You magically produce a spray of acidic formula in a 15-ft cone in front of you. All creatures in the cone must succeed on a DEX save or take 1d6 acid dmg.
At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 ft of each other. A target must succeed on a DEX save or take 1d6 acid dmg.
At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).
You attack a creature in range with a quick spreading infection that takes adv of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 necrotic dmg to the target. If the target is suffering from the poisoned condition or a disease, it instead takes 1d12 necrotic dmg.
At Higher Levels. This spell's dmg increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic dmg, and it can't regain HP until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadv on attack rolls against you until the end of your next turn.
At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You touch one object that is no larger than 10 ft in any dimension. Until the spell ends, the object sheds bright light in a 20-ft radius and dim light for an additional 20 ft. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a DEX save to avoid the spell.
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 ft in any dimension, you mend it, leaving no trace of the former dmg.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You point your finger 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 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
You launch a conjured dart coated with lethal poison at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 poison dmg.
If the poison dmg reduces the target to 0 HP, the target is stable but poisoned for 1 hour, even after regaining HP, and is paralyzed while poisoned in this way.
At Higher Levels. This spell's dmg increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a CON save or take 1d12 poison dmg.
At Higher Levels. This spell's dmg increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one save of its choice. It can roll the die before or after the save. The spell then ends.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have adv on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning dmg, and it can't take reactions until the start of its next turn.
At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch a living creature that has 0 HP. The creature becomes stable. This spell has no effect on undead or constructs.
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid dmg. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 ft of it must succeed on a DEX save or take 2d6 acid dmg.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the exploding acid dmg increases by 1d6 for each slot level above 1st.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-ft cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 ft.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-ft cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-ft cube within range.
When you cast this spell using a spell slot of 2nd+ level, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 ft, for each slot level above 1st.
A creature you touch regains a number of HP equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d8 for each slot level above 1st.
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 ft of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 ft of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
For the duration, you sense the presence of magic within 30 ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 poison dmg and must make a CON save. On a failed save, it becomes poisoned for the spell's duration.
While poisoned in this way, the target must make a CON save at the end of each of its turns. It takes 2d4 poison dmg on a failed save. On a success, the spell ends on that target.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slot of 2nd+ level, you can target one additional creature for each slot level above 1st.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary HP for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you gain 5 additional temporary HP for each slot level above 1st.
Reaction - When you or a creature within 60 ft of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 ft per round until the spell ends. If the creature lands before the spell ends, it takes no falling dmg and can land on its ft, and the spell ends for that creature.
You create a 20-ft-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the radius of the fog increases by 20 ft for each slot level above 1st.
Slick grease covers the ground in a 10-ft square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a DEX save or fall prone. A creature that enters the area or ends its turn there must also succeed on a DEX save or fall prone.
A creature of your choice that you can see within range regains HP equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d4 for each slot level above 1st.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a WIS save of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an INT score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes dmg, the target can make another WIS save. The target has adv on the save if it's triggered by dmg. On a success, the spell ends.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
You inflict a creature you can see within range with a magical disease. At the start of each of the target's turns, it must make a CON save. The creature takes 1d12 necrotic dmg on a failed save, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends.
You touch a creature. The creature's jump distance is tripled until the spell ends.
All nonmagical food and drink within a 5-ft-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many HP of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current HP (ignoring unconscious creatures).
Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes dmg, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, roll an additional 2d8 for each slot level above 1st.
For the spell's duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 ft of you that you can see must make a CON save. On a failed save, the target gains 1 level of exhaustion, and you regain HP equal to 1d4 + your spellcasting ability modifier.
On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but can't target a creature again if it has succeeded on a save against this casting of stream of consumption.
This spell creates a circular, horizontal plane of force, 3 ft in diameter and 1 inch thick, that floats 3 ft above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 ft of it. If you move more than 20 ft away from it, the disk follows you so that it remains within 20 ft of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 ft or more. For example, the disk can't move across a 10-ft-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 ft from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
You gain resistance to poison dmg and adv on saves against being poisoned for the duration. In addition, whenever a creature within 5 ft of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison dmg to the attacker.
At Higher Levels. Using a spell slot of 2nd+ level increases the poison dmg by 1d8 for every 2 slot levels above 1st.
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a STR of 2, and it can't attack. If it drops to 0 HP, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 ft away from you, the spell ends.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current HP increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, a target's HP increase by an additional 5 for each slot level above 2nd.
You coat a 15-ft-wide cube with toxic sludge for the spell's duration. The area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a CON save. On a failed save, the creature takes 1d8 poison dmg and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don't need to breathe.
At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 1d8 for each slot level above 2nd.
You can blind or deafen a foe. Choose one creature that you can see within range to make a CON save. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a CON save. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target one additional creature for each slot level above 2nd.
For the spell's duration, your hand secretes sticky burning acid which you can use to hold a creature in a painful clutch. When you cast this spell, and as an action on your turn until the spell ends, you can make a melee spell attack against one creature within 5 ft of you. On a hit, you deal 4d4 acid dmg to the target, and the creature is restrained in your acidic grip until the end of your next turn. You can attack the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
A creature restrained by your grip can use its action to make a STR check against your spell save DC. If it succeeds, it is no longer restrained. Each time a creature ends its turn restrained by this spell, it takes an additional 4d4 acid dmg.
At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 2d4 for each slot level above 2nd.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance. The target has adv on CON checks. It also gains 2d6 temporary HP, which are lost when the spell ends.
Bull's STR. The target has adv on STR checks, and his or her carrying capacity doubles.
Cat's Grace. The target has adv on DEX checks. It also doesn't take dmg from falling 20 ft or less if it isn't incapacitated.
Eagle's Splendor. The target has adv on CHA checks.
Fox's Cunning. The target has adv on INT checks.
Owl's WIS. The target has adv on WIS checks.
Using a spell slot of 3rd+ level allows you to target one additional creature for each slot level above 2nd.
You touch a corpse or other remains. For the duration, 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, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a STR save. A target takes 3d8 necrotic dmg on a failed save, or half as much dmg on a successful one.
In addition, on a failed save the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 ft in a direction of your choice (but not upward). On its turn, the creature can use an action to attempt to escape the grapple by making a STR or DEX check (its choice) against your spell save DC. If it succeeds, the grapple ends.
At Higher Levels. If you cast this spell using a spell slot of 3rd+ level, the grasping ghost can target one additional creature within range for each spell level above 2nd.
Choose a humanoid that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 ft of each other when you target them.
Choose up to three creatures within range. Each target gains 10 temporary HP.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the temporary HP increase by 5 for each slot level above 2nd.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
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, the target takes 4d4 acid dmg immediately and 2d4 acid dmg at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial dmg and no dmg at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, the dmg (both initial and later) increases by 1d4 for each slot level above 2nd.
Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 necrotic dmg and is blinded until the end of your next turn.
At Higher Levels. Using a spell slot of 3rd+ level increases the necrotic dmg by 1d6 for each slot level above 2nd.
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has adv on saves against being poisoned, and it has resistance to poison dmg.
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half dmg with weapon attacks that use STR until the spell ends.
At the end of each of the target's turns, it can make a CON save against the spell. On a success, the spell ends.
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
For the duration, no sound can be created within or pass through a 20-ft-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder dmg, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-ft cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 ft.
Each creature that starts its turn in the webs or that enters them during its turn must make a DEX save. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a STR check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-ft cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire dmg to any creature that starts its turn in the fire.
You touch a creature, and that creature must succeed on a WIS save or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has disadv on ability checks and saves made with that ability score.
• While cursed, the target has disadv on attack rolls against you.
• While cursed, the target must make a WIS save at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic dmg to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect no more powerful than the above options.
At Higher Levels. Using spell slots of higher level increases the duration: 4th+ level can last 10 minutes, 5th+ level can last 8 hours, 7th+ level can last 24 hours, and 9th level can last until dispelled. Using a spell slot of 5th+ level grants a duration that doesn't require ©.
A spew of acrid chemicals erupts from your hands. Each creature in a 30-ft cone must make a DEX save. A creature takes 10d4 acid dmg on a failed save, or half as much dmg on a successful one.
The acid destroys any objects made of organic materials in the spell's area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton.
At Higher Levels. Using a spell slot of 4th+ level increases the acid dmg by 2d4 for each slot level above 3rd.
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th+ level on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-ft cone must succeed on a WIS save or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a WIS save. On a successful save, the spell ends for that creature.
You coat a weapon you touch in an acidic substance. Until the spell ends, weapon attacks made with it deal an extra 2d4 acid dmg on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
In addition, a creature hit with a melee attack using the weapon must make a CON save. On a failed save, it becomes poisoned until the end of the attacker's next turn.
At Higher Levels. Using a spell slot of 4th+ level increases the acid dmg by 1d4 for each slot level above 3rd.
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 HP. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to nonmagical dmg, and it has adv on STR, DEX, and CON saves. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 ft in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 ft from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful INT (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers
include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-ft-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a DEX save. A creature takes 5d8 acid, cold, fire, lightning, or thunder dmg on a failed save (your choice when you create the glyph), or half as much dmg on a successful one.
Spell Glyph. You can store a prepared spell of or lower in the
glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires ©, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the dmg of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has adv on DEX saves, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
You create a twisting pattern of colors that weaves through the air inside a 30-ft cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a WIS save. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any dmg or if someone else uses an action to shake the creature out of its stupor.
You create a 10-ft-radius, 20-ft-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save.
• The creature has disadv on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. Using a spell slot of 4th+ level
increases the duration by 1 hour for each slot level above 3rd.
As you call out words of restoration, up to six creatures of your choice that you can see within range regain HP equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. Using a spell slot of 4th+ level increases the healing by 1d4 for each slot level above 3rd.
You infect up to three creatures you can see within range with a magical disease. At the start of each of the target's turns, it must make a CON save. On a failed save, the creature takes 3d6 necrotic dmg and gains 1 level of exhaustion. If a target succeeds on three of these saves, the spell ends for that creature.
A lesser restoration spell cast on a target ends this spell early for that creature.
For the duration, the willing creature you touch has resistance to one dmg type of your choice: acid, cold, fire, lightning, or thunder.
You apply alchemical fluids or holy water to a Contaminated Humanoid creature while reciting an exacting magical chant which expels eldritch contaminants from its body. When you finish casting the spell, all Contamination Levels and mutations are removed from the creature. It then gains 1 level of Exhaustion for each Contamination Level removed with this spell.
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with INT scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
You create a 20-ft-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a CON save against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this save.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
One target you choose within range must make a CON save or take 8d6 poison dmg and become poisoned until the end of your next turn. While poisoned in this way, the target is also stunned. On a successful save, the target takes half dmg and is not poisoned.
At Higher Levels. Using a spell slot of 4th+ level increases the poison dmg by 1d6 for each slot level above 3rd.
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic dmg, and you regain HP equal to half the amount of necrotic dmg dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. Using a spell slot of 4th+ level increases the dmg by 1d6 for each slot level above 3rd.
You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within 10 ft of you are poisoned until the start of their next turn.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a CON save. The target takes 8d8 necrotic dmg on a failed save, or half as much dmg on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the save with disadv, and the spell deals maximum dmg to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a save, it simply withers and dies.
At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d8 for each slot level above 4th.
You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic dmg, and the attacker regains HP equal to the necrotic dmg dealt. Each time the infected target takes this necrotic dmg, it makes a CON save against the spell. If the save succeeds, the spell ends.
At Higher Levels. Using a spell slot of 5th+ level increases the necrotic dmg by 1d6 for each slot level above 4th.
*when a creature you can see dies within 120 ft You cause the triggering creature's body to explode in a violent shower of gore and infected flesh. Creatures within 10 ft of a point centered on the triggering creature's body take 4d8 necrotic dmg and 4d8 acid dmg, or half as much dmg on a successful DEX save.
At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d8 acid dmg for each slot level above 4th.
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 HP as a result of taking dmg, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing dmg, that effect is instead negated against the target, and the spell ends.
Squirming, ebony tentacles fill a 20-ft square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DEX save or take 3d6 bludgeoning dmg and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning dmg.
A creature restrained by the tentacles can use its action to make a STR or DEX check (its choice) against your spell save DC. On a success, it frees itself.
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 ft of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
You target a creature you can see within range with a beam of holy light that shines down upon them. The target must make a WIS save. The target takes 8d8 radiant dmg on a failed save, or half as much dmg on a successful one. This spell has no effect on celestials or constructs.
If you target an undead or fiend, it makes the save with disadv, and the spell deals maximum dmg to it. If an undead or fiend is reduced to 0 HP by this spell, it dies and its body is reduced to ash.
At Higher Levels. When you cast this spell using a spell slot of 5th+ level, you may target an additional creature within 30 ft of each other for each spell level above 5th.
A wave of poisonous fumes emanates from you. Creatures within 30 ft of you must make a CON save. On a failed save, each creature takes 4d12 poison dmg and is poisoned until the end of your next turn. On a successful save, a creature takes half as much dmg and does not become poisoned.
At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d12 for each slot level above 4th.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a WIS save to avoid the effect. A shapechanger automatically succeeds on this save.
The transformation lasts for the duration, or until the target drops to 0 HP or dies. The new form can be any beast whose challenge rating is 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, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the HP of its new form. When it reverts to its normal form, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0 HP, any excess dmg carries over to its normal form. As long as the excess dmg doesn't reduce the creature's normal form to 0 HP, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other
action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing dmg.
Choose a creature within range that has natural armor or is wearing armor. You magically cause the creature's natural or manufactured armor to become corroded and brittle for the spell's duration. While its armor is corroded, the creature's AC becomes 10 + the creature's DEX modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th+ level, you may target one additional creature for each slot level above 4th.
Until the spell ends, acid rain falls in a 40-ft-tall cylinder with a 40- ft radius centered on a point you choose within range. The area is lightly obscured, and exposed flames in the area are doused.
Chemical pools accumulate on the ground in the area, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it takes 3d6 acid dmg and must make a DEX save. On a failed save, it falls prone in the pools, taking an additional 3d6 acid dmg.
At Higher Levels. Using a spell slot of 6th+ level increases the acid dmg by 1d6 for each slot level above 5th.
A shimmering barrier extends out from you in a 10-ft radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affect creature is forced to pass through the barrier, the spell ends.
You create a 20-ft-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a CON save. The creature takes 5d8 poison dmg on a failed save, or half as much dmg on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 ft away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d8 for each slot level above 5th.
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 INT save. On a failure, you take 6d6 psychic dmg and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum
Choose a creature that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th+ level, you can target on additional creature for each slot level above 5th. The creatures must be within 30 ft of each other when you target them.
A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-ft-radius sphere centered on that point. Each target regains HP equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. Using a spell slot of 6th+ level increases the healing by 1d8 for each slot level above 5th.
You create a 10-ft-radius sphere of toxic fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The fog's area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make an INT save. On a failed save, the creature takes 3d6 psychic dmg and becomes stunned until the start of its next turn. On a successful save, the creature takes half as much dmg and is not stunned. Creatures are affected even if they hold their breath or don't need to breathe.
At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d6 psychic dmg for each slot level above 5th.
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saves, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with INT scores of 2 or less aren't affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a WIS save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the save voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 ft of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 ft of it for the duration. A creature that can see invisible objects sees the sensor as a
luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Choose a creature you can see within range that doesn't have all its HP. You infect the target's wounds with putrefying bacteria. The target must make a CON save. If it has less than half its maximum HP remaining, it makes the save with disadv. On a failed save, the target takes 10d8 necrotic dmg and gains 1 level of exhaustion. On a successful save, it takes half as much dmg and does not gain any exhaustion levels.
As you cast the spell, you draw a 10-ft-diameter 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 ft of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can 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 one year. You need not use the circle to teleport when you cast the spell in this way.
You create four rays of pure poison and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 3d6 poison dmg. If a target is hit by one or more of these rays, it must make a CON save. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target can repeat the save at the end of each of its turns. On a success, it is no longer poisoned.
At Higher Levels. When you cast this spell using a spell slot of 6th+ level, you create one additional ray for each slot level above 5th.