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Animal Shapes

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration24 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, you can take a Magic action to transform the targets again.

A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains the following statistics: creature type, Hit Points, Hit Point Dice, alignment, ability to communicate, and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.

The target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target,until the target leaves the form as a Bonus Action.

Druid(2024),, Level 8 Transmutation

Antimagic Field

  • casting timeAction
  • rangeSelf

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

iron filings

An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, 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, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.

Cleric, Wizard(2024), Level 8 Abjuration

Antipathy/Sympathy [1/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

a mix of vinegar and honey

As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, 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, moving by the safest route.

Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can

Bard, Druid, Wizard(2024),, Level 8 Enchantment

Antipathy/Sympathy [2/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

a mix of vinegar and honey

make a Wisdom Saving Throw to end the effect, as described below.

Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom Saving Throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.

Bard, Druid, Wizard(2024),, Level 8 Enchantment

Befuddlement

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a key ring with no keys

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

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

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

Bard, Druid, Warlock, Wizard(2024),, Level 8 Enchantment

Clone

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ 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. You choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.

If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.

Wizard(2024), Level 8 Necromancy

Control Weather 1/2

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, 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, and it ends early if you go indoors.

When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

See associated spell cards for weather condition tables.

Cleric,Druid,Wizard(2024), Level 8 Transmutation

Control Weather 2/2

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense

PRECIPITATION 1d10
1-2===Clear
3-4===Light Clouds
5-6===Overcast or Ground Fog
7-8===Rain, hail, or snow
9-10===Torrential Rain, Driving Hail, or Blizzard

TEMPERATURE 1d6
1===Heat Wave
2===Hot
3===Warm
4===Cool
5===Cold
6===Freezing

WIND 1d10 Stage===Condition
1-2===Calm
3-4===Moderate Wind
5-6===Strong Wind
7-8===Gale
9-10===Storm

Cleric,Druid,Wizard(2024),, Level 8 Transmutation

Demiplane

  • casting timeAction
  • range60 feet

  • componentsS
  • duration1 hour

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).

When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.

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

Sorcerer, Warlock, Wizard(2024) Level 8 Conjuration

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Dominate Monster

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

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

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

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

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

Bard, Sorcerer, Warlock, Wizard(2024) Level 8 Enchantment

Earthquake [1/2]

  • casting timeAction
  • range500 feet

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

a fractured rock

Choose a point on the ground that you can see within range. For the duration, 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, each creature on the ground in the area makes a Dexterity Saving Throw. On a failed save, 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, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity Saving Throw or fall in. A creature that

Cleric, Druid, Sorcerer(2024) Level 8 Transmutation

Earthquake [2/2]

  • casting timeAction
  • range500 feet

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

a fractured rock

successfully saves moves with the fissure’s edge as it opens.

A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity Saving Throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.

Cleric, Druid, Sorcerer(2024) Level 8 Transmutation

Glibness

  • casting timeAction
  • rangeSelf

  • componentsV
  • duration1 hour

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

Bard, Warlock(2024),, Level 8 Enchantment

Holy Aura

  • casting timeAction
  • rangeSelf

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

a reliquary worth 1,000+ GP

For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution Saving Throw or have the Blinded condition until the end of its next turn.

Cleric(2024), Level 8 Abjuration

Incendiary Cloud

  • casting timeAction
  • range150 feet

  • componentsV, S
  • durationConcentration, 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, each creature in it makes a Dexterity Saving Throw, 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, Sorcerer, Wizard(2024), Level 8 Conjuration

Maze

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, 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, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Wizard(2024),, Level 8 Conjuration

Mind Blank

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration24 hours

Until the spell ends, 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, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.

Bard, Wizard(2024),, Level 8 Abjuration

Power Word Stun

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.

The Stunned target makes a Constitution Saving Throw at the end of each of its turns, ending the condition on itself on a success.

Bard, Sorcerer, Warlock, Wizard(2024), Level 8 Enchantment

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Sunburst

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of sunstone

Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution Saving Throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.

A creature Blinded by this spell makes another Constitution Saving Throw at the end of each of its turns, ending the effect on itself on a success.

This spell dispels Darkness in its area that was created by any spell.

Cleric, Druid, Sorcerer, Wizard(2024),, Level 8 Evocation

Telepathy

  • casting timeAction
  • rangeUnlimited

  • componentsV, S, M
  • duration24 hours

a pair of linked silver rings

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.

Wizard(2024) Level 8 Divination

Tsunami [1/2]

  • casting time1 minute
  • range1 mile

  • componentsV, S
  • durationConcentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength Saving Throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength Saving Throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at

Druid(2024), Level 8 Conjuration

Tsunami [2/2]

  • casting time1 minute
  • range1 mile

  • componentsV, S
  • durationConcentration, up to 6 rounds

all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.

Druid(2024), Level 8 Conjuration

Astral Projection

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationUntil dispelled

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

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation

Warlock(2024),, Level 9 Necromancy

Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a hummingbird feather

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

Bard, Druid, Warlock, Wizard(2024) Level 9 Divination

Gate [1/2]

  • casting timeAction
  • range60 feet

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

a diamond worth 5,000+ GP

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the

Bard, Druid, Warlock, Wizard(2024) Level 9 Conjuration

Gate [2/2]

  • casting timeAction
  • range60 feet

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

a diamond worth 5,000+ GP

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

Bard, Druid, Warlock, Wizard(2024) Level 9 Conjuration

Imprisonment [1/3]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom Saving Throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport.

Until the spell ends, the target is also affected by one of the following effects of your choice:

Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the

Warlock, Wizard(2024),, Level 9 Abjuration

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Imprisonment [2/3]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

globe.

Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.

Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.

Slumber. The target has the Unconscious condition and can’t be awoken.

Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The

Warlock, Wizard(2024),, Level 9 Abjuration

Imprisonment [3/3]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.

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

Warlock, Wizard(2024),, Level 9 Abjuration

Mass Heal

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.

Cleric(2024) Level 9 Abjuration

Meteor Swarm

  • casting timeAction
  • range1 mile

  • componentsV, S
  • durationInstantaneous

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, and the object starts burning if it’s flammable.

Sorcerer, Wizard(2024), Level 9 Evocation

Power Word Heal

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

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, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.

Bard, Cleric(2024) Level 9 Enchantment

Power Word Kill

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.

Bard, Sorcerer, Warlock, Wizard(2024),, Level 9 Enchantment

Prismatic Wall [1/2]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, 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, 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, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces

 , Level 9 Abjuration

Prismatic Wall [2/2]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

the creature to make a Dexterity Saving Throw or be affected by that layer’s properties as described in the Prismatic Layers table.

The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.

Prismatic Layers

Order 

 , Level 9 Abjuration

Shapechange

  • casting timeAction
  • rangeSelf

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

a jade circlet worth 1,500+ GP

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.

When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type

alignment Level 9 Transmutation

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Storm of Vengeance

  • casting timeAction
  • range1 mile

  • componentsV, S
  • durationConcentration, up to 1 minute

A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution Saving Throw or take 2d6 Thunder damage and have the Deafened condition for the duration.

At the start of each of your later turns, the storm produces different effects, as detailed below.

Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.

Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity Saving Throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.

Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.

Druid(2024), Level 9 Conjuration

Time Stop

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Sorcerer, Wizard(2024) Level 9 Transmutation

True Polymorph [1/3]

  • casting timeAction
  • range30 feet

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

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

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.

An unwilling creature can make a Wisdom Saving Throw, and if it succeeds, it isn’t affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge

Bard, Warlock, Wizard(2024) Level 9 Transmutation

True Polymorph [2/3]

  • casting timeAction
  • range30 feet

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

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

Rating or level. The target’s game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The spell ends early on the target if it has no Temporary Hit Points left.

The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its

Bard, Warlock, Wizard(2024) Level 9 Transmutation

True Polymorph [3/3]

  • casting timeAction
  • range30 feet

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

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turns immediately after yours, and it obeys your commands.

If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

Bard, Warlock, Wizard(2024) Level 9 Transmutation

True Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 25,000+ GP, which the spell consumes

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.

This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.

The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Cleric, Druid(2024) Level 9 Necromancy

Weird

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom Saving Throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.

A Frightened target makes a Wisdom Saving Throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.

Warlock, Wizard(2024) Level 9 Illusion

Wish [1/3]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.

The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.

Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.

Spell Immunity. You grant up to ten creatures you can see

Druid, Ranger(2024) Level 9 Conjuration

Wish [2/3]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

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, and you choose whether to use the reroll or the original roll.

Reshape Reality. You may wish for something not included in any of the other effects. To do so,

Druid, Ranger(2024) Level 9 Conjuration

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Wish [3/3]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance

Druid, Ranger(2024) Level 9 Conjuration

Teleport 1/5

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it that can be found on the associated spell cards.

Bard,Sorcerer,Wizard(2024) Level 7 Conjuration

Teleport 2/5

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

TELEPORTATION OUTCOME

If Using a Permanent Teleportation Circle:

On Target 01-100

If Using a Linked Object:
On Target 01-100

If VERY FAMILIAR with Destination:
Mishap 01-05
Similar Area 06-13
Off Target 14-24
On Target 25-00

If Destination Has been SEEN CASUALLY:
Mishap 01-33
Similar Area 34-43
Off Target 44-53
On Target 54-00

Bard,Sorcerer,Wizard(2024),, Level 7 Conjuration

Teleport 3/5

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

TELEPORTATION OUTCOME

If Destination has been SEEN ONCE or DESCRIBED:

Mishap 01-43
Similar Area 44-53
Off Target 54-73
On Target 74-00

If Destination is a FALSE DESTINATION:
Mishap 01-50
Similar Area 51-00

Bard,Sorcerer,Wizard(2024),, Level 7 Conjuration

Teleport 4/5

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

FAMILIARITY DEFINITIONS

Permanent Circle:
a permanent teleportation circle whose sigil sequence you know.
Linked Object: you possess an object taken from the desired destination within the last 6 months (eg a book from a wizard's library).
Very Familiar: a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
Seen Casually: a place you have seen more than once but with which you aren't very familiar.
Viewed Once or Described: a place you have seen once, possibly using magic,or a place you know through someone else's description,perhaps from a map.
False Destination: a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion,or you are attempting to teleport to a location that no longer exists.

Bard,Sorcerer,Wizard(2024),, Level 7 Conjuration

Teleport 5/5

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

Mishap: The spells's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur,dealing damage each time.
Similar Area: You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory,for example,you might appear in another person's laboratory in the same city.
Off Target: You and yoru group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1=east, 2=southeast, 3=south, 4=southwest, 5=west, 6=northwest, 7=north, 8=northeast.
On Target: You and your group (or the target object) appear where you intended.

Bard,Sorcerer,Wizard(2024),, Level 7 Conjuration

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