You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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. It has the Unconscious condition, doesn't need food or air, and doesn't age.
A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut – which happens only when an effect states that it does so – the target's body and astral form both die.
A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.
Casting Time: Reaction, which you take in response to taking damage
You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.
If the triggering damage was from a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 4d6 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
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.
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
• Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
• The target has Disadvantage on attack rolls against you.
• In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
• If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.
As a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones.
The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
You cause the gases within a creature you can see within range to expand rapidly. The target makes a Constitution saving throw, taking 3d10 Necrotic damage on a failed save or half as much damage on a successful one. If the damage that the creature takes equals or exceeds its Constitution ability score, the creature floats vertically 5 feet and remains suspended until the start of your next turn. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. When the spell ends, the target floats gently to the ground.
You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You sacrifice a portion of your life force to enhance your magical power. When you cast this spell, you take 1d6 Necrotic damage, which can't be reduced or prevented in any way. For the duration, when you cast a spell that deals damage, one target of the spell (your choice) takes an extra 1d6 damage of the same type as the spell's normal damage type (your choice if there are multiple).
Using a Higher-Level Spell Slot. The damage you take and the extra damage your spells deal both increase by 1d6 for each spell slot level above 2.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A willing target takes Fire damage equal to a roll of the expended Hit Point Die. If the target has the Poisoned condition, that condition immediately ends.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Cantrip Upgrade. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You send your enemies to their graves even if they aren't dead yet. A creature that you can see within range that is standing on the ground must make a Strength saving throw. On a failed save, the ground opens and swallows the target, burying it up to 10 feet deep. While buried, the target has Total Cover, has the Restrained and Blinded conditions, and can't breathe. On a successful save, the target has the Prone condition, and its Speed is 0 until the end of its next turn. A buried creature can dig out of the grave by using its action to make a DC 15 Strength (Athletics) check. On a success, it digs 5 feet closer to the surface. If it succeeds by 5 or more, it reaches the surface. When the creature reaches the surface, it exits the ground with the Prone condition.
The target automatically succeeds on its saving throw if it's standing on any thickness of stone or metal, or at least 2 inches of wood.
As part of casting this spell, you must expend seven Hit Point Dice or the spell automatically fails. You teleport inside a creature that you can see within range and burst forth from it in a fountain of gore in the nearest unoccupied space. The target makes a Constitution saving throw, taking Necrotic damage equal to a roll of the Hit Point Dice expended to cast the spell plus your spellcasting ability modifier on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 7.
You unleash a primal howl that calls lesser creatures to your command. Each Beast in a 100-foot Emanation originating from you when you cast the spell must make a Wisdom saving throw. On a failed save, a target has the Charmed condition, it can understand your commands, and it follows them on its next turn to the best of its ability. On your subsequent turns, you can take a Magic action to issue a new command. On a successful save, a target has the Charmed condition until the start of your next turn, but you have no additional ability to command it. The howl is audible within 300 feet.
A creature you touch transforms into a rabid monster, filled with primal fury. The target sprouts thick fur and its mouth elongates into a fanged maw. It gains 20 Temporary Hit Points. While transformed, the creature has the following effects:
• It has an Armor Class of 17 if its AC is lower than that.
• It has a +5 bonus on damage rolls with Strength-based attacks.
• It can make a Bite attack as a Bonus Action. The Bite deals 1d6 + its Strength modifier Slashing damage.
• It has immunity to the Frightened condition.
• It can't cast spells or maintain Concentration.
• At the start of each of its turns, it must succeed on a DC 10 Wisdom saving throw or lose control until the spell ends. A creature that loses control must take an Attack action on each of its turns, using melee attacks against the nearest creature. If none are within reach, the creature must use its movement, and if necessary the Dash action, to move toward the nearest creature.
You touch a corpse and leave a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make the mark Invisible. A creature that takes the Study action to specifically examine a corpse automatically detects it, whether visible or Invisible.
You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it. The target must make a Charisma saving throw. On a failed save, for the duration, the target has the Charmed condition (ignoring any Immunity to that condition), and it is Friendly toward you. On a successful save, the target has Disadvantage on the next attack roll it makes against you before the start of your next turn. If you or any of your allies damage the target or force it to make a saving throw, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You hurl a spectral, barbed chain at a creature that you can see within range. The target makes a Strength saving throw. On a failed save, the target takes 2d6 Force damage, is pulled up to 30 feet toward you, and is bound by the chain. While bound by the chain, the creature is tethered to you and can't move or teleport to a space more than 30 feet away from you, and you have Advantage on attack rolls made against the creature.
On a successful save, the target takes half as much damage only. The bound target repeats the save at the end of each of its turns, ending the spell on itself on a success. If you are ever more than 30 feet away from the target, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Barbed chains ending in meat hooks burst from the ground from a point you can see within range, flailing in a 20-foot-radius Sphere centered on that point.
Each creature in the area makes a Dexterity saving throw. On a failed save, it takes 8d6 Piercing damage and has the Restrained condition until the spell ends.
The first time a creature enters the chain's area on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the area or until it breaks free. A creature Restrained by the chains can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
When a creature Restrained by this spell ends its turn, the creature takes 3d6 Bludgeoning damage.
Using a Higher-Level Spell Slot. The initial and subsequent damage increase by 1d6 for each spell slot level above 6.
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. A crimson pillar erupts from the ground in a 20-foot-radius, 100-foot-high Cylinder centered on a point within range. Each creature within the Cylinder makes a Constitution saving throw.
On a failed save, the creature takes Necrotic damage equal to a roll of the Hit Point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage.
For each creature that fails the saving throw against this spell, you gain 10 Temporary Hit Points.
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
You conjure animated plants that appear as a Large mass of vines, stems, shoots, roots, and leaves in an unoccupied space you can see within range. The vegetation lasts for the duration.
While you're within 5 feet of the plants or sharing a space with them, you are considered to be in a Lightly Obscured area. Other creatures cannot enter the same space as the plants. When you move on your turn, you can also move the plants up to 30 feet to an unoccupied space you can see.
Whenever the plants move within 5 feet of a creature you can see, and whenever a creature you can see enters a space within 5 feet of the plants or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d6 Slashing damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You consume the brain of a dead creature, gaining access to its memories. The creature must have a brain and can't be Undead. The spell fails if the creature has been dead (and not preserved) for more than 3 days.
Until the spell ends, you can attempt to recall a memory, such as family history, recent events, building layouts, passwords, details of the creature's death, and similar information. To recall a memory, you take a Magic action and make an ability check using your spellcasting ability modifier. The DC equals the corpse's Intelligence ability score.
Once you take a Magic action to recall information, you can't attempt to recall that specific piece of information again.
You cause a creature that you can see within range to burst into consuming, relentless flames. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 Fire damage and 2d8 Necrotic or Radiant damage (choose when you cast the spell), and the radiant flames linger. On a successful save, it takes half as much damage only.
While the flames linger, the creature takes the damage again at the start of each of its turns. The target, or another creature within reach of the target, can take an action to allow the target to repeat the saving throw, ending the spell on a success.
A creature killed by the damage from this spell is reduced to ash, along with any nonmagical equipment it is wearing or carrying.
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. 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”, or “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.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
Cantrip Upgrade. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.
Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
As part of casting this spell, you must expend eight Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice. The target's Creeping Death threshold is equal to the roll's total. For the spell's duration, if the creature's Hit Points are reduced to or lower than its Creeping Death threshold, the creature immediately dies.
As a Bonus Action, you can force the target to make a Constitution saving throw. On a failed save, roll 2d6 and add the result to the creature's Creeping Death threshold. On a successful save, add half the result instead. If the creature succeeds on three saving throws, which don't have to be consecutive, this spell ends early.
You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn't a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils.
A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success.
A Plant creature automatically fails the initial save, and a nonmagical plant that isn't a creature simply withers and dies.
Using a Higher-Level Spell Slot. One additional tendril leaps from the first target to another target for each spell slot level above 3.
You detach your hand at the wrist, transforming it into a Spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Magic action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you have no awareness of your own surroundings.
If the spider is killed or doesn't return to you before the spell ends, your hand is restored, but you take 1d6 Psychic damage. As a Bonus Action, you can command the spider to return to you. Once it arrives, it reattaches as your hand and the spell ends.
A wave of blood sweeps out from you in a 15-foot Emanation. Each creature of your choice in the wave must make a Dexterity saving throw, taking 3d10 Necrotic damage on a failed save, or half as much damage on a successful one.
If you damage at least one Small or larger creature, one creature of your choice that you can see within the Emanation regains a number of Hit Points equal to half the damage roll.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A writhing lash of coagulated blood springs from your hand with the following properties:
• It counts as a Simple weapon with which you are proficient.
• It has the Light, Finesse, and Reach properties.
• You can use your spellcasting ability modifier instead of your Strength or Dexterity modifier for the attack and damage rolls with this weapon.
• Its damage die is the same as the Hit Point Die expended to cast the spell, and the damage dealt is Necrotic.
• Each time a creature takes damage from this weapon, its Hit Point maximum decreases by an amount equal to the damage taken.
Using a Higher-Level Spell Slot. If you cast this spell using a level 3-4 spell slot, you can make two weapon attacks with this weapon when you take the Attack action. If you use a level 5+ spell slot, you can make three weapon attacks with this weapon when you take the Attack action.
You touch an immobile surface and mark a symbol that causes agony in twisted creatures. An Invisible, 30-footradius Sphere springs out from the point you touch. Each Aberration, Fey, Fiend, Monstrosity, or Undead in the Sphere has Disadvantage on ability checks and attack rolls. When an affected creature enters the Sphere for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or have the Frightened condition until the start of its next turn.
Using a Higher-Level Spell Slot. You can maintain Concentration on this spell for longer if you cast it using a spell slot of level 4 (up to 1 hour) or 5 (up to 8 hours). If you use a level 6+ spell slot, the spell doesn't require Concentration, and the duration becomes 24 hours.
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.
A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
You create a ghostly sickle that lasts for the duration and can strike out at your foes. The sickle appears hovering in your space and moves with you. When you cast this spell and as a Bonus Action on each of your turns, you can direct it to fly at and strike a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 Necrotic damage, and you gain Temporary Hit Points equal to half the damage dealt. After the sickle hits or misses, it returns to hover in your space.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
You focus on a creature that you are familiar with that is on the same plane of existence as you. The target must succeed on a Wisdom saving throw or be cursed for the duration. Once a target fails its saving throw against this spell, you can't target it with a ritual casting of the spell for 24 hours.
While cursed, the target hears haunting, discordant music and has Disadvantage on D20 Tests. The first time the target fails a D20 Test during a turn, it repeats the save against this spell with neither Advantage nor Disadvantage, ending the spell early on a success.
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command the creatures you make with this spell , issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. Make a melee spell attack against a creature within 5 feet using the Material component of this spell. On a hit, roll the Hit Point Dice expended to cast the spell plus 4d8. You deal Necrotic damage equal to the roll's total. If this damage causes the creature to be reduced to 0 Hit Points, it immediately dies and you gain one of the following dark blessings of your choice. When you take Radiant damage while you have a dark blessing, you take an extra 1d4 Radiant damage.
Unassailable. You have Advantage on all saving throws.
Unbreakable. Your size increases by one category (from Medium to Large, for example), you gain a number of Temporary Hit Points equal to your Constitution modifier (minimum 1) at the start of each of your turns, and your weapon attacks deal an extra 1d4 damage.
Unerring. Your Proficiency Bonus increases by 2. Your dark blessing ends after 10 minutes or when you are reduced to 0 Hit Points, whichever happens first.
Using a Higher-Level Spell Slot. The initial damage increases by 1d8 for each spell slot level above 4.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
A wave of force leaves your palms, targeting a creature within range. The target makes a Constitution saving throw. On a failed save, the creature takes 2d6 Force damage and has the Stunned condition until the end of its next turn. On a successful save, the creature takes the damage only.
Using a Higher-Level Spell Slot. One additional creature can be targeted for each spell slot above 2.
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.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by
– 1 foot of stone, dirt, or wood
– 1 inch of metal
– or a thin sheet of lead.
Casting Time: Reaction, which you take when another creature within range takes damage
You absorb a measure of a creature's suffering and escaping vital essence. Expend and roll one Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your spellcasting ability modifier.
If the creature took damage from a Critical Hit, double the number of Hit Points you regain.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle”.
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
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).
You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.
Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.
The Sphere moves 10 feet away from you at the start of each of your turns.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell's usual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell's range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to another casting of Doomtide as a Circle spell.
When the spell is cast, each secondary caster must expend a level 3+ spell slot. Otherwise, the spell fails.
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends . On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Casting Time: Reaction, which you take when a creature you can see within range targets you with an attack
You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically). On a failed save, the target has the Blinded condition until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends.
Sickened. The target has the Poisoned condition.
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
You create a shadowy field that reaps escaping life force in a 30-foot Cube originating from a point within range. A creature Hostile to you in the field when it appears, or when it enters the field for the first time on a turn or ends its turn there, is cursed until the end of its next turn. While cursed, the first time the creature takes damage during a turn, it takes an extra 1d6 Necrotic damage, and a creature of your choice within the field that isn't cursed by it regains a number of Hit Points equal to the Necrotic damage taken.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 5.
You touch a willing creature, transforming its skin into red scales. Until the spell ends, the target has Resistance to Cold, Fire, and Lightning damage, and the target also has Immunity to Poison damage.
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.
Choose a creature that you can see within range. The creature breaks into a cold sweat and makes a Constitution saving throw. On a failed save, the cold sweat becomes a burning fever and the creature takes 4d6 Fire damage. On a successful save, the spell ends.
For the duration, at the start of the target's turn, it takes 2d6 Fire damage. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends. If the target fails three of the saves, it takes 8d6 Fire damage and the spell ends.
Using a Higher-Level Spell Slot. The initial damage increases by 1d6 for each spell slot level above 3.
You rip the flesh from a creature, fashioning it into a twisted monstrosity of blood and skin that rises up to attack the creature.
A creature that you can see within range makes a Constitution saving throw. On a failed save, the creature takes 8d10 Necrotic damage. The creature's flayed skin is animated as a grotesque mockery. It uses the Fleshling Construct stat block. On a successful save, it takes half as much damage only.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The fleshling disappears when it drops to 0 Hit Points or when the spell ends.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by Dispel Magic.
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.
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
You twist your visage to scare a creature that you can see within range. The creature must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Cantrip Upgrade. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage. It has Immunity to the Prone condition. And it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
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. Finally, the target can't attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
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 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.
You call forth the spirits of long-dead knights, which charge forward from you in a 90-foot long, 20-foot wide Line, and then vanish. Each creature of your choice in the Line must make a Wisdom saving throw. On a failed save, a target takes 5d12 Necrotic damage, has the Frightened condition until the start of your next turn, and must immediately use its Reaction, if available, to move as far from you as it can, using the safest route. On a successful save, the creature takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6.
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.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
Cantrip Upgrade. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3 – 4 (up to 8 hours), or 5+ (24 hours).
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt.
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
You create an illusionary copy of a mundane musical instrument. The copy of the instrument takes on the shape of your fondest memory of the instrument, such as the first flute you owned or the half harp gifted to you by a loved one. This illusion moves as its physical counterpart would, but it is weightless and is tangible only to you. This instrument can be used as a Spellcasting Focus. This illusory instrument dissipates if you move 10 feet away from it or choose to end the spell (no action required by you).
As a Bonus Action, you can command your instrument to create one of the following effects:
• Mimic basic sounds heard on a daily basis, such as a bird chirping, footsteps, or a slamming door.
• Automatically play a basic beat at the tempo of your choice.
• Record anything played on it, and play it back on a loop.
• Record and playback any noise that it could pick up within 15 feet, such as conversation, a royal decree, or a snoring party member who swears that they don't snore.
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be 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, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
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 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.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
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 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.
When you cast this spell, you wave the red handkerchief used as the Material component and choose any number of creatures within range that can see you. Each chosen creature makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you and your allies. While Charmed, it must use its action to make melee attacks against the nearest creature (other than you or your allies) or use its turn to move toward the nearest target.
At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell , though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command- such as attack my enemies, explore the room ahead, or bear this message to the queen- until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north: 2, south: 3, east: or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Cantrip Upgrade. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
You curse a creature within range, filling its mind with creeping paranoia and despair. When the target takes the Attack or Magic action, it must succeed on a Wisdom saving throw or waste its action. Once the target succeeds on three saving throws against this spell, the spell ends.
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Until the spell ends, ice rimes your body, and you gain the following benefits:
• You are immune to cold damage and have resistance to fire damage.
• You can move across difficult terrain created by ice or snow without spending extra movement.
• The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Until the spell ends, wind whirls around you, and you gain the following benefits:
• Ranged weapon attacks made against you have disadvantage on the attack roll.
• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
One creature that you can see within range must succeed on a Wisdom saving throw or have its mind shrouded in the dread of total isolation. For the duration, all other creatures have the Invisible condition toward the target, which the target can't see through—even with Blindsight, Truesight, or magic such as the See Invisibility spell—and the target can't perceive other creatures with any of its other senses. The target moves around other creatures, or otherwise rationalizes not moving through spaces occupied by them (such as perceiving a door as closed or as a wall if another creature is standing in the way). The target still feels pain but can't identify the source of any injury caused by another creature. The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.
Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, a sickly green tether forms between you and your target. Whenever you take damage, the tethered target takes half as much damage (round down) as Necrotic damage. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the tether to a new creature you can see within range. The new target must succeed on a Wisdom saving throw or be tethered.
Using a Higher-Level Spell Slot. You can create additional tethers with a spell slot of level 4 (two tethers), 6 (three tethers), or 8 (four tethers).
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
Cantrip Upgrade. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
When you cast this spell, you drop to 0 Hit Points and die. At the start of your next turn, you become a Ghost occupying the same space as your corpse. Your game statistics are replaced by the Ghost's stat block, but you retain your
– Hit Points
– Hit Point Dice
– Intelligence, Wisdom, and Charisma scores
– and languages.
While you are a Ghost, you can only use abilities detailed in the Ghost's stat block. In addition, you add your Proficiency Bonus to your attack rolls and the DC of your Ghost abilities.
Your GM secretly rolls 1d8 when you cast the spell. After a number of hours equal to the number rolled, the spell ends. The spell ends early if you are reduced to 0 Hit Points as a Ghost or you take the Magic action to end the spell. If the Material component used to cast this spell remains on your corpse, you return to life with a number of Hit Points equal to half your Hit Point maximum. If the Material component used to cast this spell is no longer on your corpse, you die.
If your body is destroyed or damaged beyond the capacity to survive while you are under the effects of this spell, its duration becomes permanent. You are now a Ghost until your body is targeted by an effect that returns the living to the dead such as Raise Dead or Resurrection.
You touch a Tiny, nonmagical object, infusing it with a portion of your own luck for the duration. While another creature carries the object, that creature has Advantage on D20 Tests, and you have Disadvantage on D20 Tests.
Magical darkness spreads from a point you choose with in range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light c reated by spells of 8th level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, 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 Charisma saving throw.
• The creature has Disadvantage on attack rolls against targets within the Cylinder.
• Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can 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.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
You target a creature and a metal object held or worn by that creature you can see within range. The creature makes a Dexterity saving throw. On a failed save, the creature takes 5d8 Fire damage and the targeted object melts and oozes to the ground, where it returns to its normal shape and temperature. If the object is magical, the creature has Advantage on the saving throw.
If the creature tries to retrieve or otherwise touch the object for the duration, the object heats and melts, and the creature takes 5d8 Fire damage. The object returns to normal once the creature is no longer touching it or the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 6.
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Casting Time: Reaction, which you take when you see a creature within 60 feet of you casting a spell
You attempt to copy and cast a spell of level 3 or lower that you can see being cast. You can only copy spells cast by creatures, and you can't copy your own spell.
If the triggering spell is level 2 or lower, you automatically copy and cast the spell. If the spell is level 3 or higher, you must succeed on an ability check using your spellcasting ability (DC 10 plus the triggering spell's level) to copy and cast the spell.
When casting a copied spell, you don't expend a spell slot and you don't need any components. Treat the spell as if you were its original caster, using your own spellcasting ability modifier and save DC, and casting it at the lowest level it can be cast.
Using a Higher-Level Spell Slot. Treat the level of the spell slot used as the maximum level of spell you can copy and cast.
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.
You summon a thin mist that saps joy and vigor in a 20-foot-radius Sphere centered on a point within range. Each creature in the mist when it appears, or when it moves into the mist for the first time on a turn or ends its turn there, must succeed on a Charisma saving throw or be filled with deep melancholy until the end of its next turn. An affected creature's Speed is halved, it has Disadvantage on attack rolls, and it subtracts 1d8 from all its damage rolls.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
You summon and unleash a murder of deadly crows. Each creature of your choice in a 30-foot Cone originating from you makes a Dexterity saving throw. On a failed save, the target takes 5d6 Force damage and has the Blinded condition. On a successful save, it takes half as much damage only. A Blinded creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature regains any Hit Points. The crows disperse and vanish after they strike.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it mus t make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
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.
You command the body of a creature to twist and warp. If the target has 125 Hit Points or fewer, it takes 8d10 Necrotic damage, and it has the Prone condition. Otherwise, its Speed is 0 until the start of your next turn. The target makes a Constitution saving throw at the end of each of its turns, ending the condition on a success.
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end ofeach of its turns. On a successful save, the pain ends.
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.
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
You unleash the power of your mind to blast the intellect of up to 10 creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save, the stunning effect ends.
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
Magical marionette strings attach to the Charmed creature's limbs or body, and it must use its action on its turn to make a melee attack against a creature other than itself that you mentally choose, moving to reach the target if necessary. The target can act normally on its turn if you don't choose another creature, or if the creature isn't within the target's reach after it moves. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take a Bonus Action to maintain control of the target, or the spell ends.
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
As part of casting this spell, you must expend eight Hit Point Dice or the spell automatically fails. Over the course of 1d6 times 5 minutes, the sky darkens and thick droplets of blood rain everywhere within 5 miles of you.
Each Beast and Plant creature in the area must succeed on a Wisdom saving throw or have the Frightened condition until it has spent 1 minute outside the area. Mundane plants exposed to the rain wither and die after 10 minutes.
For every 10 minutes that a creature of any type is directly exposed to the rain, that creature gains 1 Exhaustion level and takes 2d10 Necrotic damage. The creature's Hit Point maximum decreases by an amount equal to the Necrotic damage dealt. This reduction lasts until the creature removes all levels of Exhaustion gained from this spell. While a creature has any Exhaustion levels from this spell, it automatically fails saving throws against removing the Poisoned condition.
When the spell ends, roll the Hit Point Dice expended to cast the spell. Beast and Plant creatures won't return and plants won't regrow in the area for a number of days equal to the roll's total.
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 another creature and lay a curse that drains the target's vitality and transfers it to you. The target must make a Charisma saving throw. On a failed save, the target is cursed for the duration. While cursed, the target must subtract 1d4 from its attack rolls and ability checks, and when the target takes damage, you can take a Reaction to gain 10 Temporary Hit Points. On a successful save, you gain 5 Temporary Hit Points, and the target must subtract 1d4 from its ability checks until the start of your next turn.
You crystalize your foe's blood into razor darts that burst forth to strike your enemies. As part of casting this spell, you must expend seven Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell. Choose a creature that you can see within range. The target takes Piercing damage equal to the roll. When a creature takes this damage, seven crimson darts burst from it.
You can direct each dart to hit a creature within 60 feet of the original target. The darts all strike simultaneously, and you can direct them to hit one creature or several, including the original target. For each dart, make a ranged spell attack against the chosen creature. On a hit, roll one Hit Point Die expended to cast the spell, and the creature takes Piercing damage equal to the number rolled.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create another dart for each spell slot level above 7.
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. You smear the spell's Material component with your blood. The object shudders and becomes a poppet under your control.
The poppet's AC equals 10 plus your Proficiency Bonus and your spellcasting ability modifier, and it has 30 Hit Points. If your poppet is ever reduced to 0 Hit Points or it is more than 1 mile away, the spell ends immediately. As a Bonus Action, you can command your poppet to move 30 feet, and you can see and hear through it until the start of your next turn.
As a Magic action, you can cause the poppet to detonate in an explosion of blood, ending this spell. Roll the Hit Point Dice expended to cast this spell. Each creature in a 30-foot-radius Sphere centered on the poppet makes a Dexterity saving throw, taking Necrotic damage equal to the roll on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die for each spell slot level above 3. Additionally, the duration of this spell increases by 1 hour for each spell slot level above 3.
You draw knowledge through the power of blood about a creature you can see within range. You learn the target's species and creature type, its current Hit Points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: Vulnerability, Resistance, or Immunity to damage or conditions.
Additionally, the next ability check or attack roll you make against the target before the end of your next turn has Advantage.
Crimson light shines down in a 20-foot-radius, 60-foothigh Cylinder centered on a point within range. Each creature in that area that isn't a Construct or Undead must make a Constitution saving throw, taking 4d10 Necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 Hit Points.
If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Using a Higher-Level Spell Slot. The damage increases by 1d10 and the level of spell that can be dispelled increases by 1 for each spell slot level above 3.
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
|   Your Knowledge of the Target is ...   | Save Modifier |
|---|---|
|   Secondhand (heard of the target) | |
|   Firsthand (met the target) | |
|   Extensive (know the target well) |
|   You Have the Target's ...   | Save Modifier |
|---|---|
|   Picture or other likeness | |
|   Garment or other possession | |
|   Body part, lock of hair, or bit of nail |
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet 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 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.
You transform your tongue into a poisonous serpent for the duration. As a Bonus Action, you can make a melee spell attack against a creature within 10 feet of you. On a hit, the target takes 1d12 Piercing damage and has the Poisoned condition for the duration of the spell.
Using a Higher-Level Spell Slot. The damage increases by 1d12 for every spell slot level above 3.
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
Using a Higher-Level Spell Slot. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you.
When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the Emanation or starts its turn there, or when the Emanation enters a creature's space, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 Necrotic damage and has Disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Roll the Hit Point Die expended to cast the spell plus 2d12 and choose a creature within range. If the roll's total is equal to or greater than the chosen creature's current Hit Points, the creature falls into a magical slumber for 1 minute. If the roll's total is equal to or greater than the chosen creature's Hit Point maximum, the magical slumber lasts for 24 hours instead. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. A creature woken early from this spell gains 1 Exhaustion level.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Using a Higher-Level Spell Slot. You roll an additional 1d12 and can expend an additional two Hit Point Dice for every spell slot level above 1.
Casting Time: Reaction, which you take when a humanoid you can see within 60 feet of you dies
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.
Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
You call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.
Casting Time: Reaction, which you take when a Celestial, Elemental, Fey, Fiend, or Undead within range that you can see is reduced to 0 Hit Points
As part of casting this spell, you must expend nine Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and gain a number of Temporary Hit Points equal to twice the roll's total. You gain the creature type of the spell's target, in addition to your own type.
While the spell lasts, you have Immunity to the Poisoned condition. You no longer need to eat, drink, or breathe. You have Resistance to Bludgeoning, Piercing, and Slashing damage. And you gain a benefit based on your new creature type:
Celestial. You have Resistance to Radiant and Necrotic damage and have a Fly Speed of 60 feet.
Elemental. You have Resistance to Acid, Cold, Fire, Lightning, and Thunder damage.
Fey. You can use a Bonus Action to have the Invisible condition until the start of your next turn, or teleport up to 60 feet to an unoccupied space you can see.
Fiend. You have Resistance to Cold and Fire damage and have a Fly Speed of 60 feet.
Undead. You have Immunity to Necrotic damage, and you have Immunity to the Charmed and Frightened conditions.
You have the creature type and benefits until you cast the spell again, or you are reduced to 0 Hit Points.
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
You create a pair of grasping hands made from invisible force. Make a ranged spell attack against a creature you can see within range. On a hit, the creature has the Restrained condition. While it has this condition, it can't breathe.
A creature can hold its breath for a number of rounds equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
A creature Restrained by the hands can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
You suggest a course of activity — described in no more than 25 words — to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say: “Fetch the key to the cult's treasure vault, and give the key to me.” Or you could say: “Stop fighting, leave this library peacefully, and don't return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requfring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
You utter foul words, summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears.
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
|   1d6   | Demons Summoned |
|---|---|
| Two demons of challenge rating 1 or lower | |
| Four demons of challenge rating 1/2 or lower | |
| Eight demons of challenge rating 1/4 or lower |
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
You call forth an abyssal spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Sea Serpent stat block. When you cast the spell, choose an abhorrent feature: Enormous Mouth, Glowing Lantern, or Scaled Wings. The creature resembles a monstrous sea creature marked by the chosen abhorrent feature, which determines one of the traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and it uses its move to avoid danger.
Using a Higher-Level Spell Slot. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears on the stat block.
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
Cantrip Upgrade. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.
Potions obtained from the cauldron that aren't consumed disappear when you cast this spell again.
One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.
At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
• You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
• You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
• Spectral wings appear on your back, giving you a flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.
• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence — a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. 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.
Tremors. You cause harmless tremors in the ground for 1 minute.
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise, the creature is left behind.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
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 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. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.
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 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.
For the duration, the willing creature you touch has Truesight with a range of 120 feet.
Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM determines how many corpses are required). Your spell imbues the target with a foul mimicry of life, raising it as an Undead creature. You can choose for the target to become an Undead creature of CR 3 or lower (the GM has the creature's game statistics).
On each of your turns, you can use a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you. (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge action. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one. Any creature you have maintained with this spell for 30 days remains permanently under your control. You may only control a maximum of four creatures with this spell.
Choose a creature you can see within range and whisper a frightful phrase that only the target can hear. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage and has the Frightened condition until the start of your next turn. On a successful save, the target takes half as much damage only.
While Frightened in this way, the creature has Vulnerability to your choice of Bludgeoning, Piercing, or Slashing damage.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. 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 feet away from you, the spell ends.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You wrap yourself in shadows that veil you between strikes. At the end of any turn in which you hit a creature with an attack roll, you gain the Invisible condition until the start of your next turn.
As part of casting this spell, you must expend seven Hit Dice or the spell automatically fails. Your body is wrapped in clotted blood. Whenever a creature within 5 feet of you hits you with a melee attack roll, the attacker takes Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell plus your spellcasting ability modifier.
If a creature hits you with a Melee weapon, you can take a Reaction to have clots form around the weapon, entrapping it. The attacker must succeed on a Strength saving throw or the weapon sticks to you. If the attacker doesn't release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can't be used. The target can take an action to make a Strength (Athletics) check against your spell save DC, freeing the weapon on a success. The creature can also release the weapon to end the Grappled condition.
You can trap a number of weapons equal to the number of Hit Dice expended to cast the spell. When the spell ends, the weapons are released.
Using a Higher-Level Spell Slot. You can trap an additional weapon for each spell slot level above 4.
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
You can sense the presence of magic within 120 feet of yourself. You see a faint aura around any visible creature or object within that range that bears magic, and you learn its school of magic, if any.
In addition, you gain thirteen threads. You can spend these threads to gain benefits as described below, with no action required unless stated:
• When you cast a spell, you can expend 1 thread to enhance the spell as if you had expended a spell slot 1 level higher than you did and you gain a number of Temporary Hit Points equal to 1 plus the level of the spell.
• When a creature you can see within 120 feet of you casts a spell, you can take a Reaction to expend 1 thread to interrupt that spell. If it's a spell of level 3 or lower, the spell fails and has no effect. If it's a spell of level 4 or higher, make an ability check using your spellcasting ability (DC equals 10 plus the spell's level). On a successful check, the spell fails and has no effect.
• When you cast a spell that causes a creature to be healed or take damage, you can spend up to six threads. The amount of damage or healing caused to one creature by that spell increases by four times the number of expended threads.
You lose all remaining threads when this spell ends. If you spend all threads granted by the spell, the spell ends.
Using a Higher-Level Spell Slot. You gain an additional two threads per spell slot level above 6.
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.
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.