1 hour;(a prayer wheel)A creature you touch regains 4d8 + 15 Hit Points. For the duration

S

  • casting time000+ GP
  • range which the spell consumes)You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days

  • components the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species
  • duration or the DM chooses another playable species.
    1d10  

Cleric M;Instantaneous;(rare oils worth 1

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)

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

S;Concentration

  • casting time Bludgeoning
  • range Cold

  • components Fire
  • duration Lightning

Necrotic

Piercing up to 1 minute;You touch a willing creature and choose a damage type: Acid

S

  • casting time000+ GP
  • range which the spell consumes)With a touch

  • components you revive a dead creature that has been dead for no more than a century
  • duration didn’t die of old age

and wasn’t Undead when it died.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest

Piercing M;Instantaneous;(a diamond worth 1

S

  • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
  • range 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach

  • components thus avoiding the fall upward.
    If a ceiling or an anchored object is encountered in this upward fall
  • duration creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything

it hovers there for the duration. When the spell ends

Piercing M;Concentration

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age
  • range nor does it restore any missing body parts.;Cleric

  • components Druid
  • duration Paladin

Ranger(2024)

Piercing M;Instantaneous;(a diamond worth 300+ GP

0;Ray of Frost;Evocation Cantrip;Action;60 feet;V 0;Ray of Frost;Evocation Cantrip;Action;60 feet;V
1;Ray of Sickness;Level 1 Necromancy;Action;60 feet;V 1;Ray of Sickness;Level 1 Necromancy;Action;60 feet;V
7;Regenerate;Level 7 Transmutation;1 minute;Touch;V 7;Regenerate;Level 7 Transmutation;1 minute;Touch;V
5;Reincarnate;Level 5 Necromancy;1 hour;Touch;V 5;Reincarnate;Level 5 Necromancy;1 hour;Touch;V
3;Remove Curse;Level 3 Abjuration;Action;Touch;V 3;Remove Curse;Level 3 Abjuration;Action;Touch;V
0;Resistance;Abjuration Cantrip;Action;Touch;V 0;Resistance;Abjuration Cantrip;Action;Touch;V
7;Resurrection;Level 7 Necromancy;1 hour;Touch;V 7;Resurrection;Level 7 Necromancy;1 hour;Touch;V
7;Reverse Gravity;Level 7 Transmutation;Action;100 feet;V 7;Reverse Gravity;Level 7 Transmutation;Action;100 feet;V
3;Revivify;Level 3 Necromancy;Action;Touch;V 3;Revivify;Level 3 Necromancy;Action;Touch;V

S

  • casting time an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope
  • range which can be pulled into or dropped out of it.
    The space can hold up to eight Medium or smaller creatures. Attacks

  • components spells
  • duration and other effects can’t pass into or out of the space

but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.;Wizard(2024)

Piercing M;1 hour;(a segment of rope)You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end

S;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)

  • casting time and 17 (4d8).;Cleric(2024)
  • range

Piercing 11 (3d8)

S

  • casting time 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
  • range casts a spell

  • components or deals damage.;Cleric(2024)
  • duration

Piercing M;1 minute;(a shard of glass from a mirror)You ward a creature within range. Until the spell ends

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

  • casting time Wizard(2024)
  • range

Piercing the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.;Sorcerer

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

Piercing M;Concentration

it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends

  • casting time the spell continues. On a successful save
  • range the spell ends.
    Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.;Paladin(2024)

Piercing the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save

S

  • casting time you see creatures and objects that have the Invisible condition as if they were visible
  • range and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.;Bard

  • components Sorcerer
  • duration Wizard(2024)

Piercing M;1 hour;(a pinch of talc)For the duration

S;8 hours;You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw

  • casting time it is unaffected by this spell.
    You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target
  • range but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
    The changes wrought by this spell fail to hold up to physical inspection. For example

  • components if you use this spell to add a hat to a creature’s outfit
  • duration objects pass through the hat.
    A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds

it becomes aware that the target is disguised.;Bard

Sorcerer and if it succeeds

S

  • casting time recognizes you as the sender if it knows you
  • range 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

  • components but if the target is on a different plane than you
  • duration 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 M;Instantaneous;(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

2;Rope Trick;Level 2 Transmutation;Action;Touch;V 2;Rope Trick;Level 2 Transmutation;Action;Touch;V
0;Sacred Flame;Evocation Cantrip;Action;60 feet;V 0;Sacred Flame;Evocation Cantrip;Action;60 feet;V
1;Sanctuary;Level 1 Abjuration;Bonus Action;30 feet;V 1;Sanctuary;Level 1 Abjuration;Bonus Action;30 feet;V
2;Scorching Ray;Level 2 Evocation;Action;120 feet;V 2;Scorching Ray;Level 2 Evocation;Action;120 feet;V
5;Scrying;Level 5 Divination;10 minutes;Self;V 5;Scrying;Level 5 Divination;10 minutes;Self;V
1;Searing Smite;Level 1 Evocation;Bonus Action;Self;V;1 minute;As you hit the target 1;Searing Smite;Level 1 Evocation;Bonus Action;Self;V;1 minute;As you hit the target
2;See Invisibility;Level 2 Divination;Action;Self;V 2;See Invisibility;Level 2 Divination;Action;Self;V
5;Seeming;Level 5 Illusion;Action;30 feet;V 5;Seeming;Level 5 Illusion;Action;30 feet;V
3;Sending;Level 3 Divination;Action;Unlimited;V 3;Sending;Level 3 Divination;Action;Unlimited;V

S

  • casting time000+ GP
  • range which the spell consumes)With a touch

  • components you magically sequester an object or a willing creature. For the duration
  • duration the target has the Invisible condition and can’t be targeted by Divination spells

detected by magic

you learn that you are blocked M;Until dispelled;(gem dust worth 5

S

  • casting time up to 1 hour;(a jade circlet worth 1
  • range500+ 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

  • components and it can’t be a Construct or an Undead.
    When you shape-shift
  • duration 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

you learn that you are blocked M;Concentration

S

  • casting time 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
  • range Sorcerer

  • components Wizard(2024)
  • duration

you learn that you are blocked M;Instantaneous;(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

S;1 round;An imperceptible barrier of magical force protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from Magic Missile.;Sorcerer

  • components Wizard(2024)
  • duration

you learn that you are blocked you have a +5 bonus to AC

S

  • casting time up to 10 minutes;(a prayer scroll)A shimmering field surrounds a creature of your choice within range
  • range granting it a +2 bonus to AC for the duration.;Cleric

  • components Paladin(2024)
  • duration

you learn that you are blocked M;Concentration

S

  • casting time you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon
  • range and the weapon’s damage die becomes a d8. If the attack deals damage

  • components 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)
  • duration 11 (d12)

and 17 (2d6).;Druid(2024)

you learn that you are blocked M;1 minute;(mistletoe)A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration

up to1 minute;The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends

  • casting time attack rolls against it have Advantage
  • range 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)

you learn that you are blocked the target sheds Bright Light in a 5-foot radius

S;Instantaneous;Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit

  • casting time 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)
  • range 11 (3d8)

  • components and 17 (4d8).;Sorcerer
  • duration Wizard(2024)

you learn that you are blocked the target takes 1d8 Lightning damage

S;Concentration

  • casting time 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
  • range and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.;Bard

  • components Cleric
  • duration Ranger(2024)

you learn that you are blocked up to 10 minutes;For the duration

7;Sequester;Level 7 Transmutation;Action;Touch;V 7;Sequester;Level 7 Transmutation;Action;Touch;V
9;Shapechange;Level 9 Transmutation;Action;Self;V 9;Shapechange;Level 9 Transmutation;Action;Self;V
2;Shatter;Level 2 Evocation;Action;60 feet;V 2;Shatter;Level 2 Evocation;Action;60 feet;V
1;Shield;Level 1 Abjuration;Reaction;Self;V 1;Shield;Level 1 Abjuration;Reaction;Self;V
1;Shield of Faith;Level 1 Abjuration;Bonus Action;60 feet;V 1;Shield of Faith;Level 1 Abjuration;Bonus Action;60 feet;V
0;Shillelagh;Transmutation Cantrip;Bonus Action;Self;V 0;Shillelagh;Transmutation Cantrip;Bonus Action;Self;V
2;Shining Smite;Level 2 Transmutation;Bonus Action;Self;V;Concentration 2;Shining Smite;Level 2 Transmutation;Bonus Action;Self;V;Concentration
0;Shocking Grasp;Evocation Cantrip;Action;Touch;V 0;Shocking Grasp;Evocation Cantrip;Action;Touch;V
2;Silence;Level 2 Illusion;Action or Ritual;120 feet;V 2;Silence;Level 2 Illusion;Action or Ritual;120 feet;V

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 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual;Bard
  • duration Cleric

Ranger(2024)

you learn that you are blocked M;Concentration

S

  • casting time500+ GP
  • range 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

  • components and the pile turns into the simulacrum
  • duration 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 M;Until dispelled;(powdered ruby worth 1

S

  • casting time 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
  • range at which point it must repeat the save. If the target fails the second save

  • components 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
  • duration such as elves

or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.;Bard

Sorcerer M;Concentration

S

  • casting time up to 1 minute;(a miniature umbrella)Until the spell ends
  • range sleet falls in a 40-foot-tall

  • components 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured
  • duration 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 M;Concentration

S

  • casting time 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
  • range it takes a −2 penalty to AC and Dexterity saving throws

  • components and it can’t take Reactions. On its turns
  • duration it can take either an action or a Bonus Action

not both

Sorcerer M;Concentration

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

  • casting time Cold
  • range Fire

  • components Lightning
  • duration Poison

Psychic

Sorcerer the target takes 1d8 damage of a type you choose: Acid

S;Instantaneous;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)

  • casting time and 17 (120 feet).;Cleric
  • range Druid(2024)

Sorcerer 11 (60 feet)

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 allowing it to answer questions you pose. The corpse must have a mouth
  • range 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

  • components you can ask the corpse up to five questions. The corpse knows only what it knew in life
  • duration including the languages it knew. Answers are usually brief

cryptic

or repetitive M;10 minutes;(burning incense)You grant the semblance of life to a corpse of your choice within range

1;Silent Image;Level 1 Illusion;Action;60 feet;V 1;Silent Image;Level 1 Illusion;Action;60 feet;V
7;Simulacrum;Level 7 Illusion;12 hours;Touch;V 7;Simulacrum;Level 7 Illusion;12 hours;Touch;V
1;Sleep;Level 1 Enchantment;Action;60 feet;V 1;Sleep;Level 1 Enchantment;Action;60 feet;V
3;Sleet Storm;Level 3 Conjuration;Action;150 feet;V 3;Sleet Storm;Level 3 Conjuration;Action;150 feet;V
3;Slow;Level 3 Transmutation;Action;120 feet;V 3;Slow;Level 3 Transmutation;Action;120 feet;V
0;Sorcerous Burst;Evocation Cantrip;Action;120 feet;V 0;Sorcerous Burst;Evocation Cantrip;Action;120 feet;V
0;Spare the Dying;Necromancy Cantrip;Action;15 feet;V 0;Spare the Dying;Necromancy Cantrip;Action;15 feet;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
3;Speak with Dead;Level 3 Necromancy;Action;10 feet;V 3;Speak with Dead;Level 3 Necromancy;Action;10 feet;V

S;10 minutes;You imbue plants in an immobile 30-foot Emanation with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components 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
  • duration but they can move their branches

tendrils

or repetitive 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

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

S

  • casting time 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
  • range 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

  • components Ranger(2024)
  • duration

Warlock M;Concentration

S

  • casting time 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
  • range their spectral form appears angelic or fey (your choice). If you are evil

  • components they appear fiendish.
    When you cast this spell
  • duration 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

Warlock M;Concentration

S;Concentration

  • casting time 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
  • range and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit

  • components the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
    As a Bonus Action on your later turns
  • duration 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)

Warlock up to 1 minute;You create a floating

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)

Warlock

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

  • casting time and until the end of your next turn
  • range 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)

  • components 11 (3d8)
  • duration and 17 (4d8).;Bard

Druid(2024)

Warlock the target takes 1d8 Radiant damage

M;Instantaneous;(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

  • casting time Wizard(2024)
  • range

Warlock 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

S

  • casting time up to 1 minute;(a rotten egg)You create a 20-foot-radius Sphere of yellow
  • range 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

  • components the creature can’t take an action or a Bonus Action.;Bard
  • duration Sorcerer

Wizard(2024)

Warlock M;Concentration

3;Speak with Plants;Level 3 Transmutation;Action;Self;V 3;Speak with Plants;Level 3 Transmutation;Action;Self;V
2;Spider Climb;Level 2 Transmutation;Action;Touch;V 2;Spider Climb;Level 2 Transmutation;Action;Touch;V
2;Spike Growth;Level 2 Transmutation;Action;150 feet;V 2;Spike Growth;Level 2 Transmutation;Action;150 feet;V
3;Spirit Guardians;Level 3 Conjuration;Action;Self;V 3;Spirit Guardians;Level 3 Conjuration;Action;Self;V
2;Spiritual Weapon;Level 2 Evocation;Bonus Action;60 feet;V 2;Spiritual Weapon;Level 2 Evocation;Bonus Action;60 feet;V
4;Staggering Smite;Level 4 Enchantment;Bonus Action;Self;V;Instantaneous;The target takes an extra 4d6 Psychic damage from the attack 4;Staggering Smite;Level 4 Enchantment;Bonus Action;Self;V;Instantaneous;The target takes an extra 4d6 Psychic damage from the attack
0;Starry Wisp;Evocation Cantrip;Action;60 feet;V 0;Starry Wisp;Evocation Cantrip;Action;60 feet;V
5;Steel Wind Strike;Level 5 Conjuration;Action;30 feet;S 5;Steel Wind Strike;Level 5 Conjuration;Action;30 feet;S
3;Stinking Cloud;Level 3 Conjuration;Action;90 feet;V 3;Stinking Cloud;Level 3 Conjuration;Action;90 feet;V

S

  • casting time you could shape a large rock into a weapon
  • range statue

  • components or coffer
  • duration 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 M;Instantaneous;(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

S

  • casting time up to 1 hour;(diamond dust worth 100+ GP
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch has Resistance to Bludgeoning
  • duration Piercing

and Slashing damage.;Druid

Ranger M;Concentration

S;Concentration

  • casting time 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
  • range the storm produces different effects

  • components 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
  • duration 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

Ranger up to 1 minute;A churning storm cloud forms for the duration

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

Ranger 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 feather
  • range tuft of fur

  • components 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
  • duration choose an environment: Air

Land

it shares your Initiative count M;Concentration

S

  • casting time 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
  • range 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

  • components the creature shares your Initiative count
  • duration 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

it shares your Initiative count M;Concentration

S

  • casting time 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
  • range choose a material: Clay

  • components Metal
  • duration 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

it shares your Initiative count M;Concentration

S

  • casting time 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
  • range the creature shares your Initiative count

  • components but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any
  • duration 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. M;Concentration

4;Stone Shape;Level 4 Transmutation;Action;Touch;V 4;Stone Shape;Level 4 Transmutation;Action;Touch;V
4;Stoneskin;Level 4 Transmutation;Action;Touch;V 4;Stoneskin;Level 4 Transmutation;Action;Touch;V
9;Storm of Vengeance;Level 9 Conjuration;Action;1 mile;V 9;Storm of Vengeance;Level 9 Conjuration;Action;1 mile;V
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
2;Summon Beast;Level 2 Conjuration;Action;90 feet;V 2;Summon Beast;Level 2 Conjuration;Action;90 feet;V
5;Summon Celestial;Level 5 Conjuration;Action;90 feet;V 5;Summon Celestial;Level 5 Conjuration;Action;90 feet;V
4;Summon Construct;Level 4 Conjuration;Action;90 feet;V 4;Summon Construct;Level 4 Conjuration;Action;90 feet;V
5;Summon Dragon;Level 5 Conjuration;Action;60 feet;V 5;Summon Dragon;Level 5 Conjuration;Action;60 feet;V

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration 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 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

Earth 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

Earth 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

Earth M;Concentration

S

  • casting time up to 1 minute;(a magnifying glass)You launch a sunbeam in a 5-foot-wide
  • range 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save

  • components a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save
  • duration 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

Earth M;Concentration

S

  • casting time a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save
  • range 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

  • components ending the effect on itself on a success.
    This spell dispels Darkness in its area that was created by any spell.;Cleric
  • duration Druid

Sorcerer

Wizard(2024) M;Instantaneous;(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

S

  • casting time up to 1 minute;(a Quiver worth 1+ GP)When you cast the spell and as a Bonus Action until it ends
  • range you can make two attacks with a weapon that fires Arrows or Bolts

  • components 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)
  • duration

Wizard(2024) M;Concentration

S

  • casting time000+ GP
  • range 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

  • components it must remain in place;Ranger(2024)
  • duration

Wizard(2024) M;Until dispelled or triggered;(powdered diamond worth 1

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

4;Summon Elemental;Level 4 Conjuration;Action;90 feet;V 4;Summon Elemental;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
6;Sunbeam;Level 6 Evocation;Action;Self;V 6;Sunbeam;Level 6 Evocation;Action;Self;V
8;Sunburst;Level 8 Evocation;Action;150 feet;V 8;Sunburst;Level 8 Evocation;Action;150 feet;V
5;Swift Quiver;Level 5 Transmutation;Bonus Action;Self;V 5;Swift Quiver;Level 5 Transmutation;Bonus Action;Self;V
7;Symbol;Level 7 Abjuration;1 minute;Touch;V 7;Symbol;Level 7 Abjuration;1 minute;Touch;V
5;Synaptic Static;Level 5 Enchantment;Action;120 feet;V 5;Synaptic Static;Level 5 Enchantment;Action;120 feet;V

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

S;Concentration

  • casting time you can exert your will on one creature or object that you can see within range
  • 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

  • components 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
  • duration 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 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

S

  • casting time you and the target can instantly share words
  • range images

  • components sounds
  • duration 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)

and if you lift it into the air M;24 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

or a single object that you can see within range

  • casting time it must be Large or smaller
  • range and it can’t be held or carried by an unwilling creature.
    The destination you choose must be known to you

  • components 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  
  • duration

and if you lift it into the air to a destination you select. If you target an object

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

S

  • casting time horizontal plane of force
  • range 3 feet in diameter and 1 inch thick

  • components 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
  • duration 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

Sorcerer M;1 hour;(a drop of mercury)This spell creates a circular

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

  • casting time brighten
  • range dim

  • components or change color for 1 minute.
    Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range
  • duration such as a rumble of thunder

the cry of a raven

Sorcerer you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker

S

  • casting time the target takes 1d6 Piercing damage
  • range and if it is Large or smaller

  • components you can pull it up to 10 feet closer to you.
    Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).;Druid(2024)

Sorcerer M;Instantaneous;(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

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;Telekinesis;Level 5 Transmutation;Action;60 feet;V 5;Telekinesis;Level 5 Transmutation;Action;60 feet;V
8;Telepathy;Level 8 Divination;Action;Unlimited;V 8;Telepathy;Level 8 Divination;Action;Unlimited;V
7;Teleport;Level 7 Conjuration;Action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures that you can see within range 7;Teleport;Level 7 Conjuration;Action;10 feet;V;Instantaneous;This spell instantly transports you and up to eight willing creatures that you can see within range
5;Teleportation Circle;Level 5 Conjuration;1 minute;10 feet;V 5;Teleportation Circle;Level 5 Conjuration;1 minute;10 feet;V
1;Tenser’s Floating Disk;Level 1 Conjuration;Action or Ritual;30 feet;V 1;Tenser’s Floating Disk;Level 1 Conjuration;Action or Ritual;30 feet;V
0;Thaumaturgy;Transmutation Cantrip;Action;30 feet;V;Up 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 0;Thaumaturgy;Transmutation Cantrip;Action;30 feet;V;Up 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
0;Thorn Whip;Transmutation Cantrip;Action;30 feet;V 0;Thorn Whip;Transmutation Cantrip;Action;30 feet;V

11 (3d6)

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

and the target takes an extra 2d6 Thunder damage from the attack. Additionally

  • casting time 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)
  • range

Sorcerer if the target is a creature

S;Instantaneous;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

  • casting time a creature takes half as much damage only.
    In addition
  • range unsecured objects that are entirely within the Cube are pushed 10 feet away from you

  • components 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
  • duration Druid

Sorcerer

Wizard(2024) a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save

while you take 1d4 + 1 turns in a row

  • casting time or any effects that you create during it
  • range affects a creature other than you or an object being worn or carried by someone other than you. In addition

  • components the spell ends if you move to a place more than 1
  • duration000 feet from the location where you cast it.;Sorcerer

Wizard(2024)

Wizard(2024) during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period

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)

Wizard(2024) 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.;Cleric
  • range Warlock

  • components Wizard(2024)
  • duration

Wizard(2024) when the target communicates by speaking or signing

S;1 minute;This spell creates a magical link between a Large or larger inanimate plant within range and another plant

  • casting time on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration
  • range any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.;Druid(2024)

Wizard(2024) at any distance

S;Concentration

  • casting time as part of the move used to enter the tree
  • range 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

  • components using another 5 feet of movement. If you have no movement left
  • duration 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)

Wizard(2024) 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

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

Wizard(2024) M;Concentration

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)
1;Thunderous Smite;Level 1 Evocation;Bonus Action;Self;V;Instantaneous;Your strike rings with thunder that is audible within 300 feet of you 1;Thunderous Smite;Level 1 Evocation;Bonus Action;Self;V;Instantaneous;Your strike rings with thunder that is audible within 300 feet of you
1;Thunderwave;Level 1 Evocation;Action;Self;V 1;Thunderwave;Level 1 Evocation;Action;Self;V
9;Time Stop;Level 9 Transmutation;Action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures 9;Time Stop;Level 9 Transmutation;Action;Self;V;Instantaneous;You briefly stop the flow of time for everyone but yourself. No time passes for other creatures
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
6;Transport via Plants;Level 6 Conjuration;Action;10 feet;V 6;Transport via Plants;Level 6 Conjuration;Action;10 feet;V
5;Tree Stride;Level 5 Conjuration;Action;Self;V 5;Tree Stride;Level 5 Conjuration;Action;Self;V
9;True Polymorph;Level 9 Transmutation;Action;30 feet;V 9;True Polymorph;Level 9 Transmutation;Action;30 feet;V

S

  • casting time000+ GP
  • range 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

  • components neutralizes any poison
  • duration 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

Wizard(2024) M;Instantaneous;(diamonds worth 25

S

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

  • components Druid(2024)
  • duration

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;Concentration

  • casting time 300 feet high
  • range and 50 feet thick. The wall lasts for the duration.
    When the wall appears

  • components each creature in its area makes a Strength saving throw
  • duration 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 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

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

along with any creatures in it 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

11 (3d6)

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

S

  • casting time and a glowing
  • range 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

  • components a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save
  • duration 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)

Wizard(2024) M;Instantaneous;(a drop of bile)You point at a location within range

S

  • casting time 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
  • range 20 feet high

  • components and 1 foot thick
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

Wizard(2024) M;Concentration

9;True Resurrection;Level 9 Necromancy;1 hour;Touch;V 9;True Resurrection;Level 9 Necromancy;1 hour;Touch;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
8;Tsunami;Level 8 Conjuration;1 minute;1 mile;V 8;Tsunami;Level 8 Conjuration;1 minute;1 mile;V
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
0;Vicious Mockery;Enchantment Cantrip;Action;60 feet;V;Instantaneous;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)
0;Vicious Mockery;Enchantment Cantrip;Action;60 feet;V;Instantaneous;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)
4;Vitriolic Sphere;Level 4 Evocation;Action;150 feet;V 4;Vitriolic Sphere;Level 4 Evocation;Action;150 feet;V
4;Wall of Fire;Level 4 Evocation;Action;120 feet;V 4;Wall of Fire;Level 4 Evocation;Action;120 feet;V

S

  • casting time 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
  • range 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

  • components 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
  • duration 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

Wizard(2024) M;Concentration

S

  • casting time 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
  • range 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

  • components the wall is 1 foot thick and lasts for the duration.
    If the wall cuts through a creature’s space when it appears
  • duration 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 M;Concentration

S

  • casting time 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
  • range 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

  • components 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)
  • duration 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

and it has Immunity to Cold M;Concentration

S

  • casting time 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
  • range 10 feet high

  • components 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
  • duration 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

and it has Immunity to Cold M;Concentration

S

  • casting time 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
  • range it gains a +1 bonus to AC and saving throws

  • components and it has Resistance to all damage. Also
  • duration 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) M;1 hour;(a pair of platinum rings worth 50+ GP each

S

  • casting time Ranger
  • range Sorcerer

  • components Wizard(2024)
  • duration

Paladin(2024) M;24 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

S

  • casting time 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
  • range 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

  • components wall
  • duration or ceiling

the web collapses on itself

Paladin(2024) M;Concentration

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)

Paladin(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

S

  • casting time appearing as wisps of cloud. While in this cloud form
  • range a target has a Fly Speed of 300 feet and can hover;it has Immunity to the Prone condition

Paladin(2024) M;8 hours;(a candle)You and up to ten willing creatures of your choice within range assume gaseous forms for the duration

5;Wall of Force;Level 5 Evocation;Action;120 feet;V 5;Wall of Force;Level 5 Evocation;Action;120 feet;V
6;Wall of Ice;Level 6 Evocation;Action;120 feet;V 6;Wall of Ice;Level 6 Evocation;Action;120 feet;V
5;Wall of Stone;Level 5 Evocation;Action;120 feet;V 5;Wall of Stone;Level 5 Evocation;Action;120 feet;V
6;Wall of Thorns;Level 6 Conjuration;Action;120 feet;V 6;Wall of Thorns;Level 6 Conjuration;Action;120 feet;V
2;Warding Bond;Level 2 Abjuration;Action;Touch;V 2;Warding Bond;Level 2 Abjuration;Action;Touch;V
3;Water Breathing;Level 3 Transmutation;Action or Ritual;30 feet;V 3;Water Breathing;Level 3 Transmutation;Action or Ritual;30 feet;V
2;Web;Level 2 Conjuration;Action;60 feet;V 2;Web;Level 2 Conjuration;Action;60 feet;V
9;Weird;Level 9 Illusion;Action;120 feet;V 9;Weird;Level 9 Illusion;Action;120 feet;V
6;Wind Walk;Level 6 Transmutation;1 minute;30 feet;V 6;Wind Walk;Level 6 Transmutation;1 minute;30 feet;V

S

  • casting time 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
  • range 15 feet high

  • components 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
  • duration 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 M;Concentration

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

  • casting time including costly components. The spell simply takes effect.
    Alternatively
  • range you can create one of the following effects of your choice:
    Object Creation. You create one object of up to 25

  • components000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension
  • duration 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 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

smoke you don’t need to meet any requirements to cast that spell

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

M;Instantaneous;(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)

  • casting time and 17 (4d6).;Cleric(2024)
  • range

Warlock 11 (3d6)

the spell has no effect.
You must designate a location

  • casting time as a sanctuary by casting this spell there.;Cleric(2024)
  • range

Warlock such as a temple

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

  • casting time 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)
  • range

Warlock the Frightened target repeats the save

S

  • casting time 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
  • range you can force that creature to make a Wisdom saving throw. On a failed save

  • components the target takes 4d6 Psychic damage and has the Prone condition
  • duration 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) M;Concentration

S;10 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

  • casting time 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
  • range Cleric

  • components Paladin(2024)
  • duration

Wizard(2024) 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

3;Wind Wall;Level 3 Evocation;Action;120 feet;V 3;Wind Wall;Level 3 Evocation;Action;120 feet;V
9;Wish;Level 9 Conjuration;Action;Self;V;Instantaneous;Wish is the mightiest spell a mortal can cast. By simply speaking aloud 9;Wish;Level 9 Conjuration;Action;Self;V;Instantaneous;Wish is the mightiest spell a mortal can cast. By simply speaking aloud
1;Witch Bolt;Level 1 Evocation;Action;60 feet;V 1;Witch Bolt;Level 1 Evocation;Action;60 feet;V
0;Word of Radiance;Evocation Cantrip;Action;Self;V 0;Word of Radiance;Evocation Cantrip;Action;Self;V
6;Word of Recall;Level 6 Conjuration;Action;5 feet;V;Instantaneous;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 6;Word of Recall;Level 6 Conjuration;Action;5 feet;V;Instantaneous;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
1;Wrathful Smite;Level 1 Necromancy;Bonus Action;Self;V;1 minute;The target takes an extra 1d6 Necrotic damage from the attack 1;Wrathful Smite;Level 1 Necromancy;Bonus Action;Self;V;1 minute;The target takes an extra 1d6 Necrotic damage from the attack
5;Yolande’s Regal Presence;Level 5 Enchantment;Action;Self;V 5;Yolande’s Regal Presence;Level 5 Enchantment;Action;Self;V
2;Zone of Truth;Level 2 Enchantment;Action;60 feet;V 2;Zone of Truth;Level 2 Enchantment;Action;60 feet;V