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1 inch of metal [1/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

all other creatures perceive the area affected by the light as they regularly would., Guidance,PHB'24,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Guiding Bolt,PHB'24,1st,Action,1 round,Evocation,120 feet,V, S,You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. Healing Word,PHB'24,1st,Bonus,Instantaneous,Abjuration,60 feet,V,A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1. Hold Person,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S, M (a straight piece of iron),Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [2/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

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. Holy Word,GH:PG'24,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,You whisper a divine word under your breath, careful not to speak loudly, for such celestial power isn't for the unworthy. Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 Radiant damage. If the target is Fey, Fiend, or Undead, its Speed is reduced by 10 feet and it can't take Reactions until the end of its next turn.,Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Inflict Wounds,PHB'24,1st,Action,Instantaneous,Necromancy,Touch,V, S,A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1. Intaglio,GH:PG'24,1st,Action,Concentration, up to 1 hour,Transmutation (ritual),Touch,V, S, M (a quill or a vial of ink),You create a duplicate of a text or image. During the spell's duration, you can take a Magic

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [3/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

action to trace your hand over any non-magical text or image on a surface within range. You copy the text or image onto a new medium that you provide, such as another book or parchement. This spell copies a single page with each Magic action. When copying a spellbook, you can do so using the same method as you would replace a spellbook, except the time and GP requirements are both halved., Lesser Restoration,PHB'24,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Life Tether,GH:PG'24,2nd,Action,Concentration, up to 1 minute,Necromancy,120 feet,V, S,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),

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [4/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

or 8 (four tethers). Light,PHB'24,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again., Locate Object,PHB'24,2nd,Action,Concentration, up to 10 minutes,Divination,Self,V, S, M (a forked twig),Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object., Mending,PHB'24,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),This spell repairs a single

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [5/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object., Neutralize Aura,GH:PG'24,1st,1 Min.,Concentration, up to 1 hour,Abjuration,Touch,V, S, M (a sprig of sage),You touch a willing creature and neutralize its aura. Until the spell ends, the target can't be perceived by Fey, Fiends, Celestials, and Undead. The spell ends early immediately after the target makes an attack roll, deals damage, casts a spell, or moves within 5 feet of one of the creature types.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Prayer of Healing,PHB'24,2nd,10 Min.,Instantaneous,Abjuration,30 feet,V,Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.,Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [6/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

slot level above 2. Preserve,GH:PG'24,Cantrip,Action,12 hours,Transmutation,Touch,V, S, M (a sack containing a pinch of salt),Food and other perishable items weighing 5 pounds or less that you place in a sack don't age or decay for the duration., Protection from Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Abjuration,Touch,V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes),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., Protection from Poison,PHB'24,2nd,Action,1 hour,Abjuration,Touch,V, S,You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage., Purify Food and

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [7/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

Drink,PHB'24,1st,Action,Instantaneous,Transmutation (ritual),10 feet,V, S,You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range., Resistance,PHB'24,Cantrip,Action,Concentration, up to 1 minute,Abjuration,Touch,V, S,You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn., Sacred Flame,PHB'24,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.,Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Sanctuary,PHB'24,1st,Bonus,1 minute,Abjuration,30 feet,V, S, M (a shard of glass from a mirror),You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [8/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage., Shield of Faith,PHB'24,1st,Bonus,Concentration, up to 10 minutes,Abjuration,60 feet,V, S, M (a prayer scroll),A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration., Silence,PHB'24,2nd,Action,Concentration, up to 10 minutes,Illusion (ritual),120 feet,V, S,For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there., Spare the Dying,PHB'24,Cantrip,Action,Instantaneous,Necromancy,15 feet,V, S,Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.,Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet). Spiritual Weapon,PHB'24,2nd,Bonus,Concentration, up to

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [9/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

1 minute,Evocation,60 feet,V, S,You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2. Thaumaturgy,PHB'24,Cantrip,Action,1 minute,Transmutation,30 feet,V,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

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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

Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood

1 inch of metal [10/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

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., Toll the Dead,PHB'24,Cantrip,Action,Instantaneous,Necromancy,60 feet,V, S,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). Warding Bond,PHB'24,2nd,Action,1 hour,Abjuration,Touch,V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration),You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [11/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures., Word of Radiance,PHB'24,Cantrip,Action,Instantaneous,Evocation,Self,V, M (a sunburst token),Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Wrack,GH:PG'24,2nd,Action,Concentration, up to 1 minute,Necromancy,30 feet,V, S, M (a frayed piece of cord),Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be afflicted with excruciating muscle spasms for the duration. On a failed save, the target's Speed is halved and it has Disadvantage on attack rolls. The target repeats the save at the end of each of its turns, ending the spell on a success., Zone of Truth,PHB'24,2nd,Action,10 minutes,Enchantment,60 feet,V, S,You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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 [12/12]

  • casting time 1 inch of metal
  • range or a thin sheet of lead., Detect Poison and Disease,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S, M (a yew leaf),For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood

  • components 1 inch of metal
  • duration or a thin sheet of lead., Enhance Ability,PHB'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Fiend Flesh,GH:PG'24,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a handful of sulfur),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., Find Traps,PHB'24,2nd,Action,Instantaneous,Divination,120 feet,V, S,You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense., Gentle Repose,PHB'24,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (2 Copper Pieces, which the spell consumes),You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead., Ghost Light,GH:PG'24,1st,Action,1 hour,Evocation,Touch,V, S, M (a clear marble),You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell

time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.,

Cleric or a thin sheet of lead., Detect Magic,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,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

Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood
Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Aid,PHB'24,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.,Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2. Assisted Aim,GH:PG'24,1st,Action,1 minute,Enchantment,30 feet,V, S,You invigorate up to three creatures within range with improved accuracy. Each target gains a +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell's duration.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Augury,PHB'24,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP),You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. OmensOmenFor Results That Will Be...WealGoodWoeBadWeal and woeGood and badIndifferenceNeither good nor badThe spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer., Bane,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a drop of blood),Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, 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. Binding Pledge,GH:PG'24,1st,1 Min.,10 days,Divination (ritual),Touch,V, S, M (a book of religious or legal importance),When you cast the spell, a willing creature within range makes a promise, swears an oath, or enters into a contract. For the duration of the spell, you immediately know if the creature breaks that promise, oath, or contract. If this happens, for the remainder of the duration of the spell, you know the distance and direction to the creature. If this spell is dispelled, you immediately know it but don't learn the distance and direction to the creature.,Using a Higher-Level Spell Slot. The duration becomes 30 days (level 3-4 slot) or 1 year (level 5-6 slot). If you use a level 7+ spell slot, the spell lasts until dispelled. Bless,PHB'24,1st,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a Holy Symbol worth 5+ GP),You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Blindness/Deafness,PHB'24,2nd,Action,1 minute,Transmutation,120 feet,V,One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, 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 2. Bloat,GH:PG'24,2nd,Action,1 round,Necromancy,30 feet,V, S, M (a bean),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., Bloodbane Rune,GH:PG'24,1st,Action,Concentration, up to 1 minute,Transmutation (sangromancy),Touch,S,As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood. For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.,Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your Concentration can last longer with a spell slot of level 2 (up to 10 minutes) or 3+ (up to 1 hour). Bloodletter,GH:PG'24,2nd,Bonus,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a nonmagical weapon. Until the spell ends, the first creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turns for the spell's duration. A creature can only have one festering wound at a time. If the creature receives healing, the spell and recurring damage end.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2. Boil Blood,GH:PG'24,1st,Action,Instantaneous,Transmutation (sangromancy),Touch,V, S,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., Calm Emotions,PHB'24,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S,Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., Ceremony,XGE,1st,1 Hr.,Instantaneous,Abjuration (ritual),Touch,V, S, M (25 gp worth of powdered silver, which the spell consumes),You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed., Command,PHB'24,1st,Action,Instantaneous,Enchantment,60 feet,V,You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. Continual Flame,PHB'24,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create or Destroy Water,PHB'24,1st,Action,Instantaneous,Transmutation,30 feet,V, S, M (a mix of water and sand),You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1. Cure Wounds,PHB'24,1st,Action,Instantaneous,Abjuration,Touch,V, S,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.,Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1. Detect Evil and Good,PHB'24,1st,Action,Concentration, up to 10 minutes,Divination,Self,V, S,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood