Wizard(2024)
it delivers your message to the creature that you described
issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn
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 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
but the eye can pass through an opening as small as 1 inch in diameter.;Wizard(2024)
Wizard(2024)
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
Poisoned
roots
an Elemental
or Wish spell.
On a successful save
you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot
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
and 5 feet thick. The wall provides Three-Quarters Cover
you appear in the nearest unoccupied space.;Sorcerer
the spell gives you control over that storm instead of creating a new one. Under such conditions
Warlock
or Thunder for the type of orb you create
invulnerable sensor remains in place for the duration.
When you cast the spell
Cleric
Wizard(2024)
Wizard(2024)
or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack
Bright Light fills the Cylinder
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
with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns
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
” “maybe
or the Poisoned condition doesn’t end on it.;Cleric
but the contingent spell doesn’t come into effect. Instead
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
temperature
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)
Wizard(2024)
for each spell slot level above 1.;Cleric
such as to guard a particular place. If you issue no commands
metal
Sorcerer
you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose
such as a bowl or helm
that other spell is dispelled.;Druid
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
if you know the nature and contents of a demiplane created by a casting of this spell by another creature
Fiend
dirt
creature
or wood
you and any creature traveling with you each take 4d6 Force damage
objects pass through the hat
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
Fiends
such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest
” “Move over there
” “Move over there
” “Move over there
Lightning
crushing the sapphire doesn’t transport it
objects
a seed pod open
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 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
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 Charisma. For the duration
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
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
you can affect and be affected only by creatures
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
Sorcerer
however
Warlock
Druid
Hawk
or an elk. Whenever you cast the spell
as long as you are on the same plane of existence as the destination
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
the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.;Druid
you can make a melee spell attack with the fiery blade. On a hit
that creature makes the save against the sphere
it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive;Druid
Wizard(2024)
to enter the area. The spell proofs the area against planar travel
Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box
Wizard(2024)
you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save
Cleric
the target knows it was Charmed by you.;Bard
and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning
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
the duration is 365 days. If you use a level 9 spell slot
Wizard(2024)
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
Wizard(2024)
as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface
you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
you can change the direction in which the Line blasts from you.;Druid
Elemental
crevasse
and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only)
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object
and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10
3–4 (up to 8 hours)
Warlock
Warlock
and other creatures have Disadvantage on attack rolls against them. In addition
which can be heard up to 30 feet away. No light
you learn that spell’s name.
If you instead touch a creature throughout the casting
and conveys whatever meaning you intended when you wrote the text. To all others
the target doesn’t need to breathe
Druid
Warlock
each creature in it makes a Constitution saving throw
or unbarred. If the object has multiple locks
as described by the DM.
The lore might consist of important details
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
Wizard(2024)
which must remain within the spell’s range.
When the spell ends
Ranger(2024)
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
such as a certain kind of apparel
you can control the hand thus again. As part of that action
Fiends
your soul enters the target’s body
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
smells
but if the suggested activity can be completed in a shorter time
if that space is occupied
you move into an unoccupied space closest to where you first entered and have the Prone condition.;Cleric
you mend it
or control its mind.;Bard
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
a beating of drums
or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow
Blindsight
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
this spell ends
each creature in it makes a Constitution saving throw. On a failed save
but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things
Wizard(2024)
erect or flatten a wall
Wizard(2024)
make a magic item appear nonmagical
cool to the touch
though a creature in the sphere can breathe there. The sphere is immune to all damage
and has Disadvantage on Dexterity saving throws and attack rolls
8 feet tall
temperature
the target makes a Wisdom saving throw at the end of each of its turns. On a failed save
you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B)
you can speak that name when you cast this spell to request that creature
or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically
if you know the sigil sequence of a teleportation circle on another plane of existence
Wizard(2024)
Hit Points
Cleric(2024)
or an odd odor.
Fire Play. You instantaneously light or snuff out a candle
the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.
The wall consists of seven layers
and 17 (4d8).;Druid(2024)
it disappears and remains dormant for 10 minutes
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
or Thunder.;Bard
Fey
the penalty is reduced by 1 until it becomes 0.;Bard
Wizard(2024)
Wizard(2024)
Necrotic
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
it hovers there for the duration. When the spell ends
Ranger(2024)
but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.;Wizard(2024)
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
it becomes aware that the target is disguised.;Bard
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
detected by magic
but you retain your creature type;alignment
and 17 (2d6).;Druid(2024)
Ranger(2024)
except it is a Construct
or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.;Bard
it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.;Druid
not both
Psychic
Druid
cryptic
tendrils
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
and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there
Druid(2024)
Wizard(2024)
but finer mechanical detail isn’t possible.;Cleric
and Slashing damage.;Druid
the area is Difficult Terrain and Heavily Obscured
leave this library peacefully
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
Land
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
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
Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft.
choose an element: Air
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
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
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
you can take a Magic action to create a new Line of radiance.
For the duration
Sorcerer
Sorcerer
Tasha’s Bubbling Cauldron
it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save
the creature has the Restrained condition
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)
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
and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it
the cry of a raven
and 17 (4d6).;Druid(2024)
Sorcerer
Wizard(2024)
Wizard(2024)
Ranger(2024)
but if you maintain Concentration on this spell for the full duration
and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead
Sorcerer
the wall
and a Strength of 2
Warlock
Wizard(2024)
20 feet high
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
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
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
taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
A creature can move through the wall
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
the web collapses on itself
Wizard(2024)
taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog
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
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
the target takes half as much damage only. A creature makes this save only once per turn.;Bard