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Aberrant Arms

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Tendrils erupt from your body. All creatures in a 10-foot emanation make a Strength save, taking 2d6 Necrotic damage and losing their Reactions until their next turn on failing, only take half damage if they succeed. The damage scales normally.

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PHB 243 (Arms of Hadar) Level 1 Conjuration

Aberrant Shadow

  • casting timeAction
  • rangeSelf

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

an undead eyeball encased in a gem worth 150+ GP

Wreathe your body in flame-like shadows for the duration. You are heavily obscured and gain resistance to radiant damage.

The area within 10 feet of you dims, with dim light becoming darkness and bright light becoming dim. Creatures that hit you with an attack within this dimmed area are lashed at by the shadows, taking 2d8 necrotic damage.

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XGtE 164 (Shadow of Moil) Level 4 Necromancy

Absorb Elements

  • casting timeReaction
  • rangeSelf

  • componentsS
  • durationInstantaneous

When you take acid, cold, fire, lightning, or thunder damage, you may use a reaction to capture that element. You have resistance to the triggering damage type immediately and until the start as your next turn.

The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the absorbed type. This damage scales normally.

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XGtE 150 Level 1 Abjuration

Abyssal Calling

  • casting timeAction
  • range60 feet

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

a vial of blood from a humanoid killed within the past 22 hours

Chant foul words that summons a demon of your choice of CR 5 or less from the Abyss to an unoccupied space you can see within range. The maximum CR scales normally. It disappears if it drops to 0 hit points or if the spell ends. Enter initiative, where the demon is its own creature controlled by the DM.

You may command it, but it will keep attempting to escape your control, desiring to kill all non-demons. If you lose concentration, it remains for 1d6 more rounds. You may protect yourself during casting by emptying the material component into a circle the demon cannot cross or attack through, consuming it.

See Xanathar's Guide for exact rules.

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XGtE 166 (Summon Greater...) Level 4 Conjuration

Abyssal Swarm

  • casting timeAction
  • range60 feet

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

a vial of blood from a humanoid killed within the past 22 hours

Chant foul words that summons a swarm of demons from the Abyss to unoccupied spaces you can see within range. The DM rolls for the number and CR of the demons. The number scales, doubling at level 6 and tripling at level 8. They disappear when they drop to 0 hit points or if the spell ends. Enter initiative, where the demon swarm acts collectively and is controlled by the DM.

They are hostile to all creatures, including you, and attack all non-demons. You may protect yourself during casting by emptying the material component into a circle the demons cannot cross or attack through, consuming it.

See Xanathar's Guide for exact rules.

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XGtE 167 (Summon Lesser...) Level 3 Conjuration

Acid Arrow

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

powdered rhubarb leaf

Fire a shimmering green arrow at a target in range, which bursts. Make a ranged spell attack, which deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of its next turn. If you miss, it takes half the immediate damage only. Both damages scale normally.

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PHB 297 Level 2 Evocation

Acid Splash

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Explode a bubble of acid in range for 1d6 Acid damage. The damage scales as a cantrip. Creatures in a 5-foot-radius sphere must roll a Dexterity save to avoid damage.

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PHB 239 Evocation Cantrip

Aid

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a strip of white cloth

Up to three creatures in range increase maximum and current Hit Points by 5 for the duration (scales by 5 per level).

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PHB 239 Level 2 Abjuration

Alarm

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a bell and silver wire

A door, window or 20-foot cube triggers an alarm when touched or entered. When cast, you can choose creatures that won't trigger the alarm, and choose whether the alarm is a mental ping (you must be within a mile) or a ten-second handbell audible within 60 feet.

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PHB 239 Level 1 Abjuration

1 1
4 4
1 1
4 4
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0 0
2 2
1 1

Alter Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You alter yourself. You can become aquatic, profoundly change your appearance, or gain natural weapons that augment your unarmed attack.

See the Player's Handbook for exact rules.

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PHB 239 Level 2 Transmutation

Animal Friendship

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

Charm a Beast in range if it fails a Wisdom save for the duration or until you or your allies hurt it.

Number of targets scales normally.

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PHB 239 Level 1 Enchantment

Animal Messenger

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration22 hours

a morsel of food

Charm a Tiny Beast in range if it fails a Charisma save (it succeeds if its CR isn't 0). Specify a location you've been to, a general description of a recipient the animal can understand, and a message up to 25 words long.

The Beast travels about 25 miles a day (double if it flies) towards that location, finds the recipient and delivers the message, unless the spell's duration ends. The duration scales an additional 48 hours per spell level.

See the Player's Handbook for exact rules.

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PHB 240 Level 2 Enchantment

Animal Shapes

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration22 hours

Shapeshift any willing creatures in range into Large or smaller Beasts of your choice under CR 4. As a Magic action on later turns, you can transform them again. Targets retain mental ability scores, Hit Points, speech and alignment, but otherwise are limited by their new form, and they gain Temporary Hit Points that they use to maintain form.

See the Player's Handbook for exact rules.

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PHB 240 Level 8 Transmutation

Animate Dead

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

Animate the remains of a Medium or Small Humanoid. Bones become a Skeleton, a corpse becomes a Zombie.

You can issue a command to all dead you've animated as a bonus action. They will attempt to obey until the command is fulfilled.

After 22 hours, they will stop obeying you. You can recast this spell while they're still obedient to reassert control over up to four animated dead for 22 more hours. The number of targets to animate or reassert control over scales by 2 per spell level.

See the Player's Handbook for exact rules.

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PHB 240 Level 3 Necromancy

Animate Objects

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose a certain number of freestanding objects in range, as per the Player's Handbook. They use the Animate Object stat block (their damage scales normally). They share your initiative and take their turn immediately after you.

You may mentally send a command to any of them within 500 feet as a Bonus Action. If they drop to 0 Hit Points, the spell ends on that object and the remaining damage carries over.

See the Player's Handbook for exact rules.

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PHB 240 Level 5 Transmutation

Antilife Shell

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

Exude an aura in a 10-foot emanation. Only Constructs and Undead may pass or reach through it. You may still be targeted by ranged attacks and spells.

If you move in a way that forces a living creature to pass through the barrier, the spell ends.

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PHB 241 Level 5 Abjuration

Antimagic Field

  • casting timeAction
  • rangeSelf

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

iron filings

Exude an aura in a 10-foot emanation. Spells cannot be cast inside or target inside the field. Magic options stop working, teleportation and planar travel stop, and areas of effect do not extend into it.

Only ongoing spells cast by deities or Artifacts are unsuppressed. Dispel Magic has no effect. Antimagic Fields do not nullify each other.

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PHB 241 Level 8 Abjuration

Antipathy/Sympathy

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

a mixture of vinegar and honey

As you cast the spell, choose a Huge or smaller creature or object in range, a kind of creature, and whether the effect is antipathy or sympathy.

When the selected type of creature comes within 120 feet of the target, and it fails a Wisdom save, it will become Frightened or Charmed by the target and will spend all its movement moving towards or away from it, rerolling the save when more than 120 feet away or if the target damages it. On a save, the creature is immune to the spell for 1 minute.

See the Player's Handbook for exact rules.

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PHB 242 Level 8 Enchantment

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1 1
2 2
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5 5
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Arcane Eye

  • casting timeAction
  • range30 feet

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

a bit of bat fur

Create an Invisible and invulnerable eye hovering in range. You may move it 30 feet as a bonus action, passing through openings as small as an inch across. You see through the eye, which has 30 feet of darkvision.

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PHB 242 Level 4 Divination

Arcane Gate

  • casting timeAction
  • range500 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Summon two circular portals in a Large unoccupied space within 10 feet of you and another within range. The portals are two-dimensional glowing rings full of mist perpendicular to the ground. Choose which side of each is open. Anything that enters the open side of one exits the open side of the other.

You may rotate the portals as a Bonus Action.

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PHB 242 Level 6 Conjuration

Arcane Lock

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gold dust worth 25+ GP, which the spell consumes

Magically lock a closed door, window, gate, container or hatch. It cannot be unlocked by any nonmagical means. You may designate creatures when you cast the spell that can open and close the object, or set a password that unlocks the object for a minute when spoken within 5 feet of it.

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PHB 242 Level 2 Abjuration

Arcane Vigor

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Immediately spend one or two Hit Point Dice, regaining the roll plus your spellcasting modifier in Hit Points. The number of dice scale normally.

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PHB 242 Level 2 Abjuration

Armor of Winter

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a shard of blue glass

Surround yourself in frost, gaining 5 Temporary Hit Points, which scale by 5 per spell level. If you are hit by a melee attack, the attacker takes 5 cold damage, which also scales by 5 per spell level. The spell ends if you run out of Temporary Hit Points.

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PHB 243 (Armor of Agathys) Level 1 Abjuration

Astral Projection

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationUntil dispelled

both a jacinth worth 1000+ GP and silver bar worth 100+ GP for each target, all of which the spell consumes

Project yourself and up to eight willing creatures into the Astral Plane. The bodies are left in suspended animation.

The astral form is identical to the body, except there is a silver cord between the shoulders. If cut, the creature instantly dies.

The spell can be dismissed, and also ends if the astral form loses all its Hit Points, causing the body to wake up. If the astral form exits the Astral Plane, the body follows the silver cord and appears on the new plane, waking up immediately.

See the Player's Handbook for exact rules.

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PHB 243 Level 9 Necromancy

Augury

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP

Receive an omen from from an otherworldy entity regarding something you're just about to do. The will respond with Weal and/or Woe. The results are not set.

Every time you cast this spell before taking a Long Rest, the chance of receiving no response increases by 25%.

See the Player's Handbook for exact rules.

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PHB 244 Level 2 Divination

Aura of Life

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

Exude an aura in a 30-foot emanation. You and your allies in the aura have Resistance to Necrotic damage, and your Hit Point maximums cannot be reduced. Allies with 0 Hit Points regains 1 Hit Point at the start of their turn in the aura.

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PHB 244 Level 4 Abjuration

Aura of Purity

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

Exude an aura in a 30-foot emanation. You and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that involve the Blinded, Charmed, Deafened, Frightened, Paralyzed, Porsoned, or Stunned conditions.

See the Player's Handbook for exact rules.

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PHB 244 Level 4 Abjuration

4 4
6 6
2 2
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2 2
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4 4

Aura of Vitality

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Exude an aura in a 30-foot emanation. Immediately, and at the start of your turns, restore 2d6 Hit Points to one creature in the aura.

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PHB 244 Level 3 Abjuration

Awaken

  • casting time8 hours
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

an agate worth 1000+ GP, which the spell consumes

Trace the magical pathways in the agate, and then touch a Beast or Plant creature with an Intelligence of 3 or less or a natural plant.

An awakened creature gains an intelligence of 10 and the ability to speak a language you know. An awakened plant becomes a creature and the DM chooses its stats.

The target is Charmed for 30 days or until hurt by you or your allies. Then it chooses its attitude toward you.

See the Player's Handbook for exact rules.

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PHB 244 Level 5 Transmutation

Bane

  • casting timeAction
  • range30 feet

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

a drop of blood

Target three creatures you can see in range and make them roll a Charisma save. The number of targets scales normally. Targets that fail the save lose 1d4 off their future attack and save rolls for the duration.

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PHB 245 Level 1 Enchantment

Banishing Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Cast after hitting a target with a Melee weapon or Unarmed Strike. The target you hit takes an extra 5d10 Force damage. If this reduces them to 50 Hit Points or lower, they must roll a Charisma save to avoid being shunted into a demiplane and being Incapacitated for the duration. When the spell ends, it reappears as close to where it vanished as possible.

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PHB 245 Level 5 Conjuration

Banishment

  • casting timeAction
  • range30 feet

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

a pentacle

Force a creature you can see in range to roll a Charisma save to avoid being shunted into a demiplans and being Incapacitated for the duration. The number of targets scales normally.

When the spell ends, the target typically reappears as close to where it vanished as possible. Aberrations, Celestials, Elementals, Fey and Fiends that spend the full minute banished instead teleport to a random location on a plane associated with their creature type.

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PHB 245 Level 4 Abjuration

Barkskin

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a handful of bark

Touch a willing creature. Their skin turns bark-like, and their AC rises to 17 if it's lower than that.

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PHB 245 Level 2 Transmutation

Battle Transformation

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a few hairs from a bull

Endow yourself with magical martial prowess and endurance for the duration. You cannot cast spells, but you gain an array of benefits.

You gain 50 temporary hit points for the duration. You have advantage on attack rolls with simple and martial weapons, and they deal an extra 2d12 force damage. You are proficient in all armor, shields, simple and martial weapons, and strength and constitution saves. You may attack twice with an attack action if you don't already.

When the spell ends, roll a DC 15 constitution save to avoid one level of exhaustion.

See Xanathar's Guide for exact rules.

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XGtE 168 (Tenser's Transformation) Level 6 Transmutation

Beacon of Hope

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Any number of creatures in range have Advantage on Wisdom saves and Death saves for the duration, and they regain the maximum possible number of Hit Points from all healing.

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PHB 245 Level 3 Abjuration

Beast Bond

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fur wrapped in cloth

Telepathically link to a beast that is friendly or charmed and has an intelligence of 4 or lower for the duration. While within line of sight of the target, you can communicate telepathically with it, it can communicate simple emotions and concepts back to you, and it gains advantage on attacks against creatures you can see within 5 feet of you.

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XGtE 150 Level 1 Divination

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5 5
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1 1

Beast Sense

  • casting timeAction or Ritual
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

Touch a willing Beast. You can perceive through the Beast's senses as well as your for the duration, including its special senses.

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PHB 245 Level 2 Divination

Befuddlement

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a key ring with no keys

Blast the mind of a creature you see in range, making it roll an Intelligence save. If it fails, it takes 10d12 Psychic damage and it cannot cast spells or take the Magic action. It repeats the save every 20 days to end the effect, which can also be ended by Greater Restoration, Heal or Wish spells.

If it succeeds, it only takes half damage.

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PHB 245 Level 8 Enchantment

Bestow Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

Touch a creature to make it roll a Wisdom save to avoid being cursed for the duration. The duration scales exponentially, and the curse effects may include Disadvantage on attacks against you or specific ability checks, extra damage against the target, or messing up the target's combat ability.

See the Player's Handbook for exact rules.

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PHB 246 Level 3 Necromancy

Binding Ice

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a vial of meltwater

Blow a 30-foot cone of cold energy. Creatures in the area roll a constitution save. On a failure, the target takes 3d8 cold damage and is held to the ground by ice formations for a minute. On a success, the target takes half the damage only. The damage scales normally.

Creatures bound to the ground have a speed of zero. They or another creature in reach may use their action to break away the ice and free the bound creature.

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FToD 21 (Rime's Binding Ice) Level 2 Evocation

Black Tentacles

  • casting timeAction
  • range90 feet

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

a tentacle

Fill a 20-foot square on the ground with black tentacles. The area is Difficult Terrain.

On casting, as well as once per turn when entering the area or ending their turn there, creatures in the area must roll a Strength save to avoid taking 3d6 Bludgeoning damage and being Restrained.

A Restrained creature can take an action to make an Athletics check against your spell save, ending the condition on themselves on a success.

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PHB 270 (Evard's Black...) Level 4 Conjuration

Blade Barrier

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Create a wall of whirling energy blades within range. It may be up to 100 feet long if straight, or a ring 60 feet in diameter. It is up to 20 feet high and 5 feet thick. It provides Three-Quarters Cover and is difficult terrain.

Once per turn, a creature that starts, enters or ends its turn there must make a Dexterity save or take 6d10 Force damage, taking half if they succeed.

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PHB 247 Level 6 Evocation

Blade of Disaster

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Create a planar rift shaped like a 3-foot blade in an unoccupied space you can see in range for the duration. Make two melee spell attacks against targets within 5 feet of the blade, dealing 4d12 force damage on a hit. The blade scores a critical hit on an 18 or higher, and rolls triple the damage dice on a critical hit.

As a bonus action, you may move the blade up to 30 feet to an unoccupied space you can see and attack twice more. The blade can pass through all barriers, including force barriers.

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TCoE 106 Level 9 Conjuration

Blade Ward

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

All attack rolls against you for the duration lose 1d4 off the roll.

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PHB 247 Abjuration Cantrip

Bless

  • casting timeAction
  • range30 feet

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

a holy symbol worth 5+ GP

Bless up to three creatures in range. The number of targets scales normally. For the duration, the targets may add 1d4 to their attack rolls and saves.

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PHB 247 Level 1 Enchantment

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8 8
3 3
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0 0
1 1

Blight

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Force a creature you can see in range to make a Constitution save, taking 8d8 Necrotic damage on failure or half that on a success. The damage scales normally. Plant creatures automatically fail the save.

Alternatively, you can just instantly kill a nonmagical plant, such as a tree or shrub.

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PHB 247 Level 4 Necromancy

Blinding Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • duration1 minute

Cast after hitting a target with a Melee weapon or Unarmed Strike. The hit creature takes an extra 3d8 Radiant damage from the attack, and is Blinded for the duration. The damage scales normally. The target may roll a Constitution save at the end of its turns to end the spell early.

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PHB 247 Level 3 Evocation

Blindness/Deafness

  • casting timeAction
  • range120 feet

  • componentsV
  • duration1 minute

Force a creature you can see in range to roll a Constitution save. The number of targets scales normally. On failure, the targets are Blinded or Deafened for the duration. They may reroll the save at the end of their turns to end the spell on itself early.

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PHB 248 Level 2 Transmutation

Blink

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 minute

For the duration, you have a half chance of vanishing into the Ethereal Plane. You can perceive the plane you left in grayscale, but only things in the Ethereal Plane can see and interact with you.

You reappear when your turn starts, or when the spell ends, at a spot you choose that you can see within 10 feet of the place you vanished.

See the Player's Handbook for the exact rules.

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PHB 248 Level 3 Transmutation

Blur

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Blur your body, giving attack rolls against you Disadvantage unless the attacker sees you with Blindsight or Truesight.

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PHB 248 Level 2 Illusion

Bones of the Earth

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Make six pillars of stone burst from the ground in places where you can see in range. The number of pillars scales by two per level. They are up to 30 feet tall and 5 feet in diameter. Medium or smaller creatures can be caught atop a pillar if they fail a dexterity save. The pillars can be destroyed.

If a creature is pinned by a pillar hitting an obstacle, the creature takes 6d6 bludgeoning damage and is restrained. It can escape by rolling a strength or dexterity check against your spell save, moving or falling off the pillar on a success.

See Xanathar's Guide for exact rules.

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XGtE 150 Level 6 Transmutation

Booming Blade

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a melee weapon worth 1+ SP

Make a melee attack with the material component. On a hit, the target in sheathed in a whirl of thunderous energy until the start of your next turn.

If the target moves willingly out of its space, it takes 1d8 thunder damage and the energy disperses.

At first, there is no bonus damage, but this scales as a cantrip. When you reach level 5, the attack deals 1d8 extra thunder damage, and the whirl of energy also deals an extra 1d8 damage. Both damages continue to scale at levels 11 and 17.

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TCoE 106 Evocation Cantrip

Bubbling Cauldron

  • casting timeAction
  • range5 feet

  • componentsV, S, M
  • duration10 minutes

a gilded ladle worth 500+ GP

Conjure a cauldron filled with bubbling liquid on an unoccupied space within 5 feet of you on the ground for the duration. It's immoble and vanishes at the end of the spell. Choose a Common or Uncommon potion that the liquid imitates.

You and your allies may reach in and pull out a magical vial of the liquid. The vial vanishes after drinking from it or when the spell is cast again.

The cauldron contains as many potions as your spellcasting modifier, with a minimum of one, and the spell ends when it's empty.

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PHB 330 (Tasha's Bubbling...) Level 6 Conjuration

Burning Hands

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Throw a sheet of flames. All creatures in a 15 foot cone sourcing from you roll a Dexterity save, taking 3d6 Fire damage if they fail the save. The damage scales normally. On a success, they take half damage.

Loose flammable items in the cone start burning.

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PHB 248 Level 1 Evocation

4 4
3 3
2 2
3 3
2 2
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0 0
6 6
1 1

Call Lightning

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Spawn a storm cloud within range where you can see it. Created storm clouds are cylinders 10 feet tall and 60 feet in radius. Alternatively, if you are outdoors during a storm, you take control of the existing storm.

On casting, and as a Magic action on later turns, you may cause lightning to strike a spot under the cloud. All creatures within 5 feet of the strike roll a Dexterity save, taking 3d10 Lightning damage on a failure, and half that on a success. The damage scales normally, and if you are controlling an existing storm, this also increases the damage by 1d10.

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PHB 248 Level 3 Conjuration

Calm Emotions

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

All Humanoids in a 20-foot-radius sphere centered in range roll a Charisma save. You choose whether those that fail become immune to the Charmed and Frightened conditions for the duration (and those conditions are suppressed if they're already present), or if they become Indifferent to creatures of your choice for the duration or until antagonized directly.

See the Player's Handbook for the exact rules.

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PHB 249 Level 2 Enchantment

Catapult

  • casting timeAction
  • range60 feet

  • componentsS
  • durationInstantaneous

Hurl a loose object in range weighing 1 to 5 pounds in a straight line for 90 feet. The maximum weight scales by 5 pounds per level. Creatures may roll a dexterity save to avoid being hit by the object. If the object hits something, it and the thing it struck both take 3d8 bludgeoning damage. This damage scales normally.

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XGtE 150 Level 1 Transmutation

Catnap

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration10 minutes

a pinch of sand

Put up to three willing creatures you can see in range to sleep. The number of targets scales normally. A target can be awoken if it takes damage or is shaken awake as an action. If it sleeps for the full duration, it gains the benefit of a short rest. This only works on a creature once per long rest.

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XGtE 151 Level 3 Enchantment

Caustic Brew

  • casting timeAction
  • rangeSelf

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

a bit of rotten food

Hurl a stream of acid in a 30-feet-long 5-feet-wide line. Creatures in the line roll a dexterity save to avoid being covered in acid for the duration. It may use an action to scrape or wash the acid off itself or another creature.

Creatures covered in the acid take 2d4 acid damage. This damage scales by 2d4 per level.

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TCoE 115 (Tasha's Caustic Brew) Level 1 Evocation

Ceremony

  • casting time1 hour or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

powdered silver worth 25+ GP, which the spell consumes

Perform sacred ceremonial rites, which benefit targets that stay within 10 feet of you throughout the casting.

Rites include atonement to restore alignment, blessing holy water, coming of age, dedication to the gods, funeral rites, and weddings. Once-in-a-lifetime rites can only benefit humanoids.

See Xanathar's Guide for exact rules.

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XGtE 151 Level 1 Abjuration

Chain Lightning

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

three silver pins

Launch a lightning bolt at a target you see in range. Up to three bolts leap at additional targets up to 30 feet from the first target. The number of secondary bolts scales normally. Targets can be hit by only one bolt once.

All targets roll a Dexterity save. They take 10d6 Lightning damage on a failure, and half that on a success.

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PHB 249 Level 6 Evocation

Chaos Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Hurl a warbling blob of chaotic energy at one creature in range. Make a ranged spell attack, dealing 2d8 + 1d6 damage. This damage scales by 1d6 per level. The type of damage is determined by the d8s, dealing acid damage on a 1, cold on a 2, fire on a 3, force on a 4, lightning on a 5, poison on a 6, psychic on a 7, or thunder on an 8. You pick which d8 to use for the damage type.

If the d8s match, the bolt leaps. Roll the attack again against another creature within 30 feet of the first, which may leap again. Creatures can only be targeted once per casting.

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XGtE 151 Level 1 Evocation

Charm Monster

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

Make a creature you see in range roll a Wisdom save. It rolls with Advantage if fighting you or your allies. The number of creatures you can target scales normally. On a failure, it is charmed and Friendly to you until the spell ends or you or your allies damage it. When the spell ends, it knows you charmed it.

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PHB 249 Level 4 Enchantment

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Charm Person

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

Make a Humanoid you see in range roll a Wisdom save. It rolls with Advantage if fighting you or your allies. The number of creatures you can target scales normally. On a failure, it is charmed and Friendly to you until the spell ends or you or your allies damage it. When the spell ends, it knows you charmed it.

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PHB 249 Level 1 Enchantment

Chill Touch

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Touch a target and make a melee spell attack. On a hit, the target takes 1d10 Necrotic damage and cannot regain Hit Points until the end of your next turn. The damage scales as a cantrip.

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PHB 249 Necromancy Cantrip

Chromatic Orb

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 50+ GP

Hurl an Acid, Cold, Fire, Lightning, Poison, or Thunder orb at a target in range and roll a ranged spell attack. On a hit, the target takes 3d8 chosen damage. The damage scales normally.

If two or more damage dice match, the orb bounces at another target within 30 feet of the first. Choose an new damage type if you like, roll a new attack roll and roll a new damage roll. The maximum number of bounces is equal to the spell level.

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PHB 249 Level 1 Evocation

Circle of Death

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

powder of a crushed black pearl worth 500+ GP

Bathe all creatures in a 60-foot-radius sphere centered in range with negative energy. They must roll a Constitution save, taking 8d8 Necrotic damage on a failure and half that on a success. The damage scales, adding 2d8 per level.

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PHB 250 Level 6 Necromancy

Circle of Power

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

Emanate an aura 30 feet in radius. You and your allies in the aura have Advantage on saving throws against spells and other magical effects, and if the save's success would cut received damage, it nullifies it instead.

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PHB 250 Level 5 Abjuration

Clairvoyance

  • casting time10 minutes
  • range1 mile

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth 100+ GP - a jeweled horn to hear, or a glass eye to see

Create an Invisible sensor in a familiar location or obvious location in range. The sensor does not move and is intangible and invulnerable. Anything that can see the sensor sees a luminous orb the size of your fist.

On casting, you can choose if you can see or hear, based on available material components. You can sense as if you were in the sensor's space. As a Bonus action, if you have both material components, you may switch the sense.

See the Player's Handbook for the exact rules.

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PHB 250 Level 3 Divination

Clone

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 1000+ GP that the spell consumes, and a sealable vessel worth 2000+ GP that can hold the target

Touch a creature, or 1 cubic inch of its flesh. An inert duplicate grows in the vessel component and matures for 120 days. You may choose how old the clone is, being the same age or younger than the target. It endures indefinitely if the vessel is unopened.

If the target dies while a viable clone exists, and the soul is free and willing, it may transfer to the clone. It is identical in all ways as the time of the spell except for equipment and perhaps age. The original remains become inert and cannot be revived while the soul is elsewhere.

See the Player's Handbook for the exact rules.

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PHB 251 Level 8 Necromancy

Cloudkill

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure a 20-foot-radius sphere of sickly yellow-green fog centered in range. It lasts for the duration or until dispersed by strong wind. Its area is Heavily Obscured.

Each creature that enters the sphere, ends its turn there, or is engulfed by it must roll a Constitution save once per turn, taking 5d8 Poison damage on a failure and half that on a success. The damage scales normally.

The cloud moves 10 feet away from you at the start of each of your turns.

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PHB 251 Level 5 Conjuration

Cloud of Daggers

  • casting timeAction
  • range60 feet

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

a sliver of glass

Conjure spinning daggers in a 5-foot cube centered in range. All creatures in range take 4d4 Slashing damage once per turn when the cube moves into their space, when they enter the cube, or end their turn there. The damage scales, adding 2d4 per level. You may teleport the cube up to 30 feet on later turns as a Magic action.

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PHB 251 Level 2 Conjuration

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Color Spray

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a pinch of colorful sand

Flash all creatures in a 15-foot cone originating from you with colorful light. They must roll a Constitution save to avoid being Blinded until the end of your next turn.

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PHB 251 Level 1 Illusion

Command

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

Speak a one-word command: Approach, Drop, Flee, Grovel, or Halt, at a creature you can see in range. The number of targets scales normally. The target must succeed on a Wisdom save, or else follow the command on its next turn.

See the Player's Handbook for the exact rules.

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PHB 251 Level 1 Enchantment

Commune

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration1 minute

incense

Contact a deity or divine proxy and ask up to three yes-or-no questions before the spell ends. You receive correct answers.

Divine beings are not necessarily omniscient, so you may receive a neutral response or a short phrase instead of yes or no.

Every time you cast this spell before taking a Long Rest, the chance of receiving no response increases by 25%.

See the Player's Handbook for exact rules.

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PHB 252 Level 5 Divination

Commune with Nature

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Request knowledge of the surrounding area from the nature spirits around you. Outdoors, the range is 3 miles, in caves and natural underground settings, the range is 300 feet. The spell fails in locations where nature has been replaced by construction.

Choose 3 facts to learn about the area in range, such as locations of settlements, portals, unnatural creatures of great power, prevalent natural features, or locations of bodies of water.

See the Player's Handbook for exact rules.

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PHB 252 Level 5 Divination

Compelled Duel

  • casting timeBonus Action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

Compel a creature you can see in range into a duel. If it fails a Wisdom save, it has Disadvantage on all attack rolls against creatures other than you, and cannot willingly move more than 30 feet away from you.

If you attack a different creature, cast a spell on a different enemy, move more than 30 feet away from the target, or if the target is damaged by your ally, the spell ends.

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PHB 252 Level 1 Enchantment

Comprehend Languages

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration 1 hour

a pinch of soot and salt

Understand the literal meaning of any language you hear (or see signed) for the duration, and understand any written language you see on a surface you touch, reading about a page per minute. You don't automatically decode symbols or secret messages.

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PHB 252 Level 1 Divination

Compulsion

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose any creatures you can see in range. They must roll a Wisdom save to avoid being Charmed. Use your Bonus Action to designate a direction horizontal to you. All Charmed creatures must use as much of its movement as possible to move in that direction along the safest route. It repeats the save after moving to break the spell on itself.

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PHB 252 Level 4 Enchantment

Cone of Cold

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a small cone made of glass or crystal

Unleash a blast of cold air. All creatures in a 60-foot cone originating from you makes a Constitution save, taking 8d8 Cold damage on a failure and half that on a success. The damage scales normally.

Creatures killed by the spell becomes a frozen statue until it thaws.

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PHB 253 Level 5 Evocation

Confusion

  • casting timeAction
  • range90 feet

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

three nut shells

Confuse each creature in a 10-foot-radius sphere centered in range. The sphere's radius scales by 5 feet per level. They must succeed on a Wisdom save, or lose Bonus Actions and Reactions for the duration, and they roll a d10 to determine their behaviour at the start of each turn. Affected targets may reroll the save to end the spell on itself.

See the Player's Handbook for the exact rules.

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PHB 253 Level 4 Enchantment

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1 1
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Conjure Animals

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure a Large pack of spectral, intangible nature spirits in animal form in an unoccupied space in range. Choose their form, such as wolves, serpents or birds. They last for the duration.

When you're within 5 feet of the pack, you gain Advantage on Strength saves. When you move, you may move the pack up to 30 feet to an unoccupied space you can see.

When a creature is approached, approaches, or ends their turn within 10 feet of the pack, you can make them roll a Dexterity save to avoid 3d10 Slashing damage. The damage scales normally.

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PHB 254 Level 3 Conjuration

Conjure Barrage

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a Melee or Ranged weapon worth at least 1 CP

Brandish the component weapon and launch similar spectral weapons (or ammunition if appropriate) in a 60-foot cone originating from you. All creatures you choose in the cone make Dexterity saves, taking 5d8 Force damage on a failure and half that on a success. The damage scales normally. The spectral weapons then vanish.

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PHB 254 Level 3 Conjuration

Conjure Celestal

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure a spirit from the Upper Planes, which manifests as a 10-foot radius, 40-foot-high Cylinder full of Bright Light centered in range. When you move, you can also move the Cylinder up to 30 feet.

Whenever the Cylinder engulfs a creature, or when it enters the Cylinder or ends its turn there, you may once per turn bathe it in healing light (healing it for 4d12 plus your spell modifier) or searing light (forcing it to roll a Dexterity save or take 6d12 Radiant damage, taking half on a success). The healing and damage scale normally.

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PHB 254 Level 7 Conjuration

Conjure Elemental

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure a Large intangible spirit of the Elemental Planes in an unoccupied space in range for the duration. Choose the element, which determines its damage type, from air (Lightning), earth (Thunder), fire (Fire) or water (Cold).

Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can make it roll a Dexterity save to avoid 8d8 damage and being Restrained by the spirit. The spirit can only attack and restrain one creature at a time. The target rerolls the save at the start of its turn, escaping on a success, or taking 4d8 damage on a failure. All damage scales by 2d8 per level.

See the Player's Handbook for the exact rules.

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PHB 254 Level 5 Conjuration

Conjure Fey

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure a Medium spirit of the Feywild in an unoccupied space you can see within range for the duration. It looks like a Fey creature of your choice. As a Bonus Action on later turns, you may teleport the spirit to a unoccupied space you can see within 30 feet of its current space.

When it appears on casting or when teleported, it may make a melee spell attack against a creature within 5 feet of it. On a hit, the creature takes 3d12 plus your spell modifier in Psychic damage, and the target is Frightened of you and the spirit until the start of your next turn. The damage scales by 2d12 per level.

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PHB 255 Level 6 Conjuration

Conjure Minor Elementals

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure spirits of the Elemental Planes, which flit around you in a 15-foot emanation for the duration. Any attack you make against a creature in the emanation deals 2d8 extra Acid, Cold, Fire or Lightning damage, as chosen when you attack. The damage scales by 2d8 per level.

Ground in the emanation is Difficult Terrain for your enemies.

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PHB 255 Level 4 Conjuration

Conjure Volley

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a Melee or Ranged weapon worth at least 1 CP

Brandish the component weapon, and choose a point in range. Hundreds of similar spectral weapons (or ammunition) fall in a 40-foot radius and 20-foot-high Cylinder centered on that point. Creatures you choose in the Cylinder roll a Dexterity save, taking 8d8 Force damage on a failure, or half that on a success. The spectral weapons then vanish.

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PHB 255 Level 5 Conjuration

Conjure Woodland Beings

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure nature spirits that flit around you in a 10-foot emanation for the duration. If you move so a creature is in the emanation, or if a creature moves into it or ends their turn there, you can force them once per turn to roll a Wisdom save, taking 5d8 Force damage on a failure and half that on a success. The damage scales normally.

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PHB 255 Level 4 Conjuration

Contact Other Plane

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV
  • duration1 minute

Mentally contact a demigod, sage's spirit, or some other knowedgeable entity from another plane at risk of mental breakdown. When you cast this spell, make a DC 15 Intelligence save.

On a success, you ask up to five questions during the duration. The entity will try to answer with one word.

On a failure, take 6d6 Psychic damage and become Incapacitated until you finish a Long Rest or have Greater Restoration cast on you.

See the Player's Handbook for the exact rules.

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PHB 255 Level 5 Divination

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Contagion

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration6 days

Inflict a magical contagion. Choose an ability. The target must succeed on a Constitution save, or else they take 11d8 Necrotic damage, are Poisoned for the duration, and have Disadvantage on all saves made with the chosen ability.

At the end of each turn, the target rerolls the save until it has 3 successes, ending the spell, or 3 failures, making the spell last for 6 days.

If anything tries to end the Poisoned condition on the target, it must succeed on a Constitution save or the Poisoned condition continues.

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PHB 256 Level 5 Necromancy

Contingency

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • duration10 days

a gem-encrusted statuette of yourself worth 1500+ GP

Cast a spell of level 5 or lower that you can cast in an action targeting yourself. This becomes the contingent spell, expending its spell slot as well as Contingency's spell slot. The spell doesn't take effect until a chosen trigger occurs.

As soon as the trigger happens, the spell takes effect whether you want it to or not, and then Contingency ends.

You can only target yourself with the contingent spell, you can only have one contingent spell at a time, and the whole spell ends if you ever don't have the material component on your person.

See the Player's Handbook for the exact rules.

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PHB 256 Level 6 Abjuration

Continual Flame

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50+ GP, which the spell consumes

A heatless flame that consumes no fuel springs from an object you touch. It casts Bright Light for 20 feet and Dim Light for an additional 20 feet. It can be covered but not smothered or quenched.

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PHB 256 Level 2 Evocation

Control Flames

  • casting timeAction
  • range60 feet

  • componentsS
  • durationInstantaneous

Affect a nonmagical flame that fits a 5-foot cube. You may immediately expand the flame 5 feet in one direction into new fuel, extinguish it, double the shed lignt and its color for an hour, or fill it with animated simple shapes for an hour.

You can have up to three extended effects active at a time and can dismiss each of them as an action.

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XGtE 152 Transmutation Cantrip

Control Water

  • casting timeAction
  • range300

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a mixture of water and dust

Control all the water in a 100-foot cube in range for the duration. You may cause a flood, part the water, redirect the flow, or spin a whirlpool. As a Magic action, you can repeat the effect or choose a different one.

See the Player's Handbook for the exact rules.

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PHB 256 Level 4 Transmutation

Control Weather

  • casting time10 minutes
  • rangeSelf

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

burning incense

Control the weather for 5 miles around you. You must be outside, and the spell ends if you go indoors.

On casting, you adjust the conditions bit by bit. It takes the weather 1d4 x 10 minutes to change the weather. You may change the precipitation, temperature, and wind simultaneously. You may change the weather again once the new conditions are stabilized.

See the Player's Handbook for the exact rules.

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PHB 257 Level 8 Transmutation

Control Winds

  • casting timeAction
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Seize control of the air in a 100-foot cube you can see in range. Choose the effect you have on the area, switching the effect on later turns as a Magic action.

You can fill the cube with gusts blowing in a direction you choose at calm, moderate or strong intensity. These gusts may affect ranged weapons or movement through the area. You may instead fill the cube with a strong updraft or downdraft, which affects ranged weaponry, flight, jumping, and fall damage in the area.

See Xanathar's Guide for exact rules.

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XGtE 152 Level 5 Transmutation

Cordon of Arrows

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

an ornamental braid

Bury up to four nonmagical arrows or bolts in the ground. The number you can bury scales by two per level. They can't be uprooted for the the duration. Designate allied creatures on casting.

Whenever a creature other than you or a designated ally enters a space within 30 feet of the ammunition, or ends its turn there, one piece of ammunition shoots at it. It must succeed on a Dexterity save or take 2d4 Piercing damage. The ammunition is destroyed. The spell ends when all the ammunition is fired.

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PHB 258 Level 2 Transmutation

Counterspell

  • casting timeReaction
  • range60 feet

  • componentsS
  • durationInstantaneous

When you see a creature in range casting a spell using Verbal, Somatic, or Material components, you may try to interrupt it with a Reaction. The target makes a Constitution save. On failure, the spell dissapates, and the the casting Action, Bonus Action or Reaction is wasted. If the spell used a spell slot, it's not expended.

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PHB 258 Level 3 Abjuration

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Create Bonfire

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Create a bonfire in a 5-foot cube on the ground you can see in range. On casting, as well as once per turn when entering the cube or ending its turn there, a creature in the cube must roll a dexterity save to avoid 1d8 fire damage. This damage scales as a cantrip.

The fire ignites loose flammable objects in the cube.

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XGtE 152 Conjuration Cantrip

Create Food and Water

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Create 45 pounds of food and 30 gallons of fresh water on the ground or in containers in range. The food looks how you like, but is bland and nourishing, and the water is clean. The food spoils after 22 hours.

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PHB 258 Level 3 Conjuration

Create Homunculus

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

clay, ash, and mandrake root, all of which the spell consumes, and a jeweled dagger worth 1000+ GP

Cut yourself with the knife component, taking 2d4 piercing damage that cannot be reduced. This animates the other material components into a homunculus, which remains a faithful companion and ally, dying if you die. It uses the homunculus stat block. If you cast the spell again while a previous homunculus lives, the spell fails.

You can spend up to half your hit dice on a long rest if your homunculus is on the same plane of existence as you, adding your constitution modifier to each, to give some of your maximum hit points to the homunculus until your next long rest. You can't undo this reduction before then.

See Xanathar's Guide for exact rules.

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XGtE 152 Level 6 Transmutation

Create or Destroy Water

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a mix of water and sand

Conjure 10 gallons of clean water. It appears in an open container in range, or falls as rain in a 30-foot cube in range, putting out exposed flames. The amount of water scales by 10 gallons per level, increasing the size of the cube by 5 feet per level.

Alternatively, annihilate up to 10 gallons of water in an open container in range, or destroy fog in a 30-foot cube in range. The scaling is the same as above.

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PHB 258 Level 1 Transmutation

Create Undead

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one black onyx worth 150+ GP for each corpse

Turn up to three corpses of Medium or Small Humanoids into Ghouls. You can only cast this at night.

You may mentally command any creatures you animated within 120 feet as a Bonus Action. The command may be a complete upcoming turn, or a general standing command.

The animated creatures stop obeying your commands after 22 hours. You may cast this spell again to reassert control over existing creatures rather than raise new ones. The number and type of creatures you may animate or reassert control over scales.

See the Player's Handbook for the exact rules.

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PHB 258 Level 6 Necromancy

Creation

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationSpecial

a paintbrush

Pull wisps of shadow to create an object made of vegetable or mineral matter that fits in a 5-foot cube. The maximum dimensions scale normally.You must have seen the object's form and material before.

The duration depends on the rarity of the material, ranging from a minute to a day.

See the Player's Handbook for the exact rules.

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PHB 259 Level 5 Illusion

Crown of Madness

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Force a non-Humanoid creature to roll a Wisdom save to avoid being Charmed.

If Charmed, a spectral crown appears on its head. It must use its action before moving to make a melee attack against a creature other than itself that you choose. If you choose no creature or there are no targets in reach, it acts normally. It repeats the save and the end of its turns to end the spell.

You must take the Magic action to maintain control of the creature on your later turns.

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PHB 259 Level 2 Enchantment

Crown of Stars

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

Make seven motes of light start orbiting your head for the duration. The number of motes scales by two per level. You may use a bonus action to send one streaking at a target within 120 feet of you, rolling a ranged spell attack against it, dealing 4d12 radiant damage on a hit. If you run out of motes, the spell ends.

If you have four or more motes around your head, they shed bright light for 30 feet and dim light for 30 more. If you have fewer, they only shed dim light for 30 feet.

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XGtE 152 Level 7 Evocation

Crusader's Mantle

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConsecration, up to 1 minute

Radiate an aura in a 30-foot emanation. You and your allies in the aura deal 1d4 extra Radiant damage with weapons and Unarmed Strikes.

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PHB 259 Level 3 Evocation

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Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Touch a creature, healing it for 2d8 plus your spellcasting modifier in Hit Points. The healing scales by 2d8 per level.

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PHB 259 Level 1 Abjuration

Dancing Lights

  • casting timeAction
  • range120 feet

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

a bit of phosphorus

Create up to four torch-sized lights within range, which appear as you like. Alternatively, you may combine them into one Medium somewhat Humanoid form. Whichever form they have, they shed Dim Light for 10 feet.

You mave move the lights up to 60 feet as a Bonus Action. Individual lights must stay within 20 feet of the others, and if they move out of range, they wink out.

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PHB 259 Illusion Cantrip

Danse Macabre

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Animate the remains of up to five medium or small humanoids. Bones become a skeleton, a corpse becomes a zombie, and they have a bonus to attack and damage rolls equal to your spellcasting modifier. The number of targetable remains scales by two per level.

You can issue a command to all undead you've animated within 60 feet as a bonus action. They will attempt to obey until the command is fulfilled. You can position them precisely and choose their actions if you like.

When the spell ends, the animated undead fall dead again.

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XGtE 153 Level 5 Necromancy

Darkness

  • casting timeAction
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a piece of coal

Fill a 15-foot-radius sphere centered in range with magical Darkness. It cannot be illuminated natually and Darkvision cannot see through it.

You may instead cast the spell on a loose object, making it the source of the darkness, which fills a 15-foot emanation. Covering the object blocks the darkness.

This spell's area dispells any spell of level 2 or lower that produces Bright or Dim Light.

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PHB 260 Level 2 Evocation

Darkvision

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a dried carrot

Give a willing creature you touch Darkvision for the duration. The vision range is 150 feet.

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PHB 260 Level 2 Transmutation

Dawn

  • casting time1 action
  • range60 feet

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

Fill a 30-foot-radius 40-foot-high cylinder with bright sunlight for the duration.

On casting, and whenever a creature ends its turn there, creatures in the cylinder must make a constitution save, taking 4d10 radiant damage on a failure and half that on a success.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action.

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XGtE 154 Level 5 Evocation

Daylight

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration1 hour

Fill a 60-foot-radius sphere centered in range with Bright Light. It counts as sunlight. The sphere sheds Dim Light for an extra 60 feet.

You may instead cast the spell on a loose object, making it the source of sunlight, which fills a 60-foot emanation (and sheds further as before). Covering the object blocks the sunlight.

This spell's area dispells any spell of level 3 or lower that produces magical darkness.

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PHB 260 Level 3 Evocation

Death Ward

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration8 hours

Immunize a creature you touch from death for the duration. If the target takes damage that would drop it to 0 Hit Points, it instead drops to 1 Hit Point and the spell ends.

Alternatively, if the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target and the spell ends.

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PHB 261 Level 4 Abjuration

Delayed Blast Fireball

  • casting timeAction
  • range150 feet

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

a ball of bat guano and sulfur

Condense a bead of yellow light at a chosen point in range. The base damage it can inflict is 12d6, and this damage scales normally. Additionally, every time your turn ends while the spell is active, the damage increases by another 1d6.

A creature may attempt to throw the bead by rolling a Dexterity save.

When the spell ends, the bead explodes, dealing its cumulative Fire damage to all creatures in a 20-foot radius, and lighting all loose flammable objects on fire. Creatures roll a Dexterity save to take half damage.

See the Player's Handbook for the exact rules.

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PHB 261 Level 7 Evocation

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Demiplane

  • casting timeAction
  • range60 feet

  • componentsS
  • duration1 hour

Create a Medium door on a flat solid surface you can see in range. It can be opened and closed, and it goes to a demiplane that is an empty 30-foot cube room made of wood or stone. When the spell ends, the door vanishes. Objects stay in the demiplane. Creatures may stay or choose to be shunted prone out the door as it vanishes.

When you cast the spell, you may connect to a previous demiplane, a new one, or if you know the nature and contents of another creature's demiplane, you can connect to that one instead.

See the Player's Handbook for the exact rules.

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PHB 261 Level 8 Conjuration

Destructive Wave

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Emit energy in a 30-foot emanation. Creatures you choose must roll a Constitution save. On a failure, they take 5d6 Thunder damage, as well as 5d6 Radiant or Necrotic damage, and are knocked Prone. On a success, they take half damage and aren't knocked over.

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PHB 261 Level 5 Evocation

Detect Evil and Good

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Detect the location of any Aberration, Celetial, Elemental, Fey, Fiend, or Undead within 30 feet of you for the duration, as well as any Hallowed locations. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.

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PHB 261 Level 1 Divination

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Detect whether magical effects are within 30 feet of you for the duration. You may use a Magic action if they are present to see a faint aura around any visible creature or object bearing the magic, and if it is a spell effect, you learn the spell's school of magic. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.

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PHB 262 Level 1 Divination

Detect Poison and Disease

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

Detect the location and nature of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of you for the duration. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.

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PHB 262 Level 1 Divination

Detect Thoughts

  • casting timeAction
  • rangeSelf

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

a copper coin

Sense the presence of thoughts within 30 feet of creatures that share a language with you or are telepathic. You don't read the thougnts. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.

Alternatively, you may instead target one creature within 30 feet of you that you to learn its dominant thoughts. You can use a Magic action to switch between sensing generally and targeting a creature.

As a Magic action while targeting one creature, you may attempt to probe deeper ihto their thoughts. It makes a Wisdom save to avoid this.

See the Player's Handbook for the exact rules.

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PHB 262 Level 2 Divination

Dimension Door

  • casting timeAction
  • range500 feet

  • componentsV
  • durationInstantaneous

Teleport to a location in range. It can be a place you see, a place you can visualize, or a place you can describe via distance and direction. You may teleport a creature within 5 feet as you as well.

If you or the other creature would arrive in a space occupied by a creature, or filled in by walls or objects, all teleporting creatures take 4d6 Force damage and the teleportation fails.

See the Player's Handbook for the exact rules.

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PHB 262 Level 4 Conjuration

Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

Change the appearance of your person and belongings for the duration. You can adjust your height by 1 foot, as well as your weight. You must have the same arrangement of limbs.

Changes will not hold up to physical inspection, and creatures that Study you and succeed on an Investigation check against your spell save will realize you are disguised.

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PHB 262 Level 1 Illusion

Disintegrate

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and dust

Blast a creature, object, or creation of magical force in range with a green ray.

Large nonmagical objects and magical forces are immediately disintegrated. Huge and larger objects have a 10-foot-cube portion disintegrated into gray dust.

Targeted creatures roll a Dexterity save. On a failure, they take 10d6 + 40 Force damage. This damage scales by 3d6 per level. If this damage reduces the creature to 0 Hit Points, it and all nonmagical items on its person are disintegrated. The target can only be revived by True Resurrection or a Wish spell.

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PHB 263 Level 6 Transmutation

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Dispel Evil and Good

  • casting timeAction
  • rangeSelf

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

powdered silver and iron

Give Celestials, Elementals, Fey, Fiends, and Undead Disadvantage on attack rolls against you for the duration.

You may use a Magic action to touch a creature possessed, Charmed or Frightened by such a creature. The target is freed from these effects and the spell ends.

Alternatively, you can use a Magic action to target such a creature within 5 feet of you. It must succeed on a Charisma save to avoid being sent back to its home plane. Undead are sent to the Shadowfell and Fey are sent to the Feywild.

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PHB 263 Level 5 Abjuration

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Target a creature, object, or magical effect in range and automatically end any ongoing spells of the casting level or lower. For more powerful spells, you must make a spellcasting ability check against DC 10 + the target spell's level, ending it on a success.

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PHB 264 Level 3 Abjuration

Dissonant Whispers

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

Fill the head of a creature you can see in range with a discordant melody and make them roll a Wisdom save. On a failure, they take 3d6 Psychic damage and must immediately use their reaction to move as far away from you as they can using the safest route. The damage scales normally. On a success, they only take half damage.

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PHB 264 Level 1 Enchantment

Divination

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense worth 25+ GP, which the spell consumes

Contact a god or their servants, asking one question about a specific goal, event, or activity that will occur within 7 days. The DM will offer a true reply, typically in a short phrase or cryptic rhyme. The answer is not ironclad and things may occur to change the outcome.

Every time you cast this spell before taking a Long Rest, the chance of receiving no response increases by 25%.

See the Player's Handbook for exact rules.

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PHB 264 Level 4 Divination

Divine Favor

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Your attacks with weapons deal an extra 1d4 Radiant damage on a hit for the duration.

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PHB 265 Level 1 Transmutation

Divine Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 2d8 Radiant damage from the attack. The damage scales normally, and also increases by 1d8 if the target is a Fiend or an Undead.

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PHB 265 Level 1 Evocation

Divine Word

  • casting timeBonus Action
  • range30 feet

  • componentsV
  • durationInstantaneous

Utter the Divine Word from the Upper Planes. Each creature you choose in range rolls a Charisma save. On a failure, creatures with 50 Hit Points or fewer suffer effects ranging from deafening to death.

Additionally, regardless of Hit Points, if a target is a Celesial, Elemental, Fey or Fiend, it is banished back to its own plane of origin if it's not already there, and it cannot return to the current plane for 22 hours by any means short of a Wish spell.

See the Player's Handbook for exact rules.

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PHB 265 Level 7 Evocation

Dominate Beast

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Force a Beast you can see in range to roll a Wisdom save to avoid being Charmed for the duration. It rolls the save with Advantage if you or your allies are fighting it. It rerolls the save any time it takes damage, ending the spell on a success. The length of the spell scales.

While charmed, you maintain a telepathic link to the target while on the same plane of existence. On your turn, you may issue simple commands to the target without an action. It will try to complete the task on its turn. If it has no standing task, it acts as it likes, protecting itself. Commanding it to take a Reaction costs your own Reaction.

See the Player's Handbook for exact rules.

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PHB 265 Level 4 Enchantment

Dominate Monster

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Force a creature you can see in range to roll a Wisdom save to avoid being Charmed for the duration. It rolls the save with Advantage if you or your allies are fighting it. It rerolls the save any time it takes damage, ending the spell on a success. The length of the spell scales.

While charmed, you maintain a telepathic link to the target while on the same plane of existence. On your turn, you may issue simple commands to the target without an action. It will try to complete the task on its turn. If it has no standing task, it acts as it likes, protecting itself. Commanding it to take a Reaction costs your own Reaction.

See the Player's Handbook for exact rules.

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PHB 265 Level 8 Enchantment

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Dominate Person

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Force a Humanoid you can see in range to roll a Wisdom save to avoid being Charmed for the duration. It rolls the save with Advantage if you or your allies are fighting it. It rerolls the save any time it takes damage, ending the spell on a success. The length of the spell scales.

While charmed, you maintain a telepathic link to the target while on the same plane of existence. On your turn, you may issue simple commands to the target without an action. It will try to complete the task on its turn. If it has no standing task, it acts as it likes, protecting itself. Commanding it to take a Reaction costs your own Reaction.

See the Player's Handbook for exact rules.

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PHB 266 Level 5 Enchantment

Draconic Stride

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Blast flames from your feed. Your speed increases by 20 feet and your movement doesn't provoke opportunity attacks for the duration. The speed scales, increasing by 5 feet per level.

When you move within 5 feet of a creature or loose object, once per turn it takes 1d6 fire damage. This damage scales normally.

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FToD 19 (Ashardalon's Stride) Level 3 Transmutation

Draconic Transformation

  • casting timeBonus Action
  • rangeSelf

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

a statuette of a dragon worth 500+ GP

Transform with a roar, taking on draconic features.

You have blindsight for 30 feet and incorporeal wings giving you a fly speed of 60 feet for the duration. Additionally, on casting and as a bonus action, you may blast all the creatures in a 60-foot cone with your breath. They roll a dexterity save, taking 6d8 force damage on a failure and half that on a success.

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FToD 19 Level 7 Transmutation

Dragon's Breath

  • casting timeBonus Action
  • rangeTouch

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

a hot pepper

Touch a willing creature and bestow Acid, Cold, Fire, Lightning, or Poison breath on them for the duration. The target may use a Magic action to exhale a 15-foot cone of draconic breath. Each creature in that area rolls a Dexterity save, taking 3d6 damage on a failure and half that on a success. The damage scales normally.

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PHB 266 Level 2 Transmutation

Dream

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand

Put yourself or a creature you touch in a trance as a dream messenger to a creature you know on the same plane of existence. The messenger is Incapacitated and has a Speed of 0.

When the target is asleep, the messenger enters the target's dreams and converses with them through the spell's duration. The messenger can affect the dream's content, can emerge at any time, and the target remembers the dream perfectly on awakening. The messenger can make the dream a nightmare, deliver only ten words, and make the target roll a Wisdom save, losing all rest benefits and taking 3d6 Psychic damage on a failure.

See the Player's Handbook for exact rules.

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PHB 266 Level 5 Illusion

Dream of the Blue Veil

  • casting time10 minutes
  • range20 feet

  • componentsV, S, M
  • duration6 hours

a magic item or willing creature from the destination

Fall unconscious with up to eight willing creatures. You all experience visions of another material plane tied to the material component. You must be aware the item is from another world for the spell to work. If you are not awakened for the duration, you pull back a blue curtain in the dream and step physically into the world within a mile of where the material component was created or born.

You can be awoken by taking damage. If a creature wakes up, it doesn't transport. If you wake up, the whole spell fails.

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TCoE 106 Level 7 Conjuration

Druidcraft

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

The mark of the Friends of the World. Simple favors of nature that are effortless for her allies.

Creates an array of small effects, such as sensations, fire play, blooms, and weather prediction. See the Player's Handbook for exact rules.

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PHB 266 Transmutation Cantrip

Druid Grove

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration22 hours

mistletoe harvested under the light of a full moon with a golden sickle, which the spell consumes

Protect an area ranging from a 30-foot to a 90-foot cube either outdoors or underground. Buildings are excluded from the area. You can specify individuals that are exempt from the spell's effects, and may specify a password that makes a speaker immune to the effects as well. If you cast the spell in the same place every day for 293 days, it becomes permanent until dispelled.

The spell creates four distinct effects, all four of which must be dispelled individually to end the spell. These effects solid fog, difficult undergrowth, animated trees, and a stored spell.

See Xanathar's Guide for exact rules.

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XGtE 154 Level 6 Abjuration

Dust Devil

  • casting timeAction
  • range60 feet

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

a pinch of dust

Summon an elemental force resembling a dust devil in a 5-foot cube of unoccupied air you can see in range. You can move it 30 feet as a bonus action. It sucks up sand, loose dirt, dust and light gravel it passes over, causing a heavily obscured 10-foot-radius cloud around itself until your next turn.

Creatures that end their turns within 5 feet of the dust devil roll a strength save. On a failure, they are pushed 10 feet away and take 1d8 bludgeoning damage, and on a success, they only take half damage. The damage scales normally.

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XGtE 154 Level 2 Conjuration

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Earthbind

  • casting timeAction
  • range300 feet

  • componentsV
  • durationConcentration, up to 1 minute

Bind a creature you can see in range to the ground. It must roll a strength save to avoid having its fly speed reduced to 0 for the duration. If it's in the air, it descends 60 feet per round until it lands.

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XGtE 154 Level 2 Transmutation

Earthen Grasp

  • casting timeAction
  • range30 feet

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

a miniature hand sculpted from clay

Summon a medium hand made of soil into an unoccupied space on the ground in range. It attempts to seize a creature you can see within 5 feet of it. The target rolls a strength save to avoid 2d6 bludgeoning damage and being restrained for the duration.

As a magic action, you may make the hand release a target and grab at another, release a target and move somewhere in range, or crush a restrained target, who rolls a strength save, taking 2d6 bludgeoning damage on a failure and half that on a success. A restrained target may roll a strength check against your spell save to escape the hand's grasp.

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XGtE 161 (Maximilian's...) Level 2 Transmutation

Earthquake

  • casting timeAction
  • range500 feet

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

a fractured rock

Start an intense tremor in the ground in a 100-foot-radius from a point you can see in range. The ground there is Difficult Terrain. On casting the spell, and at the end of each of your turns for the duration, each creature on the ground of the area rolls a Dexterity save to avoid being knocked Prone.

Additionally, you open fissures in the ground at the end of the casting turn, which may cause creatures to fall in.

You also cause 50 Bludgeoning damage to all structures in the area at the end of your turns until the spell ends.

See the Player's Handbook for exact rules.

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PHB 267 Level 8 Transmutation

Earth Tremor

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Make the ground tremble in a 10-foot emanation around you. Other creatures in the area roll a dexterity save to avoid taking 1d6 bludgeoning damage and being knocked prone. The damage scales normally. Loose dirt and stone in the area becomes difficult terrain.

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XGtE 155 Level 1 Evocation

Eldritch Blast

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Hurl a beam of crackling energy. Make a ranged spell attack against a creature or object in range. The target takes 1d10 Force damage on a hit. The number of beams, not the damage, scales as a cantrip. Roll a separate attack roll for each beam.

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PHB 267 Evocation Cantrip

Elemental Bane

  • casting timeAction
  • range90

  • componentsV, S
  • durationConcentration, up to 1 minute

Make a creature you can see in range vulnerable to your choice of acid, cold, fire, lightning, or thunder damage. The number of targets scales normally, and must be within 30 feet of each other.

A target rolls a constitution save to avoid losing any resistance to the chosen damage type for the duration, as well as taking 2d6 extra damage the first time it takes that type of damage each turn.

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XGtE 155 Level 4 Transmutation

Elementalism

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Exert control over the elements, causing gentle manipulations of air, earth, fire, or water. Alternatively, you may sculpt a small amount of an element into a crude shape. See the Player's Handbook for exact rules.

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PHB 267 Transmutation Cantrip

Elemental Weapon

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Infuse a nonmagical weapon with elemental magic. Choose Acid, Cold, Fire, Lightning or Thunder damage. The weapon has a +1 bonus to attack rolls and deals 1d4 extra damage of your chosen type and it counts as a magic weapon. The attack bonus and extra damage both scale.

See the Player's Handbook for exact rules.

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PHB 268 Transmutation Cantrip

Enemies Abound

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Make a creature you can see in range that isn't immune to being frightened roll an intelligence save. On a failure, it can no longer distinguish friend from foe and assumes all creatures it can see are enemies. When it attacks, it must target a random creature in range, and it must make all possible opportunity attacks.

When the target takes damage, it may repeat the save to end the spell on itself.

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XGtE 155 Level 3 Enchantment

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Enervation

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Drain life from a creature you can see in range. The target makes a dexterity save. On a success, it takes 2d8 necrotic damage and the spell ends. On a failure, it takes 4d8 necrotic damage and the tendril stays. You may automatically deal 4d8 necrotic damage on later turns as a magic action. All damage scales normally, and you regain half all damage you deal in hit points.

The spell ends if you use any other action, if the target moves out of range, or if it finds total cover from you.

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XGtE 155 Level 5 Necromancy

Enhance Ability

  • casting timeAction
  • rangeTouch

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

fur or a feather

Touch a creature and give them Advantage on Strength, Dexterity, Intelligence, Wisdom, or Charisma ability checks for the duration. The number of creatures scales normally, and you can choose different abilities for each target.

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PHB 268 Level 2 Transmutation

Enlarge/Reduce

  • casting timeAction
  • range30 feet

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

a pinch of powdered iron

Enlarge or reduce a creature or loose object. A creature can roll a Constitution save to resist. Items on the changed creature change with it and they return to normal early if dropped or thrown.

The target's size increases or decreases by one category, and they receive Advantage on Strength checks and saves if enlarged and Disadvantage if reduced. Their attacks with their size-changed weapons and Unarmed Attacks increase by 1d4 if enlarged and decrease by 1d4 if reduced.

See the Player's Handbook for exact rules.

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PHB 268 Level 2 Transmutation

Ensnaring Strike

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Cast after hitting a target with a Melee weapon or Unarmed Strike. Grasping vines appear on the target and they make a Strength save to avoid being Restrained. Large and larger creatures have Advantage.

Restrained targets take 1d6 Piercing damage at the start of their turns. This damage scales normally. The target, or another creature in reach, can use an Action to roll a Strength ability check against your spell save, ending the spell on a success.

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PHB 268 Level 1 Conjuration

Entangle

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Fill a 20-foot square in range with grasping plants. The area is Difficult Terrain.

Each creature in the area on casting besides you must roll a Strength save to avoid being Restrained for the duration. Creatures can use an Action to roll a Athletics check against your spell save, ending the Restrained condition on a success.

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PHB 268 Level 1 Conjuration

Enthrall

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Distract creatures you choose that you can see in range. They roll a Wisdom save to avoid a -10 penalty to Perception checks and Passive Perception for the duration. Creatures you or your companions are fighting succeed on the save.

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PHB 269 Level 2 Enchantment

Erupting Earth

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of obsidian

Cause a fountain of churned earth to erupt in a 20-foot cube centered in range. Creatures in the cube roll a dexterity save, taking 3d12 bludgeoning damage on a failure and half that on a success.

The ground there becomes difficult terrain.

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XGtE 155 Level 3 Transmutation

Etherealness

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

Step into the Ethereal Plane where it overlaps with your current plane. The number of targets scales by three per level, and they must be within 10 feet of you. Navigate the Border Ethereal in any direction, spending an extra foot of movement when moving up or down. You see the plane you left in grayscale up to 60 feet away. You are only affected by things on the Ethereal Plane.

When the spell ends, you return to the plane you left in the corresponding location to where you are now in the Border Ethereal. The spell ends instantly if cast in the Ethereal Plane or on a plane that doesn't border it.

See the Player's Handbook for exact rules.

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PHB 269 Level 7 Conjuration

Expeditious Retreat

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Take the Dash action. You may keep taking it as a Bonus Action for the duration.

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PHB 270 Level 1 Transmutation

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Eyebite

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration

Blacken your eyes. On casting and as a Magic action for the duration, you may target a creature within 60 feet of you that hasn't resisted this casting yet and make them roll a Wisdom save.

On a failure, you can put them to sleep for the duration, frighten them and make them flee, or sicken them.

See the Player's Handbook for exact rules.

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PHB 270 Level 6 Necromancy

Fabricate

  • casting time10 minutes
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Convert raw materials into products of the same material. Choose raw materials you can see in range and fabricate a Large or smaller object if you have sufficient raw materials. Mineral substances can only make Medium objects or smaller.

You cannot create creatures or magic objects. Objects that require high skill and Artisan's Tools require that you be proficient with those tools.

See the Player's Handbook for exact rules.

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PHB 271 Level 4 Transmutation

Faerie Fire

  • casting timeAction
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Light all the objects and creatures that fail a Dexterity save in a 20-foot cube in range. Affected targets shed blue, green, or violet Dim Light in a 10-foot radius, cannot benefit from being Invisible, and attacks against them have advantage if the attacker can see them.

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PHB 271 Level 1 Evocation

Faithful Hound

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a silver whistle

Conjure a phantom watchdog in an unoccupied spot you can see in range for the duration or until you get more than 300 feet away from it. Only you can see it. Specify a password if you like. On later turns, you may move the hound 30 feet as a Bonus Action.

Any Small or larger creature that moves within 30 feet without speaking the password upsets the hound and it starts barking loudly. The hound has Truesight up to 30 feet.

At the start of your turn, the hound will try to bite an enemy within 5 feet of it. The enemy must roll a Dexterity save to avoid 4d8 Force damage.

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PHB 300 (Mordenkainen's Faith...) Level 4 Conjuration

False Aura

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration22 hours

a small square of silk

Mask a willing creature or object for the duration. If you cast the spell on the same target every day for 20 days, it becomes permanent.

A masked creature appears to be a different creature type of your choice, such as a Beast or Fiend.

A masked object appears to be magical if it is not, nonmagical if it is, or of a different school of magic that you choose than it actually is.

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PHB 302 (Nystul's Magic Aura) Level 2 Illusion

False Life

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a drop of alcohol

Gain 2d4 + 4 Temporary Hit Points. These scale by 5 per level.

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PHB 271 Level 1 Necromancy

Far Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Teleport up to 60 feet to an unoccupied space you can see. You can use your bonus action to repeat this teleportation for the duration.

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XGtE 155 Level 5 Conjuration

Fear

  • casting timeAction
  • rangeSelf

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

a white feather

Force all creatures in a 30-foot cone originating from you to roll a Wisdom save to avoid dropping whatever it's holding and become Frightened for the duration.

Frightened creatures take the Dash action and move away from you by thee safest route on each turn unless there is nowhere to move. If it cannot see you at the end of its turn, it rerolls the save to end the spell on itself.

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PHB 271 Level 3 Illusion

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsV, M
  • duration1 minute

a small feather or piece of down

When you or a creature you can see in range falls, you may magically catch them as a Reaction. Choose up to five falling creatures in range and slow their descent to 60 feet per round for the duration. If a creature lands during the duration, it takes no damage from the fall and the spell ends on it.

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PHB 271 Level 1 Transmutation

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Feign Death

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

Put a willing creature into a cataleptic state indistinguishable from death. It appears dead to outward inspection and spells used to determine its status for the duration. It is Blinded and Incapacitated and its Speed is 0.

The target also has Resistance to all damage except Psychis, and has Immunity to being Poisoned.

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PHB 271 Level 3 Necromancy

Find Familiar

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

Summon a familiar to your service. The spirit takes the form of a CR 0 Beast, such as a raven, cat, lizard, weasel, or spider. It appears in an unoccupied space in range. It has the stat block of its chosen form, but is your choice of a Celestial, Fey, or Fiend rather than a Beast. It acts on its own, but obeys you.

The familiar has a telepathic connection to you, and can deliver touch-range spells for you using its Reaction. It cannot attack, but behaves as an ally in combat.

You can have one familiar at a time, further castings change its form.

See the Player's Handbook for exact rules.

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PHB 272 Level 1 Conjuration

Find Steed

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Summon an otherworldly loyal steed to an unoccupied space within range. It uses the Otherworldly Steed stat block, and you can have one at a time. The stat block scales.

The steed appears as a Large rideable animal of your choice, such as a horse, dire wolf, or camel. You choose whether it is a Celestial, Fey or Fiend, which affects the stat block.

In combat, it shares your initiative count and is an ally. If you are incapacitated, it takes its turn after yours and acts to protect you. It vanishes when it drops to 0 Hit Points, and you may summon the same steed or a new one when you cast the spell again.

See the Player's Handbook for exact rules.

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PHB 272 Level 2 Conjuration

Find the Path

  • casting time1 minute
  • rangeSelf

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

a set of divination tools worth 100+ GP

Magically sense the most direct physical route to a familiar location you name. The spell fails if the destination is on another plane of existence, is moving, or unspecific.

As long as you are on the same plane of existence for the duration, you will know how far it is and in what direction, and where there are choices of paths, you know which is most direct.

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PHB 273 Level 6 Divination

Find Traps

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Sense any traps within range and line of sight. Traps are objects and mechanisms intended to cause damage or danger, such as an Alarm spell or mechanized pit trap, but not a hidden sinkhole.

You learn a trap is present and its general nature, but not its location.

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PHB 273 Level 2 Divination

Finger of Death

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Hurl negative energy at a creature you see in range. It rolls a Constitution save, taking 7d8 + 30 Necrotic damage on a failure and half that on a success.

If a Humanoid dies from this spell, they rise at the start of your next turn as a Zombie that obeys your verbal orders.

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PHB 273 Level 7 Necromancy

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a ball of bat guano and sulfur

Shoot a fiery streak to a point you choose in range. Each creature in a 20-foot-radius sphere centered on that point rolls a Dexterity save, taking 8d6 Fire damage on a failure and half that on a success. This damage scales normally.

Loose flammable objects in the sphere start burning.

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PHB 274 Level 3 Evocation

Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Hurl a mote of fire at a creature or object in range. Make a ranged spell attack, dealing 1d10 Fire damage on a hit. The damage scales as a cantrip. If the target is a loose flammable object, it starts burning.

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PHB 274 Evocation Cantrip

Fire Shield

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorus or a firefly

Wreathe your body in wispy flames for the duration, shedding Bright Light for 10 feet and Dim Light for 10 more. Choose if it's a hot or cold fire.

The hot shield grants you Resistance to Cold damage and deals 2d8 Fire damage to a creature within 5 feet of you that hits you with a melee attack roll. The cold shield grants resistance to Fire damage and deals 2d8 Cold damage.

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PHB 274 Level 4 Evocation

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Fire Storm

  • casting timeAction
  • range150 feet

  • componentsV, S
  • durationInstantaneous

Summon a storm of fire in range. The storm consists of up to ten 10-foot cubes, arranged contiguously as you like. Creatures in the storm roll a Dexterity save, taking 7d10 Fire damage on a failure and half that on a success.

Loose flammable objects in the storm start burning.

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PHB 275 Level 7 Evocation

Flame Arrows

  • casting timeAction
  • rangeTouch

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

a quiver or bolt case with ammunition in it

Touch the material component and infuse the ammunition with flame. When you hit a target with a ranged attack using the ammunition, it takes an extra 1d6 fire damage.

The spell ends after 12 pieces of ammunition have been drawn. The spell scales, affecting 4 additional pieces of ammunition per level.

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XGtE 156 Level 3 Transmutation

Flame Blade

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a sumac leaf

Evoke a fiery blade in your free hand the size and shape of a scimitar for the duration. It vanishes if released, and can be brought back as a Bonus Action.

You can make a melee spell attack with it as a Magic action. It deals 3d6 + your spellcasting modifier in Fire damage. The damage scales normally.

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PHB 275 Level 2 Evocation

Flame Strike

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a pinch of sulfur

Call down a pillar of fire on a point in range. All creatures in a 10-foot-radius 40-foot-high Cylinder centered on that point roll a Dexterity save, taking 5d6 Fire damage and 5d6 Radiant damage on a failure and half that on a success. Both damages scale normally.

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PHB 275 Level 5 Evocation

Flaming Sphere

  • casting timeAction
  • range60 feet

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

a ball of wax

Create a 5-foot-diameter sphere of fire in an unoccupied space in range. You can move it as a Bonus Action up to 30 feet. It sheds Bright Light for 20 feet and Dim Light for another 20 feet and lights loose flammable objects on fire.

When hit by the sphere, or when ending their turn within 5 feet of the sphere, creatures roll a Dexterity save, taking 2d6 Fire damage on a failure and half that on a success. The damage scales normally.

See the Player's Handbook for exact rules.

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PHB 275 Level 2 Conjuration

Flesh to Stone

  • casting timeAction
  • range60 feet

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

a cockatrice feather

Attempt to turn a creature you can see in range into stone. It makes a Constitution save. On a failure, it is Restrained for the duration. On a success, their Speed is 0 until the start of your next turn as they recover.

A Restrained target rerolls the save at the end of each of its turns until it has three successes or failures. at which point the spell ends if it succeeds or it becomes Petrified for the duration if it fails. If you maintain Concentration for the whole minute, the Petrification is permanent until magically ended.

See the Player's Handbook for exact rules.

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PHB 275 Level 6 Transmutation

Floating Disk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a drop of mercury

Create a horizontal disk of force, 3 feet in diameter and 1 inch thick, hovering 3 feet above the ground in an unoccupied space in range for the duration. It can hold 500 pounds, with the spell ending if it's overloaded.

When you move more than 20 feet away from the disk, it follows you to stay within 20 feet. It can cross uneven terrain and float up and down stairs, but it cannot navigate sudden elevation changes of 10 feet or more. If you manage to get more than 100 feet from the disk, the spell ends.

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PHB 332 (Tenser's Floating...) Level 1 Conjuration

Fly

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a feather

Touch a willing creature. The numger of targets scales normally. The targets gain a Fly Speed of 60 feet and they can hover for the duration. When the spell ends, they will fall it they are still aloft.

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PHB 275 Level 3 Transmutation

Fog Cloud

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Create a 20-foot-radius sphere of fog centered on a point in range. The area is Heavily Obscured. It lasts for the duration unless it is dispersed by a strong wind.

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PHB 276 Level 1 Conjuration

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Forbiddance

  • casting time10 minutes or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration1 day

ruby dust worth 1000+ GP

Create a ward against magical travel, covering up to 40,000 square feet of floor space up to a height of 30 feet above the floor. Absolutely all interplanar travel is blocked in the area.

On casting, you may choose as many as you like from Aberrations, Celestials, Elementals, Fey, Fiends, and Undead, as well as Radiant or Necrotic damage and a password if desired. When creatures of the chosen type enters the area without speaking the password, or ends its turn there, it takes 5d10 of the chosen damage.

If you cast the spell in the same place 20 days in a row, it is permanent and consumes the material component.

See the Player's Handbook for exact rules.

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PHB 276 Level 6 Abjuration

Forcecage

  • casting timeAction
  • range100 feet

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

ruby dust worth 1500+ GP, which the spell consumes

Evoke an immobile and Invisible cubic prison in range. It's composed of magical force and can be a 20-foot cube made of bars or a 10-foot solid cube that prevents all spells and matter from passing through.

Any creature not completely inside the area is shunted out, otherwise they are trapped. They cannot leave without magic, the cage extends into the Ethereal Plane, and attempts to teleport out require passing a Charisma save to avoid wasting the spell. The cage cannot be dispelled by Dispel Magic.

See the Player's Handbook for exact rules.

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PHB 276 Level 7 Evocation

Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a hummingbird feather

A willing creature sees into the immediate future for the duration. It has Advantage on all D20 Tests and other creatures have Disadvantage on attack rolls against it for the duration. The spell ends if you cast it again.

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PHB 276 Level 9 Divination

Fount of Moonlight

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Wreathe your body in cool light for the duration. You shed Bright Light for 20 feet and Dim Light for another 20. You have Resistance to Radiant damage and your melee attacks deal an extra 2d6 Radiant damage.

You may take a Reaction when damaged by a creature you can see within 60 feet of you to make it roll a Constitution save. If it fails, it is Blinded until the end of your next turn.

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PHB 277 Level 4 Evocation

Freedom of Movement

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap

Give a willing creature the ability to ignore Difficult Terrain, and they are unable to have their Speed reduced or become Paralyzed or Restrained. The number of targets scales normally.

The targets also have a Swim Speed equal to their Speed, and they can use 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or Grapples.

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PHB 277 Level 4 Abjuration

Freezing Sphere

  • casting timeAction
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a miniature crystal sphere

Hurl a globe to a point in range, where it explodes in a 60-foot-radius sphere. You may choose to hold in instead, later throwing it 40 feet or slinging it to the sling's range, shattering it, or leaving it on a surface to explode 1 minute later.

Creatures in the explosion roll a Constitution save, tading 10d6 Cold damage on a failure or half that on a success. The damage scales normally.

If it hits water, it freezes a 30-foot square 6 inches deep for one minute, Restraining creatures swimming on the surface unless they can make an Athletics check against your spell save to break free.

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PHB 302 (Otiluke's Freezing...) Level 6 Evocation

Friends

  • casting timeAction
  • range10 feet

  • componentsS, M
  • durationDuration

some makeup

Make a creature you can see in range roll a Wisdom save to avoid being Charmed. It succeeds automatically if you are fighting it, or if you have cast this spell on it in the last day. The spell ends early if the target takes any damage, or if you make an attack, deal damage, or force a save on anyone.

The target realizes that you Charmed it when the spell ends.

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PHB 277 Enchantment Cantrip

Frostbite

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Form frost on a creature you can see in range. The target rolls a Constitution save to avoid 1d6 cold damage and rolling its next weapon attack on its next turn with disadvantage. The damage scales as a cantrip.

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XGtE 156 Evocation Cantrip

Gaseous Form

  • casting timeAction
  • rangeTouch

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

a bit of gauze

Turn a willing creature and its carried items into a misty cloud for the duration. The number of targets scales normally.

The gaseous creature can only move with a Fly Speed of 10, and can hover. It can occupy the same space as another creature and move through narrow openings, but liquids act like solid surfaces to it. It has Resistance to physical damages, cannot be knocked Prone, and has Advantage to physical saves. It cannot talk, attack, cast spells or manipulate objects. Objects that it carries in its mist form cannot be used or dropped.

See the Player's Handbook for exact rules.

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PHB 277 Level 3 Transmutation

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Gate

  • casting timeAction
  • range60 feet

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

a diamond worth 5000+ GP

Conjure a portal linking an unoccupied space you can see in range to a precise location on a different plane of existence. The portal is a circle 5 to 20 feet in diameter, oriented as you like. The portal at each end has a front and back. Travel through is instantaneous and can only be done through the front of the portal, through which the destination can be seen.

You may open a portal to a specific entity you correctly name instead of a location. Planar rulers may block portals to their domains.

See the Player's Handbook for exact rules.

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PHB 277 Level 9 Conjuration

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 days

Command a creature you can see in range to do or not do something. It rolls a Wisdom save to avoid being Charmed, and automatically succeed if it cannot understand your command. You cannot make a suicidal command.

While Charmed, the creature takes 5d10 Psychic damage once a day if it acts in a manner directly counter to your command. The duration scales, lasting 293 days at level 7 or 8, and being permanent at level 9.

The spell may be ended by Remove Curse, Greater Restoration, or Wish.

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PHB 278 Level 5 Enchantment

Gentle Repose

  • casting timeAction of Ritual
  • rangeTouch

  • componentsV, S, M
  • duration10 days

2 copper coins, which the spell consumes

Touch a corpse or other remains. It stops decaying and cannot become Undead for the duration. This also stops the timer on its time spent dead, giving more time for spells to resurrect it.

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PHB 278 Level 2 Necromancy

Giant Insect

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Summon a monstrous centipede, spider, or wasp in an unoccupied space you can see in range. It uses the Giant Insect stat block. The stat block scales. The insect disappears when it drops to 0 Hit Points or when the spell ends.

It is your ally, and shares you Initiative count, taking its turn immediately after yours. You don't need to use an Action to verbally command it.

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PHB 279 Level 4 Conjuration

Glibness

  • casting timeAction
  • rangeSelf

  • componentsV
  • duration1 hour

All Charisma checks you make can have your roll replaced with a 15 for the duration, and no matter what you say, magic methods to determine if you are lying indicate that you are telling the truth.

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PHB 279 Level 8 Enchantment

Globe of Invulnerability

  • casting timeAction
  • rangeSelf

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

a glass bead

A shimmering barrier appears around a 10-foot emanation centered on you. It is immobile. Any spells of level 5 or lower originating outside the globe cannot hit or affect targets inside of it, including areas of effect. The maximum level of blocked spell scales by 1 per level.

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PHB 279 Level 6 Abjuration

Glyph of Warding

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

powdered diamond worth 200+ GP, which the spell consumes

Inscribe a glyph on a surface or object that can be closed. It can be no more than 10 feet in diameter. If the surface or object is moved more than 10 feet without triggering the glyph, the spell ends harmlessly.

A Perception check against your spell save will detect the barely perceptible glyph.

You choose the nature of the glyph's trigger, including creature types and passwords, and whether it is an explosive rune or a spell-storing glyph. Both effects scale.

See the Player's Handbook for exact rules.

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PHB 279 Level 3 Abjuration

Goodberry

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration22 hours

a sprig of mistletoe

Conjure ten berries in your hand. They are magical. As a Bonus Action, a creature can eat a berry to restore 1 Hit Point and be fully fed for a day. Uneaten berries vanish when the spell ends.

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PHB 280 Level 1 Conjuration

Grasping Vine

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Conjure a vine from a surface in an unoccupied space you can see in range for the duration.

On casting, and as a Bonus Action on later turns, you can make a melee spell attack against a creature within 30 feet of the vine. This attack deals 4d8 Bludgeoning damage and pulls the creature up to 30 feet towards the vine. If it is Huge or smaller, the vine Grapples it. Only one creature can be Grappled at a time, and you can make the vine release a Grappled creature without an action. The number of targets that can be grappled scales normally.

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PHB 280 Level 4 Conjuration

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Grease

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • duration1 minute

a bit of pork rind or butter

Cover a 10-foot square of ground within range with nonflammable grease for the duration. It is Difficult Terrain. Creatures that are present on casting, as well as when they enter or end their turn in the area, must roll a Dexterity save to avoid falling Prone.

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PHB 280 Level 1 Conjuration

Greater Gust

  • casting timeAction
  • rangeSelf

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

a legume seed

Blast strong wind in a line 60 feet long and 10 feet wide from you in the direction you choose. As a Bonus Action on later turns, you can change the line's direction. On casting, and if they end their turn in the line, creatures in it must roll a Strength save or be pushed 15 feet away from you along the line. Creatures in the line must spend 2 feet of movement for every foot spent moving towards you.

The gust disperses gas and vapor, extinguishes unprotected flames, and has a half chance of extinguish protected flames.

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PHB 282(Gust of Wind) Level 2 Evocation

Greater Invisibility

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

Turn a creature Invisible for the duration.

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PHB 281 Level 4 Illusion

Greater Magic Hand

  • casting timeAction
  • range120 feet

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

an eggshell and a glove

Create a Large shimmering magic hand in an unoccupied space you can see in range. The hand lasts for the duration, and moves as you command by imitating your own hand. It has an AC of 20, as many Hit Points as your maximum, and doesn't occupy its space.

On casting, and as a Bonus Action on later turns, you may cause the hand to strike, push, interpose, or grab a creature. The hand's damage scales.

See the Player's Handbook for exact rules.

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PHB 246 (Bigby's Hand) Level 5 Evocation

Greater Restoration

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100+ GP, which the spell consumes

Touch a creature and immediately remove an effect from it. The effects you can remove include 1 Exhaustion level, Charmed, Petrified, a curse, an ability reduction, or a Hit Point maximum reduction.

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PHB 281 Level 5 Abjuration

Green-Flame Blade

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a melee weapon worth 1+ SP

Make a melee attack with the material component. On a hit, you may strike another creature within 5 feet of the first with a spark of green fire. The second creature takes takes your spellcasting modifier in fire damage.

At first, there is no bonus damage, but this scales as a cantrip. When you reach level 5, the attack deals 1d8 extra fire damage, and the green-flame spark also deals an extra 1d8 damage. Both damages continue to scale at levels 11 and 17.

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TCoE 107 Evocation Cantrip

Guardian of Faith

  • casting timeAction
  • range30 feet

  • componentsV
  • duration8 hours

Summon a large spectral guardian that hovers in an unoccupied space you can see in range for the duration. It occupies the space, is invulnerable, and appears in a form appropriate for your deity.

Enemies that move within 10 feet of the guardian once per turn, or start their turn there, make a Dexterity save, taking 20 Radiant damage on a failure or half that on a success. The guardian vanishes after dealing 60 damage in total.

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PHB 281 Level 4 Conjuration

Guardian of Nature

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Summon a spirit of nature that transforms you into a powerful guardian.

You can become a primal beast guardian, becoming furry with feral features. Your walking speed increases by 10 feet, you gain 120 feet of darkvision, you roll strength-based attacks with advantage, and your melee weapon attacks deal an extra 1d6 force damage.

You can instead become a great tree guardian, being covered in bark and leaves. You gain 10 temporary hit points, you make constitution saves and attacks using dexterity or wisdom with advantage, and ground within 15 feet of you while you're on it becomes difficult terrain for your enemies.

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XGtE 157 Level 4 Transmutation

Guards and Wards

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • duration22 hours

a silver rod worth 10+ GP

Ward up to 2500 square feet of floor space, as a 50-foot square, twenty-five contiguous 10-foot squares, or a hundred contiguous 5-foot squares. You can specify individuals that are exempt from the spell's effects, and may specify a password that makes a speaker immune to the effects as well. If you cast the spell every day for 293 days, it becomes permanent until dispelled.

The spell creates four distinct effects, all four of which must be dispelled individually to end the spell. These effects are foggy and confusing corridors, magically locked and hidden doors, webbed stairs, and a stored spell.

See the Player's Handbook for exact rules.

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PHB 282 Level 6 Abjuration

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Guidance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

Give a willing creature a 1d4 bonus to all ability checks using a skill of your choice for the duration.

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PHB 282 Divination Cantrip

Guiding Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • duration1 round

Hurl a bolt of light at a creature in range. Roll a ranged spell attack. It deals 4d6 Radiant damage, and your next attack roll made against it by the end of your next turn has Advantage. The damage scales normally.

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PHB 282 Level 1 Evocation

Gust

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Seize the air in range. You may push a medium or small creature up to 5 feet away from you if it fails a strength save, you may push a loose object up to 10 feet away from you without damaging anything, or you may cause a harmless sensory effect using air, like slamming shutters or rippling your clothes in the breeze.

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XGtE 157 Transmutation Cantrip

Hail of Thorns

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Cast after hitting a target with a Ranged weapon. The weapon or ammunition sprouts an abundance of thorns. The target and all creatures within 5 feet of it roll a Dexterity save, taking 1d10 Piercing damage on a failure and half that on a success. The damage scales normally.

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PHB 283 Level 1 Conjuration

Hallow

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

Incense worth 1000+ GP, which the spell consumes

Touch a point and infuse the area around it with holy or unholy power. The area can have a radius of up to 60 feet. The spell fails if part of the area is already Hallowed.

Choose creature types from Aberration, Celestial, Elemental, Fey, Fiend, or Undead. The chosen types cannot willingly enter the Hallowed ground, and possessions as well as Charmed and Frightened effects caused by the chosen creature types stop working in the area. There is an extra effect as well, including things like courageousness, darkness, daylight, fear, resistance, and others.

See the Player's Handbook for exact rules.

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PHB 283 Level 5 Abjuration

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV, S, M
  • duration22 hours

a mushroom

Change the appearance for a 150-foot cube in range to look, sound and smell like a different natural terrain. This doesn't affect manufactured structures, equipment, or animals in the area. The tactile characteristics of the terrain are also unchanged, so creatures that actually enter the area will probably notice the illusion. If it's not apparent from contact, an Investigation check against your spell save will reveal it is an illusion, at which point it becomes a vague image superimposed over the real terrain to the creature that sees through it.

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PHB 283 Level 4 Illusion

Harm

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Target a creature, and hit it with virulent magic, making it roll a Constitution save. On a failure, it takes 14d6 Necrotic damage and has its maximum Hit Points reduced by the damage it took. It cannot be reduced below 1 Hit Point this way. On a success, it only takes half damage.

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PHB 283 Level 6 Necromancy

Haste

  • casting timeAction
  • range30 feet

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

a shaving of licorice root

Hasten a willing creature you can see in range. For the duration, its Speed is doubled, and it gains a +2 bonus to its AC, Advantage on Dexterity saves, and a second Action on its turn with which it can use to Attack, Dash, Disengage, Hide, or Utilize. The creature can still only Attack once per turn.

When the spell ends, the target is hit by lethargy and has a Speed of 0 and the Incapacitated condition until the end of its next turn.

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PHB 284 Level 3 Transmutation

Heal

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Wash a creature you can see in range with healing energy, restoring 70 Hit Points and ending Blinded, Deafened, and Poisoned conditions on the target. The healing scales by 10 per level.

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PHB 284 Level 6 Abjuration

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Healing Spirit

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Summon a spirit of nature to soothe wounds. The intangible spirit appears in a 5-foot cube in range. It appears as a ghostly fey or beast. You can move the spirit 30 feet to a spot you can see as a bonus action.

Whenever a creature you can see that isn't a construct or undead moves into the spirit's space or starts its turn there, you may allow the spirit to restore 1d6 hit points to that creature. This healing scales normally. The spirit can heal at least twice, up to 1 + your spellcasting modifier times, vanishing after healing the final time.

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XGtE 157 Level 2 Conjuration

Healing Word

  • casting timeBonus Action
  • range60 feet

  • componentsV
  • durationInstantaneous

Choose a creature you can see in range, restoring 2d4 + your spellcasting modifier in Hit Points to it. The healing scales by 2d4 per level.

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PHB 284 Level 1 Abjuration

Heat Metal

  • casting timeAction
  • range60 feet

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

a piece of iron and a flame

Choose a manufactured metal object you can see in range an make it glow red hot. Any creature in physical contact with the object takes 2d8 Fire damage on casting, and you can use a Bonus Action on later turns to deal this damage again. The damage scales normally.

If a creature is holding or wearing the object and takes the damage, it must succeed on a Constitution save to avoid dropping the object if it can. If it doesn't, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

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PHB 284 Level 2 Transmutation

Hellish Rebuke

  • casting timeReaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

When you take damage from a creature you can see in range, you may lash out at it with green flames as a Reaction. It rolls a Dexterity save, taking 2d10 Fire damage on a failure and half that on a success. The damage scales normally.

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PHB 284 Level 1 Evocation

Heroes' Feast

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a gem-encrusted bowl worth 1000+ GP, which the spell consumes

Conjure a feast that appears on a surface in an unoccupied 10-foot cube next to you. Up to twelve creatures may partake in the feast, which takes an hour to consume and vanishes at the end of the hour.

If a creature fully partakes in the feast, it gains Resistance to Poison damage, Immunity to the Frightened and Poisoned conditions, and gains 2d10 Hit Points as well as increasing its Hit Point maximum by that amount. These effects last 22 hours.

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PHB 284 Level 6 Conjuration

Heroism

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

Imbue a willing creature with bravery for the duration. It is immune to being Frightened and gains Temporary Hit Points equal to your spellcasting modifier at the start of its turns.

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PHB 285 Level 1 Enchantment

Hex

  • casting timeBonus Action
  • range90 feet

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

the petrified eye of a newt

Curse a creature you can see in range. Choose an ability. You deal an extra 1d6 Necrotic damage to the target when you hit it with an attack roll, and it has disadvantage on the chosen ability checks. The Concentration scales, lasting up to 4 hours at level 2, 8 hours at level 3, and 22 hours at level 5.

If the target drops to 0 Hit Points before the spell ends, you can take a Bonus Action on a later turn to move the curse to a new creature.

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PHB 285 Level 1 Enchantment

Hideous Laughter

  • casting timeAction
  • range30 feet

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

a tart and a feather

Make a creature you can see in range roll a Wisdom save to avoid falling Prone and Incapacitated, laughing uncontrollably if it can. It cannot get up for the duration. The number of targets scales normally.

The target may repeat the save at the end of its turn, and may repeat it with Advantage if damaged, ending the spell on itself on a success.

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PHB 331 (Tasha's Hideous...) Level 1 Enchantment

Hold Monster

  • casting timeAction
  • range90 feet

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

a straight piece of iron

Force a creature you can see in range to roll a Wisdom save to avoid being Paralyzed for the duration. The number of targets scales normally. The targets repeat the save at the end of its turns to end the spell on itself.

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PHB 285 Level 5 Enchantment

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Hold Person

  • casting timeAction
  • range60 feet

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

a straight piece of iron

Force a Humanoid you can see in range to roll a Wisdom save to avoid being Paralyzed for the duration. The number of targets scales normally. The targets repeat the save at the end of its turns to end the spell on itself.

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PHB 286 Level 2 Enchantment

Holy Aura

  • casting timeAction
  • rangeSelf

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

a reliquary worth 1000+ GP

Emit an aura in a 30-foot emanation. Creatures of your choice in the aura have Advantage on all saves, and other creatures have Disadvantage on attack rolls against them. When a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must roll a Constitution save to avoid being blinded until the end of its next turn.

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PHB 286 Level 8 Abjuration

Holy Weapon

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Infuse a weapon with holy power. It sheds 30 feet of bright light and an additional 30 feet of dim light, becomes a magic weapon, and deals an extra 2d8 radiant damage for the duration.

You may end the spell in a burst of radiance as a bonus action. Creatures you choose and can see within 30 feet of the weapon roll a constitution save, taking 4d8 radiant damage and being blinded for 1 minute on a failure, and taking only half the damage on a success. Blinded creatures can reroll the save at the end of their turns to end the effect.

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XGtE 157 Level 5 Evocation

Horrid Wilting

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a bit of sponge

Pull moisture from all plants and creatures in a 30-foot cube centered in range. Nonmagical plants instantly wither and die. Creatures that are not constructs or undead in the area must roll a Constitution save, which plant creatures and water elementals roll with disadvantage. Targets take 12d8 necrotic damage on a failure, or half that on a success.

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XGtE 150 (Abi-Dalzim's Horrid...) Level 8 Necromancy

Hunger of the Void

  • casting timeAction
  • range150 feet

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

a pickled tentacle

Open a gateway to the Far Realm. Magical Darkness fills a 20-foot radius sphere centered in range for the duration. The sphere is Difficult Terrain and filled with whispers and horrible slurps audible 30 feet away. No light of any kind can illuminate it and creature in it are Blinded.

Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there rolls a Dexterity save to avoid taking 2d6 Acid damage. The damages scale by 1d6 per level, but not at the same time. You can choose which damage gets a scaling bonus for each level.

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PHB 286 (Hunger of Hadar) Level 3 Conjuratoin

Hunter's Mark

  • casting timeBonus Action
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 hour

Mark a creature you can see in range as your quarry for the duration. You deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll, and you have Advantage on any Perception or Survival checks you make to find it. The Concentration scales, lasting up to 8 hours at level 3 and 22 hours at level 5.

If the quarry drops to 0 Hit Points before the spell ends, you may use a Bonus Action to mark a new creature in range without recasting the spell.

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PHB 287 Level 1 Divination

Hypnotic Pattern

  • casting timeAction
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a pinch of confetti

Create a twisting pattern of colors in a 30-foot cube in range for moment, which promptly vanishes. Creatures in the area who see the pattern roll a Widsom save to avoid being Charmed for the duration. Charmed creatures have a Speed of 0 and is Incapacitated.

The spell ends on an affected creature if they take any damage or if someone else uses their action to shake them out of the stupor.

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PHB 287 Level 3 Illusion

Ice Knife

  • casting timeAction
  • range60 feet

  • componentsS, M
  • durationInstantaneous

a drop of water or piece of ice

Create a shard of ice and fling it at a creature in range. Make a ranged spell attack, which deals 1d10 Piercing damage. This damage does not scale.

Whether you hit or miss, the shard explodes. The target and all creatures within 5 feet of it must roll a Dexterity save to avoid 2d6 Cold damage. This damage scales normally.

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PHB 287 Level 1 Conjuration

Ice Storm

  • casting timeAction
  • range300 feed

  • componentsV, S, M
  • durationInstantaneous

a mitten

Bring hail in a 20-foot-radius 40-foot-high Cylinder centered in range. All creatures in the area rolls a Dexterity cave, taking 2d10 Bludgeoning damage and 4d6 Cold Damage on a failure and half that on a success. The Bludgeoning damage scales normally.

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PHB 287 Level 4 Evocation

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Identify

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth 100+ GP

Touch an object or creature for the entire casting time. You learn what spells are affecting it. If it's a magic object, you learn what it does, how to use it, if it needs Attunement, and how many charges it has. If the object was created by a spell, you learn which one.

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PHB 287 Level 1 Divination

Illusory Dragon

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 minute

Summon a huge shadowed dragon from the shadowfell to an unoccupied space you can see in range. Choose acid, cold, fire, lightning, necrotic, or poison damage. Enemies that can see it when it appears roll a wisdom save to avoid becoming frightened of it for 1 minute, rerolling the save to end the effect at the end of its turns where it can't see it. As a bonus action, you may move it up to 60 feet and make it exhale a blast of energy in a 60-foot clone. Creatures in the cone roll an intelligence save, taking 7d6 of your chosen damage on a failure or half that on a success.

The dragon is tangible, but all attacks miss it, it succeeds on all saves, and is immune to everything. It can be seen through as an illusion with an investigation check against your spell save, which gives advantage against the breath.

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XGtE 157 Level 8 Illusion

Illusory Script

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsS, M
  • duration10 days

ink worth 10+ GP, which the spell consumes

Write on a suitable writing material and cloak the writing with an illusion for the duration. Designate creatures when you cast the spell. You, those creatures, and any creature with Truesight can read the writing normally. To others, the writing is either an unintelligible jumble of magical runes or is an alternate message.

If the spell is dispelled, both the illusory script and the original writing vanish.

See the Player's Handbook for exact rules.

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PHB 288 Level 1 Illusion

Immolation

  • casting timeAction
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 minute

Wreathe a creature you can see in range in flames, making it roll a dexterity save. It takes 8d6 fire damage on a failure and half that on a success.

On a failure, the target also stays ablaze for the duration, shedding bright light for 30 feet and dim light for 30 more, and repeating the save at the end of each of its turns, taking 4d6 fire damage on a failure and ending the spell on a success.

The flames cannot be extinguished nonmagically. If the target dies from the fire damage, it turns to ash.

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XGtE 158 Level 5 Evocation

Imprisonment

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5000+ GP

Force the target to make a Wisdom save. On a success, it is immune to the spell for 22 hours. On a failure, the target is imprisoned in a way you choose. It does not need to breathe, eat, or drink, and it stops aging. It cannot be located by divination and it cannot teleport. On casting, you also choose the trigger that will end the imprisonment, which must be an observable action that is likely to occur within the next decade. Otherwise, it can only be ended with a Level 9 Dispel Magic spell.

The nature of the imprisonment may include burial in a force-globe, chaining to the ground, entrapment in a demiplane, shrinking into a gem, or just perpetual sleep.

See the Player's Handbook for exact rules.

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PHB 288 Level 9 Abjuration

Incendiary Cloud

  • casting timeAction
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Fill a 20-foot-radius sphere centered in range with embers and smoke for the duration. It's Heavily Obscured and can be dispersed by a strong wind. The cloud moves 10 feet away from you at an angle you choose at the start of your turn.

When the cloud appears or moves into a creature's space, or once per turn when a creature enters or ends its turn in the cloud, it rolss a Dexterity save, taking 10d8 Fire damage on a failure and half that on a success.

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PHB 288 Level 8 Conjuration

Infernal Calling

  • casting time1 minute
  • range90 feet

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

a ruby worth 999+ GP

Chant an incantation that summons a devil of your choice of CR 6 or less from the Nine Hells to an unoccupied space you can see within range. The maximum CR scales normally, and increases by one if you have an individual devil's talisman. It disappears if it drops to 0 hit points or if the spell ends. Enter initiative, where the devil is its own creature controlled by the DM.

You may attempt to command the devil. It obeys if you have its talisman. Otherwise, you must influence it or align your command with its interests. It is hostile and may attack or disobey. If you lose concentration, it may not vanish immediately.

See Xanathar's Guide for exact rules.

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XGtE 158 Level 5 Conjuration

Infestation

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a living flea

Cover a creature you can see in range with mites, fleas and other parasites for a moment. The target rolls a constitution save to avoid taking 1d6 poison damage and immediately moving 5 feet in a random direction if it can. The damage scales as a cantrip. Roll 1d4 to choose a cardinal direction for it to move if it's not blocked, which doesn't trigger opportunity attacks.

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XGtE 158 Conjuration Cantrip

Inflict Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Force a creature to make a Constitution save, taking 2d10 Necrotic damage on a failure and half that on a success. The damage scales normally.

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PHB 288 Level 1 Necromancy

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Insect Plague

  • casting timeAction
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a locust

Fill a 20-foot radius sphere centered on on a point you can see in range with swarming locusts for the duration. The sphere is Lightly Obscured and Difficult Terrain.

On appearing, and once per turn when entering the sphere or ending their turn there, a creature in the sphere rolls a Constitution save, taking 4d10 Piercing damage on a failure and half that on a success. The damage scales normally.

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PHB 289 Level 5 Conjuration

Instant Summons

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

a sapphire worth 1000+ GP

Touch the material component and an object weighing 10 pounds or less and whose longest dimension is 6 feet or less. An Invisible mark is inscribed on the sapphire. Only one object can be attached to a sapphire.

As a Magic action, you can speak the name of the object and crush the sapphire. The object instantly appears in your hand, crossing any physical or planar distance, ending the spell. If another creature is holding or carrying the object, it doesn't transport it, but you immediately learn who and where that creature is.

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PHB 266 (Drawmij's Instant...) Level 6 Conjuration

Intellect Fortress

  • casting timeAction
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 hour

You or a willing creature you can see in range gains resistance to psychic damage, as well as advantage on intelligence, wisdom and charisma saves. The number of targets scales normally. The targets must all be within 30 feet of each other.

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TCoE 107 Level 3 Abjuration

Investiture of Flame

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Cover yourself in flames for the duration. You shed bright light for 30 feet and dim light for 30 more. You are immune to fire damage and have resistance to cold damage. Additionally, creatures that move within 5 feet of you or end their turn there take 1d10 fire damage once per turn.

You may use a magic action to fire a line of fire 15 feet long and 5 feet wide. Creatures in the line roll a dexterity save, taking 4d8 fire damage on a failure and half that on a success.

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XGtE 159 Level 6 Transmutation

Investiture of Ice

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Cover yourself in rime for the duration. You make the ground in a 10-feet of you difficult terrain by icing it. The radius moves with you. You are immune to cold damage and have resistance to fire damage. Additionally, you ignore all difficult terrain created by ice or snow.

You may use a magic action to fire a 15-foot cone of frigid wind. Creatures in the cone roll a constitution save, taking 4d8 cold damage and losing half its speed until your next turn on a failure, and only taking half the damage on a success.

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XGtE 159 Level 6 Transmutation

Investiture of Stone

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Cover yourself in rocky growths for the duration. You have resistance to nonmagical bludgeoning, piercing and slashing damage. Additionally, you may ignore difficult terrain made of earth and stone. You may move through solid earth or stone as if it was air and without destablizing, but you can't end your turn there, being ejected and stunned until the end of your next turn if you do

You may use a magic action to trigger an earthquake in a 15-foot radius of you. Creatures in the area roll a dexterity save to avoid being knocked prone.

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XGtE 159 Level 6 Transmutation

Investiture of Wind

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Surround yourself with wind for the duration. Ranged weapon attacks against you have disadvantage. Additionally, you gain a flying speed of 60 feet. If the spell ends while you're in the air, you fall

You may use a magic action to create a 15-foot cube of violent wind within 60 feet of you. Creatures in the cube roll a constitution save, taking 2d10 bludgeoning damage on a failure as well as being pushed 10 feet away from the center of the cube if it's large or smaller, and only taking half the damage on a success.

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XGtE 160 Level 6 Transmutation

Invisibility

  • casting timeAction
  • rangeTouch

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

an eyelash in gum arabic

Make a creature Invisible for the duration, or until the creature makes an attack roll, deals damage, or casts a spell. The number of targets scales normally.

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PHB 289 Level 2 Illusion

Invulnerability

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a piece of adamantine worth 500+ GP, which the spell consumes

Become immune to all damage for the duration.

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XGtE 160 Level 9 Abjuration

5 5
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Irresistible Dance

  • casting timeAction
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

Force a creature you can see in range to roll a Wisdom save. If it succeeds, it spends all its movement on its next turn dancing comically.

If it fails, it is Charmed, spends all its movement for the duration dancing comically in place, has Disadvantage on Dexterity saves and attacks, and other creatures have Advantage on attack rolls against it. The creature may use an action to reroll the save, ending the spell on a success.

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PHB 303 (Otto's Irresistible...) Level 6 Enchantment

Jump

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

Empower a willing creature so that, once per turn, it can jump 30 feet with a 10-foot run-up for the duration. The number of targets scales normally.

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PHB 290 Level 1 Transmutation

Knock

  • casting timeAction
  • rangeTouch

  • componentsV
  • durationInstantaneous

Attempt to magically unlock, unstick or unbar a door, container or other object in range. If it has multiple locks, only one unlocks. Arcane Locks are suppressed for ten minutes. On casting, a loud knocking sound can be heard up to 300 feet away.

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PHB 290 Level 2 Transmutation

Legend Lore

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each

Name or describe a famous person, place, or object. The spell brings to your mind a summary of the significant lore about that thing. The spell fails if the thing in question isn't actually famous.

The lores might be important details, amusing revelations, or secret lore never widely known. The more you already know about the subject, the more precise the new received lore will be. The information is always accurate, but may be figurative or poetic.

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PHB 290 Level 5 Divination

Lesser Restoration

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

End one Blinded, Deafened, Paralyzed, or Poisoned condition on a creature.

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PHB 291 Level 2 Abjuration

Levitate

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a metal spring

Levitate a creature or loose object weighing up to 500 pounds that you can see in range up to 20 feet in the air. Unwilling creatures can roll a Constitution save to resist.

The target can only move by being pushed or by pushing or pulling against fixed objects or surfaces as if they are climbing. You can change the target's altitude by 20 feet on your turn as a Magic action, or as part of your movement if you are the target. When the spell ends, the target floats down gently.

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PHB 291 Level 2 Transmutation

Life Transference

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Sacrifice your own health, taking 4d8 necrotic damage that cannot be reduced in any way. The damage scales normally. A creature you can see in range regains twice as many hit points as you lost.

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XGtE 160 Level 3 Necromancy

Light

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

Touch a Large or smaller loose object. It sheds Bright Light for 20 feet and Dim Light for 20 more in a color you like for the duration. The light can be blocked by covering the item. The spell ends if you cast it again.

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PHB 292 Evocation cantrip

Lightning Arrow

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Cast immediately after attacking a target with a Ranged weapon. Whether you hit or miss, the weapon or ammunition becomes a bolt of lightning. Instead of taking any damage or effects from the normal attack, the target takes 4d8 Lightning damage on a hit or half that on a miss. All creatures within 10 feet of the target roll a Dexterity save, taking 2d8 Lightning damage on a failure and half that on a success. All the damage scales normally.

The weapon or ammunition then returns to normal.

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PHB 292 Level 3 Transmutation

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Lightning Bolt

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur and a crystal rod

Blast everything in a 100-foot-long, 5-foot-wide line originating from you with a stroke of lightning. All creatures in the line roll a Dexterity save, taking 8d6 Lightning damage on a failure and half that on a success. The damage scales normally.

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PHB 292 Level 3 Evocation

Lightning Lure

  • casting timeAction
  • range15 feet

  • componentsV
  • durationInstantaneous

Lash at a creature you can see in range with a lightning whip. The target rolls a strength save to avoid being pulled up to 10 feet towards you. If it is pulled within 5 feet of you, the whip snaps, dealing 1d8 lightning damage. This damage scales as a cantrip.

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TCoE 107 Evocation Cantrip

Locate Animals or Plants

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

fur from a bloodhound

Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest one if it's within 5 miles.

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PHB 292 Level 2 Divination

Locate Creature

  • casting timeAction
  • rangeSelf

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

fur from a bloodhound

Describe or name a creature familiar to you. You sense the direction to the creature's location if it's within 1000 feet of you, including the direction of its movement.

Alternatively, you may seek the nearest creature of specific kind you have seen within 30 feet of you at least once, such as a unicorn.

The spell cannot find creatures in a different form, such as Polymorphed, or if any lead blocks the direct path to the creature.

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PHB 292 Level 4 Divination

Locate Object

  • casting timeAction
  • rangeSelf

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

a forked twig

Describe or name an object familiar to you. You sense the direction to the object's location if it's within 1000 feet of you, including the direction of its movement.

The object you choose must be one you have seen within 30 feet of you at least once. Alternatively, it can seek the nearest of its kind, such as jewelry, or a kind of tool.

The spell cannot find any object where any lead blocks the direct path to the object.

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PHB 293 Level 2 Divination

Longstrider

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

Increash a creature's Speed by 10 feet for the duration. The number of targets scales normally.

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PHB 293 Level 1 Transmutation

Maddening Darkness

  • casting timeAction
  • range150 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

a drop of pitch mixed with a drop of mercury

Fill a 60-foot-radius centered in range with magical darkness, including around corners. Darkvision, nonmagical light, and light from spells of level 8 or lower cannot illuminate the darkness.

Gibbering shrieks and manic laughter is audible in the sphere. When a creature starts its turn in the sphere, it rolls a wisdom save, taking 8d8 psychic damage on a failure and half that on a success.

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XGtE 160 Level 8 Evocation

Maelstrom

  • casting timeAction
  • range120 feet

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

paper or a leaf in the shape of a funnel

Summon a 30-foot-radius 5-feet-deep whirlpool centered on a point you can see in range on the ground or in water.

The area is difficult terrain. Any creature that starts its turn in the area rolls a strength save to avoid both 6d6 bludgeoning damage and being pulled 10 feet towards the center.

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XGtE 160 Level 5 Evocation

Mage Armor

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather

Increase the AC of a willing creature without armor to 13 + its Dexterity modifier. The spell ends early if the target dons armor.

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PHB 293 Level 1 Abjuration

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Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

Conjure a floating hand in range for the duration. It vanishes if you cast the spell again or if it is ever more than 30 feet away.

On casting, and as a Magic action on later turns, you can make the hand manipulate an object, open a door or container, pour out a vial, or stow or retrieve an item from an open container. On later turns, you can also move the hand 30 feet as part of the action. It cannot attack, activate magic items, or carry more than 10 pounds.

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PHB 293 Conjuration Cantrip

Magic Circle

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

Create a 10-foot-radius, 20-foot-tall Cylinder of magical energy and glowing runes centered on a grounded point you can see in range.

Choose creature types from Celestials, Elementals, Fey, Fiends, and Undead. The chosen types of creature have significant disadvantages against creatures inside the circle.

The duration of the spell scales by 1 hour per level.

See the Player's Handbook for exact rules.

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PHB 293 Level 3 Abjuration

Magic Jar

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

Fall into a catatonic state as your soul enters the Material component. You are aware of your surroundings as if in the container's space. You can only project your soul up to 100 feet out of the container to return to your living body or to possess a Humanoid's body.

A target that fails a Charisma save swaps places with you in the containter. You control the body.

You may return to the jar if you are within 100 feet of it. The jar is destroyed when the spell ends and vice versa.

See the Player's Handbook for exact rules.

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PHB 294 Level 6 Necromancy

Magic Missile

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Throw three glowing darts of magical force. The number of darts scales by 1 per level. The darts strike creatures you choose that you can see in range simultaneously, and you can hit the same creature multiple times. The darts deal 1d4 + 1 Force damage.

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PHB 295 Level 1 Evocation

Magic Mouth

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 10+ GP, which the spell consumes

Implant a message in a loose object in range, as well as a trigger. When the trigger occurs, the object will speak the message in your voice at your speaking volume. The message can be up to 25 words, delivered over up to 10 minutes. You can have the spell end after delivering the message, or continue on permanently.

See the Player's Handbook for exact rules.

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PHB 295 Level 2 Illusion

Magic Stone

  • casting timeBonus Action
  • range120 feet

  • componentsV, S, M
  • duration1 minute

one to three pebbles

Infuse the material component with magic. A creature can throw one of the pebbles 60 feet, or fling it with a sling, as a ranged spell attack. This attack deals 1d6 + your spellcasting modifier in bludgeoning damage.

The attack and damage rolls use your spellcasting modifier even if a different creature attacks with the pebble. The spell ends on any pebbles still infused when you cast the spell on other pebbles.

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XGtE 160 Transmutation Cantrip

Magic Weapon

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • duration1 hour

Infuse a nonmagical weapon, making it magical with a +1 bonus to attack and damage rolls. This bonus scales to +2 at level 3 and +3 at level 6. The spell ends if you cast it again.

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PHB 295 Level 2 Transmutation

Magnificent Mansion

  • casting time1 minute
  • range300 feet

  • componentsV, S, M
  • duration22 hours

a miniature door worth 15+ GP

Conjure a shimmering door 5 feet wide and 10 feet tall in range for the duration. It's imperceptible when closed, and you can open or close it when within 30 feet of it. You and creatures you designate on casting may enter. It leades to an extradimensional mansion with a magnificent foyer and numerous inviting chambers beyond.

The floor plan cannot exceed 50 contiguous 10-foot cubes. It has furnishings and enough food to feed 100 people a nine-course banquet. Anything removed from the mansion vanishes. A staff of 100 ghostly servants attends any that enter. When the spell ends, all creatures and objects brought in are expelled.

See the Player's Handbook for exact rules.

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PHB 300 (Mordenkainen's Mag...) Level 7 Conjuration

Major Image

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fleece

Create an image of an object, creature, or other visible thing that fits in a 20-foot cube for the duration. It looks, smells, and sounds real, with appropriate ambient temperature, but it cannot deal damage or cause conditions. If cast at level 4 or more, the image becomes permanent and no longer requires concentration.

As a Magic action, you can move the illusion. It appears to move naturally. You may also change the sound it makes.

Physical interaction reveals it is an illusion, as does a Study action with a successful Investigation check against your spell save.

See the Player's Handbook for exact rules.

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PHB 295 Level 3 Illusion

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Mass Cure Wounds

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Fill a 30-foot-radius sphere centered on a point you can see in range with healing energy. Choose up to six creatures in the sphere. They each regain 5d8 + your spellcasting modifier in Hit Points. This healing scales normally.

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PHB 296 Level 5 Abjuration

Mass Heal

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Flood the area around you with healing energy. Divide up 700 Hit Points among any creatures you choose in range, healing them for the amount you designate and remove any Blinded, Deafened and Poisoned conditions from them.

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PHB 296 Level 9 Abjuration

Mass Healing Word

  • casting timeBonus Action
  • range60 feet

  • componentsV
  • durationInstantaneous

Choose up to six creatures you can see in range. They regain 2d4 + your spellcasting modifier in Hit Points. This healing scales normally.

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PHB 296 Level 3 Abjuration

Mass Polymorph

  • casting timeAction
  • range120 feet

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

a caterpillar cocoon

Transform up to ten creatures you can see in range. A target may roll a Wisdom save to resist. Targets shape-shift into any Beast you choose that has the same CR or lower as the target (or level if the target has no CR). The target retains its alignment, personality, creature type, hit points and hit point dice, but otherwise adopts the stat block of the chosen Beast. The target gains Temporary Hit Points matching that of its new form's Hit Points, and the spell ends if the target runs out of Temporary Hit Points.

The target can only perform actions its new anatomy allows, and cannot speak or cast spells. The target's gear melds into its new form and cannot be used.

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XGtE 160 Level 9 Transmutation

Mass Suggestion

  • casting timeAction
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake's tongue

Suggest a course of action within 25 words. Choose up to twelve creatures you can see in range. If they can hear and understand you, and the suggestion seems reasonable and not obviously dangerous to the creatures or their allies, they roll a Wisdom save to avoid being Charmed for the duration, or until you and your allies damage them.

They will pursue the suggestion as well as they can, with the spell ending early if they achieve the desired result early.

The duration scales, going to 10 days at level 7, 20 days at level 8, and 294 days at level 9.

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PHB 296 Level 6 Enchantment

Maze

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Banish a creature you can see in range into a labyrinthine demiplane. It is there for the duration. It may take a Study action to roll a DC 20 Investigation check to attempt an escape, ending the spell if it succeeds and reappearing where it vanished.

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PHB 296 Level 8 Conjuration

Meld into Stone

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S
  • duration8 hours

Step into a stone object or surface that is large enough to contain you. You are undetectable without magic. You cannot see what's outride the stone, and you have Disadvantage when hearing. You may use spells on yourself. You may only move by spending 5 feet of movement to exit the stone, ending the spell.

If the stone is damaged to the point that you cannot fit in it anymore, you are expelled Prone and you take 6d6 Force damage. If it's fully destroyed at once, or transmuted, you are expelled Prone and take 50 Force damage.

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PHB 296 Level 3 Transmutation

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

Repair a single break in an object up to 1 foot in any dimension. You leave no trace of former damage. You cannot restore magic to an item this way.

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PHB 297 Transmutation Cantrip

Mental Prison

  • casting timeAction
  • range60 feet

  • componentsS
  • durationConcentration, up to 1 minute

Bind a creature you can see in range within an illusory cell only it can see. The target rolls an intelligence save, automatically succeeding if it is immune to being charmed. On a success, the target takes 5d10 psychic damage only. On a failure, it takes the damage and it perceives the area around it as being dangerous, such as being surrounded by fire, gnashing maws or razors.

The target cannot see or hear outside its mental cell and is restrained for the duration. If it is moved, attacks through it, or reaches through it, it takes 10d10 psychic damage and the spell ends.

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XGtE 161 Level 6 Illusion

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Message

  • casting timeAction
  • range120 feet

  • componentsS, M
  • duration1 round

a copper wire

Point at a creature in range and whisper a message only it can hear. It may reply in kind. You can cast this through walls if you know where the target is, but it is blocked by 1 foot of wood, stone, or metal, any lead, or magical silence.

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PHB 298 Transmutation Cantrip

Meteor Swarm

  • casting timeAction
  • range1 mile

  • componentsV, S
  • durationInstantaneous

Throw down blazing orbs at four points in range. Each impact fills a 40-foot-radius sphere centered on that point with stone and fire. Creatures in these spheres must roll a Dexterity save, taking 20d6 Fire damage and 20d6 Bludgeoning damage on a failure and half that on a success. They only take damage once, even if spheres overlap.

Nonmagical objects take damage as well, and catch fire if flammable.

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PHB 298 Level 9 Evocation

Mighty Fortress

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 500+ GP, which the spell consumes

Raise a stone fortress out of the ground in range. The target area ir a 120-foot square and can have no structures in it. Creatures are lifted up harmlessly as the fortress rises.

The fortress consists of walls constructed of stone panels connecting four turrets. Inside the walls is a small keep three stories high, arranged and furnished as you like. It contains a lot of food, and is staffed by 100 servants function like the unseen servant spell.

The fortress collapses into the ground after six days or if the spell is cast elsewhere. Casting the spell in the same spot weekly for a year makes it permanent.

See Xanathar's Guide for exact rules.

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XGtE 161 Level 8 Conjuration

Mind Blank

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration24 hours

Make a creature Immune to Psychic damage and the Charmed condition. It cannot have its thought, emotions, alignment, or location magically detected. No spell can gather information about the target, observe it, or control it - not even Wish.

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PHB 298 Level 8 Abjuration

Mind Sliver

  • casting timeAction
  • range60 feet

  • componentsV
  • duration1 round

Sliver the mind of a creature in range. It rolls an Intelligence save to avoid 1d6 Psychic damage and losing 1d4 from its next saving throw before the end of your next turn. The damages scales as a cantrip.

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PHB 298 Enchantment Cantrip

Mind Spike

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 hour

Drive psionic energy into the mind of a creature you see in range. It rolls a Wisdom save, taking 3d8 Psychic damage on a failure and half that on a success. The damage scales normally. If the target is successfully spiked, you know its location for the duration while on the same plane of existence, and it cannot hide from you. It has no benefit against you from Invisibility.

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PHB 298 Level 2 Divination

Mind Whip

  • casting timeAction
  • range90 feet

  • componentsV
  • durationInstantaneous

Psychically lash out at a creatures you can see in range. The number of targets scales normally, and must be within 30 feet of each other. The targets roll an intelligence save.

On a failure, the target takes 3d6 psychic damage, loses its reaction until the end of its next turn, and on that turn, it can only do one of moving, using an action, or using a bonus action. On a success, it only takes half the damage.

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TCoE 115 (Tasha's Mind Whip) Level 2 Enchantment

Minor Illusion

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

Create a sound or image in range for the duration. The spell ends if you cast it again. A creature can Study the illustion, rolling an Investigation check against your spell save to see through it.

Sounds may range from a whisper to a scream in volume and may be of anything you like, and may be continuous or discrete.

Images must be able to fit in a 5-foot cube, cannot create sound, light, smell, or other sensory effects. Attempts to touch it pass through.

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PHB 298 Illusion Cantrip

Minute Meteors

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

niter, sulfur, and pine tar all formed into a bead

Create six tiny meteors orbiting you in your space. The number of meteors scales by two per level. On casting, and as a bonus action on later turns, you may hurl one or two of them at points you choose within 120 feet of you. They explode on reaching the point or hitting a solid surface.

All creatures within 5 feet of the point where it explodes roll a dexterity save, taking 2d6 fire damage on a failure and half that on a success.

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XGtE 161 (Melf's Minute Meteors) Level 3 Evocation

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8 8
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2 2
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Mirage Arcane

  • casting time10 minutes
  • rangeSight

  • componentsV, S
  • duration10 days

Alter the appearance of up to a square mile of terrain to look, sound, smell, and even feel like a different one. You may alter the appearance of, hide, or add structures. You cannot affect creatures in the area.

You can turn clear ground into Difficult Terrain (or vice versa) and add obstacles. Illusory obstacles that are removed from the area vanish.

Truesight allows a creature to see through the illusion, but it still can physically interact with it.

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PHB 299 Level 7 Illusion

Mirror Image

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 minute

Summon three illusory duplicates that share your space and move with you for the duration, duplicating your movements. They shift unpredictably and it is impossible to track the correct you.

Each time you are hit with an attack, roll a d6 for each remaining duplicate. If any rolls a 3 or higher, a duplicate is destroyed and the attack misses. They are unaffected by other damage and effects. The spell ends when all duplicates are destroyed, and Blinded creatures, as well as those with Blindsight or Truesight, are unaffected by the spell.

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PHB 299 Level 2 Illusion

Mislead

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 hour

Become Invisible at the same time that an illusory douple appears where you are standing for the duration. The invisibility ends if you make an attack roll, deal damage, or cast a spell.

As a Magic action, you can move the illusory double up to twice your Speed and make it behave as you like. It is intangible and invulnerable. You may see through its eyes and hear through its ears as if you were located where it is.

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PHB 299 Level 5 Illusion

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Disappear in silvery mist and teleport up to 30 feet to an unoccupied space you can see.

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PHB 299 Level 2 Conjuration

Modify Memory

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Attempt to reshape the memories of a creature you can see in range. It rolls a Wisdom save, and has Advantage if you are fighting it. If it fails, it is Charmed for the duration, and is Incapactitated and unaware of its surroundings, although it can hear you.

Speak to the target to adjust a memory sometime in the last 22 hours, such as getting rid of it, making a new one, or changing details. The age of the memory scales to 6 days at level 6, 20 days at level 7, 293 days at level 8, or the creature's lifetime at level 9.

If the memory is too contradictory, it may not affect the creature's behaviour. The memory is restored by Remove Curse or Greater Restoration.

See the Player's Handbook for exact rules.

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PHB 299 Level 5 Enchantment

Mold Earth

  • casting timeAction
  • range30 feet

  • componentsS
  • durationInstantaneous

Manipulate up to a 5-foot cube of dirt or stone you can see in range. You can excavate loose earth, moving it 5 feet, make shapes and colors appear on it for an hour, or make the ground become difficult or normal terrain for an hour. You can have up to two extended effects active at once and can dismiss them as an action.

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XGtE 162 Transmutation Cantrip

Moonbeam

  • casting timeAction
  • range120 feet

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

a moonseed leaf

Shine a silver beam of pale moonlight in a 5-foot-radius, 40-foot-high cylinder centered on a point in range. Dim Light fills it, and you can take a Magic action to move the Cylinder up to 60 feet.

When the light shines on a creature, or once per turn when the creature enters or ends its turn in the light, it rolls a Constitution save. On a failure, it takes 2d10 Radiant damage and shape-shifted creatures return to their true form and cannot shape-shift until they leave the light. The damage scales normally. On a success, it only takes half the damage.

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PHB 300 Level 2 Evocation

Move Earth

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 2 hours

a miniature shovel

Reshape the dirt, sand or clay in an area of terrain up to 40 feet per side in range. The changes can't exceed half of the area's largest dimension. It takes 10 minutes for these changes to be complete, meaning you generally cannot trap or injure creatures with the ground's movement.

At the end of each ten minutes, you can choose a new area in range to affect. Stone and plants shift to accomodate the terrain but cannot be reshaped.

See the Player's Handbook for exact rules.

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PHB 302 Level 6 Transmutation

Negative Energy Flood

  • casting timeAction
  • range60 feet

  • componentsV, M
  • durationInstantaneous

Hurl negative energy at a creature you can see in range. Non-undead targets roll a constitution save, taking 5d12 necrotic damage on a failure and half that on a success. Undead targets take no damage, instead gaining half that damage roll in temporary hit points.

Creatures killed by the spell rise as a zombie at the start of your next turn. It attacks the nearest creature and is not your ally.

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XGtE 163 Level 5 Necromancy

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Nondetection

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

diamond dust worth 25+ GP, which the spell consumes

Hide a target from Divination spells. The target can be a willing creature, a place, or an object up to 10 feet in any dimension. It cannot be targeted by Divination spells or seen on scrying sensors.

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PHB 302 Level 3 Abjuration

Otherworldly Guise

  • casting timeBonus Action
  • rangeSelf

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

an object engraved with a symbol of the outer planes worth 500+ GP

Draw on the magic of the upper or lower planes, as determined by the material component. You gain spectral wings and a fly speed of 40 feet, a +2 bonus to your AC, magical weapon attacks that can use your spellcasting modifier for attack and damage rolls, and you can attack twice instead of once with an attack if you can't do so already.

Magic of the lower planes also makes you immune to fire and poison damage and being poisoned, while the upper planes make you immune to radiant and necrotic damage and being charmed.

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TCoE 116 (Tasha's Other...) Level 6 Transmutation

Passwall

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a pinch of sesame seeds

Open a passage at a point you can see on a wooden, plaster or stone surface within range for the duration. It may be up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage does not compromise structural stability.

When the spell ends, anything still in the passage is ejected on the side that you cast the spell on.

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PHB 303 Level 5 Transmutation

Pass without Trace

  • casting timeAction
  • rangeSelf

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

ashes from burned mistletoe

Radiate an aura in a 30-foot emanation for the duration. You and creatures you choose in the aura have a +10 bonus to Stealth checks and leave no tracks.

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PHB 303 Level 2 Abjuration

Phantasmal Force

  • casting timeAction
  • range60 feet

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

a bit of fleece

Craft an illusion that fits a 10-foot cube in the mind of a creature you can see in range. It rolls an Intelligence save to avoid falling for the phantasmal illusion. The illusion is only perceivable by the target and includes sound, temperature, and similar stimuli. The target can take a Study action to roll an Investigation check against your spell save to end the spell.

While affected by the illusion, it treats it as real and rationalizes any illogical outcomes. A hazardous phantasm can cause 2d8 Psychic damage if the creature is within 5 feet of it.

See the Player's Handbook for exact rules.

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PHB 304 Level 2 Illusion

Phantasmal Killer

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Tap into the nightmares of a creature you can see in range. It rolls a Wisdom save to avoid being menaced by phantasms of its worst fears. It takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration on a failure, and only half the damage on a success. The damage scales normally.

The target rerolls the save at the end of its turns, taking the Psychic damage on a failure and ending the spell on a success.

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PHB 304 Level 4 Illusion

Phantom Steed

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S
  • duration1 hour

Summon a Large quasi-real horse-creature to an unoccupied space of your choice that you can see in range. You choose the details of its appearance. It has a saddle, bit and bridle, which vanish if taken more than 10 feet away from the steed.

The steed can be ridden, and it uses the Riding Horse stat block except that it has a speed of 100 feet and can travel 13 miles per hour.

When the spell ends, it fades over the course of a minute, allowing the rider to dismount. The spell ends early if the steed takes any damage.

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PHB 304 Level 3 Illusion

Planar Ally

  • casting time10 minutes
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Request aid of an otherworldly entity that you know. The entity sends a Celestial, Elemental, or Fiend loyal to it to help you, which manifests in an unoccupied space in range. You may request a specific creature, but it is not guaranteed.

The entity is its own person and is not compelled to do anything. You will likely need to communicate with it to bargain or convince it to do a task for you. Payment may range from treasure to tasks to donations to temples. Most entities have steep prices, but may waive the bargain if the task aligns with their interests.

If it won't agree to a bargain, the entity leaves. If it agrees to a task, it does the task, reports to you, and returns home.

See the Player's Handbook for exact rules.

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PHB 304 Level 6 Conjuration

Planar Binding

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth 1000+ GP, which the spell consumes

Bind a Celestial, Elemental, Fey, or Fiend to your service. It must be range for the entire casting, which may require a Magic Circle. The target rolls a Charisma save, or is bound to serve you. If it was summoned or created by another spell, that spell's duration is extended to match if needed. The duration scales, lasting 10 days at level 6, 20 days at level 7, 145 days at level 8, and 294 days at level 9.

The creature must follow your commands as best as it can, and reports to you if you're on the same plane, and returns to the binding location otherwise. A Hostile creature will try to twist your commands to its own ends.

See the Player's Handbook for exact rules.

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PHB 305 Level 5 Abjuration

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Plane Shift

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked metal rod worth 250+ GP that is attuned to a specific plane

Link hands with up to eight willing creatures and get transported to a different plane of existence as determined by the material component.

You may specify a general target to appear near in or near it. If you know the sigil sequence of a teleportation circle on that plane of existence, you may go there instead.

See the Player's Handbook for exact rules.

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PHB 305 Level 7 Conjuration

Plant Growth

  • casting timeAction or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

Channel vitality into plants.

If you spent an action casting the spell, all normal plants in a 100-foot-radius sphere centered in range become thick and overgrown. Every foot of movement in the area costs an extra 4 feet of movement. You can exclude areas or channels in the sphere.

If you spent eight hours casting the spell, all plants in a half-mile radius of a point in range are enriched for 293 days. They yield double their normal harvest. They can only be affected by one spell of this kind a year.

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PHB 305 Level 3 Transmutation

Platinum Shield

  • casting timeBonus Action
  • range60 feet

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

a platinum-plated dragon scale worth 500+ GP

Enshroud yourself or a creature in range with silvery light for the duration. It sheds dim light for 5 feet.

The target has half cover and has resistance to acid, cold, fire, lightning, and poison damage. If the target rolls a dexterity save to take half damage, it now takes half damage on a failure and no damage on a success.

As a bonus action on later turns, you may move the light to another creature within 60 feet of the first.

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FToD 20 (Fizban's Platinum...) Level 6 Abjuration

Poison Spray

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Spray toxic mist at a creature in range. Make a ranged spell attack against the target, dealing 1d12 Poison damage on a hit. The damage scales as a cantrip.

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PHB 306 Necromancy Cantrip

Polymorph

  • casting timeAction
  • range60 feet

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

a caterpillar cocoon

Transform a creature you can see in range into a Beast. The target may roll a Wisdom save to resist. The target shape-shifts into any Beast you choose that has the same CR or lower as the target (or level if the target has no CR). The target retains its alignment, personality, creature type, Hit Points and Hit Point Dice, but otherwise adopts the stat block of the chosen Beast. The target gains Temporary Hit Points matching that of its new form's Hit Points, and the spell ends if the target runs out of Temporary Hit Points.

The target can only perform actions its new anatomy allows, and cannot speak or cast spells. The target's gear melds into its new form and cannot be used.

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PHB 306 Level 4 Transmutation

Power Word Fortify

  • casting timeAction
  • range60 Feet

  • componentsV
  • durationInstantaneous

Divide 120 Temporary Hit Points among up to six creatures you can see in range.

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PHB 306 Level 7 Enchantment

Power Word Heal

  • casting timeAction
  • range60 Feet

  • componentsV
  • durationInstantaneous

Restore all Hit Points to a creature you can see in range, and end any Charmed, Frightened, Paralyzed, Poisoned, or Stunned conditions it has. The target may use a Reaction to stand up if it is Prone.

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PHB 306 Level 9 Enchantment

Power Word Kill

  • casting timeAction
  • range60 Feet

  • componentsV
  • durationInstantaneous

Compel a creature you can see in range to die. If it has 100 Hit Points or fewer, it dies, otherwise suffering 12d12 Psychic Damage.

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PHB 306 Level 9 Enchantment

Power Word Pain

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

Assault a creature you can see in range with intense pain. If it has 100 hit points or fewer, and is not immune to being charmed, its speed is reduced to 10 feet, and it has disadvantage on all D20 rolls except for constitution saves.

The creature must roll a constitution save when casting a spell, or the spell fails and is wasted. At the end of its turns, it may roll a constitution save to end the effect.

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XGtE 163 Level 7 Enchantment

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Power Word Stun

  • casting timeAction
  • range60 Feet

  • componentsV
  • durationInstantaneous

Overwhelm a creature you can see in range. If it has 150 Hit Points or fewer, it becomes Stunned, otherwise having a speed of 0 until the start of your next turn. The Stunned target rolls a Constitution save at the end of its turns until it succeeds, ending the condition.

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PHB 306 Level 8 Enchantment

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Immediately give up to five creatures in range for the whole casting the benefits of a short rest, as well as an additional 2d8 Hit Points. This healing scales normally.

A creature must take a Long Rest before it can benefit from this spell again.

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PHB 307 Level 2 Abjuration

Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationInstantaneous

The mark of the Manipulators of the Weave. Simple parlor tricks that come naturally to the magically adept.

Create an array of small effects, such as sensations, cleaning, fire play, or momentary conjuration. See the Player's Handbook for exact rules.

University brats learn they can light a torch with a word and then they forget how to light one normally.
-Madge, cook for the Royal Academy

PHB 307 Transmutation Cantrip

Primal Savagery

  • casting timeAction
  • range5 feet

  • componentsS
  • durationInstantaneous

Make a vicious primal attack with your teeth or fingernails. Make a melee spell attack against a creature within 5 feet of you, dealing 1d10 acid damage. This damage scales as a cantrip.

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XGtE 163 Transmutation Cantrip

Primordial Ward

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Gain resistance to acid, cold, fire, lightning and thunder damage for the duration.

On taking one of these damages, you may use your reaction to become immune to that damage immediately, avoiding it. This ends the spell immediately, and the immunity lasts until the end of your next turn.

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XGtE 163 Level 6 Abjuration

Prismatic Spray

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Fill a 60-foot cone originating from you with prismatic light. All creatures in the cone roll a Dexterity save, as well as 1d8 to determine the color they are affected by.

Consult the Player's Handbook for the colors' effects.

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PHB 307 Level 7 Evocation

Prismatic Wall

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Conjure a vertical, opaque wall of shifting colors centered in range, up to 90 feet long, 30 feet high and 1 inch thick for the duration. Alternatively, make it a 30-foot-diameter globe centered in range. The spell fails if a creature exists in the wall's space on casting. Designate creatures that are unharmed by the wall. The wall casts 100 feet of Bright Light and 100 more of Dim Light.

Undesignated creatures that move within 20 feet of the wall or start their turn there roll a Constitution save to avoid being Blinded for 1 minute. Any creature that passes through the wall is affected by the 7 color layers.

Consult the Player's Handbook for the layers' effects, and how to destroy them.

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PHB 308 Level 9 Abjuration

Private Sanctum

  • casting time10 minutes
  • range120 feet

  • componentsV, S, M
  • duration22 hours

a thin sheet of lead

Secure a cube up to 100 feet on each side for the duration. The maximum size of the cube scales by 100 feet per level. You choose the properties of the spell, including soundproofing, vision blocking at the edges, antidivination, antiteleportation, or antiplanar travel.

Casting this spell on the same spot every day for 293 days makes the spell permanent.

See the Player's Handbook for exact rules.

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PHB 301 (Mordenkainen's Pri...) Level 4 Abjuration

Produce Flame

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

Conjure a flame in your hand for the duration. It casts 20 feet of Bright Light and 20 more of Dim Light. The spell ends if you cast it again or use a Magic action to throw the flame.

If you throw it, make a ranged spell attack against a target within 60 feet of you. On a hit, the target takes 1d8 Fire damage. The damage scales as a cantrip.

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PHB 308 Conjuration Cantrip

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Programmed Illusion

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 25+ GP

Create an illusion in range that fits in a 30-foot cube and is imperceptible until a trigger occurs. You may script the illusion's sounds and behavior for up to a 5 minute performance.

After being triggered and performing its programming, the illusion goes dormant for 10 minutes before rearming.

Physical interaction reveals the illusion as things pass through it. A creature may Study the illusion and roll an Investigation check against your spell save to see through it, making the illusion faded to that creature.

See the Player's Handbook for exact rules.

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PHB 309 Level 6 Illusion

Project Image

  • casting timeAction
  • range500 miles

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

a statuette of yourself worth 5+ GP

Create an illusory duplicate of yourself at a location you have seen in range. The illusion is intangible, and if it takes any damage, it vanishes and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you may move it up to 60 feet and make it behave and speak as you would.

Physical interaction reveals the illusion as things pass through it. A creature may Study the illusion and roll an Investigation check against your spell save to see through it, making the illusion faded to that creature.

See the Player's Handbook for exact rules.

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PHB 309 Level 7 Illusion

Protection from Energy

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Grant a willing creature Resistance to one of Acid, Cold, Fire, Lightning, or Thunder damage.

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PHB 309 Level 3 Abjuration

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Protect a willing creature against all Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. Such creatures have Disadvantage on attack rolls against the target, and it cannot be possessed, Charmed, or Frightened by them. If the target is already possessed, Charmed, or Frightened by such a creature, it has Advantage on rolls made to end those effects.

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PHB 309 Level 1 Abjuration

Protection from Poison

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration1 hour

End the Poisoned condition on a creature. It has Resistance to Poison damage and Advantage on saves to avoid or end the Poisoned condition for the duration.

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PHB 310 Level 2 Abjuration

Psychic Lance

  • casting timeAction
  • range120 feet

  • componentsV
  • durationInstantaneous

Shoot a lance of psychic power from your forehead at a creature you can see in range. You you can't see it, you may say it's name. It becomes the target if it is in range, otherwise the spell dissipates.

The target rolls an intelligence save. On a failure, it takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a success, it takes only half the damage. This damage scales normally.

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FToD 21 (Raulothim's Psychic...) Level 4 Enchantment

Psychic Scream

  • casting timeAction
  • range90 feet

  • componentsS
  • durationInstantaneous

Intellectually blast up to ten creatures you choose that you can see in range that have an intelligence of 3 or higher. The targets roll an intelligence save, taking 14d6 psychic damage and being stunned on a failure, and taking only half the damage on a success. Targets may reroll the save at the end of their turns to end the stun.

If a target dies to this spell, its head explodes if it has one.

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XGtE 163 Level 9 Enchantment

Purify Food and Drink

  • casting timeAction or Ritual
  • range10 feet

  • componentsV, S
  • durationInstantaneous

Remove poison and rot from nonmagical food and drink in a 5-foot-radius sphere centered in range.

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PHB 310 Level 1 Transmutation

Pyrotechnics

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Target and extinguish up to a 5-foot cube of nonmagical fire you can see in range.

On extinguishing the flame, you may make it explode in dazzling colors. All creatures within 10 feet of the flame must roll a constitution save to avoid being blinded until the end of your next turn.

Alternatively, you may fill the 20-foot-radius area around the flame with thick black smoke, including around corners, for 1 minute or until the smoke is dispersed. The smoke heavily obscures the area.

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XGtE 163 Level 2 Transmutation

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Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 500+ GP, which the spell consumes

Revive a dead creature that has been dead no longer than 10 days and was not Undead when it died. It returns to life with 1 Hit Point and with all poisons cured.

The spell closes mortal wounds, but doesn't restore missing body parts. If the creature is missing body parts critical to survival, the spell fails.

Coming back to life is an ordeal. The target has a -4 penalty to D20 Tests. This penalty reduces by 1 with each long rest until it becomes 0.

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PHB 310 Level 5 Necromancy

Ray of Enfeeblement

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Shoot a creature with enervating energy. It rolls a Constitution save. On a success, it has Disadvantage on the next attack roll it makes until the start of your next turn. On a failure, it has Disadvantage on all Strength-based D20 Tests for the duration, and it loses 1d8 off all its damage rolls.

The target repeats the save at the end of each of its turns, ending the spell on a success.

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PHB 311 Level 2 Necromancy

Ray of Frost

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Make a ranged spell attack against a creature in range, shooting them with a blue-white beam. On a hit, it takes 1d8 Cold damage and has its speed reduced by 10 feet until the start of your next turn. The damage scales as a cantrip.

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PHB 311 Evocation Cantrip

Ray of Sickness

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Make a ranged spell attack against a creature in range, shooting them with a greenish ray. On a hit, it takes 2d8 Poison damage and is Poisoned until the end of your next turn. The damage scales normally.

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PHB 311 Level 1 Necromancy

Regal Presence

  • casting timeAction
  • rangeSelf

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

a miniature tiara

Surround yourself with unearthly majesty in a 10-foot emanation. Once per turn when this area moves into a creature, or when a creature enters the area or ends its turn there, you may make it roll a wisdom save. It takes 4d6 psychic damage and falls prone on a failure, and you may push them up to 10 feet away. On a success, they take half the damage only.

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PHB 343 (Yolande's Regal...) Level 5 Enchantment

Regenerate

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a prayer wheel

Heal a creature for 4d8 + 15 Hit Points. It continues to regain 1 Hit Point at the start of its turns for the duration.

After 2 minutes, severed body parts regrow.

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PHB 311 Level 7 Transmutation

Reincarnate

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare oils worth 1000+ GP, which the spell consumes

Touch a dead Humanoid, or a piece of one, that has been dead no longer than 10 days. Form a new Humanoid body of a random species and call for the soul to enter it.

The reincarnated creature makes any necessary species creation choices. It recalls its former life, and retains its capabilities except for those given by its previous species.

See the Player's Handbook for exact rules.

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PHB 311 Level 5 Necromancy

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Break all curses affecting a creature or object. If the target is a cursed magic item, the curse remains, but its owner's Attunement is broken.

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PHB 312 Level 3 Abjuration

Resilient Sphere

  • casting timeAction
  • range30 feet

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

a glass sphere

Conjure a shimmering sphere to enclose a Large or smaller creature or object in range. An unwilling creature may roll a Dexterity save to avoid being enclosed. Absolutely nothing may pass through the barrier, although an enclosed creature may breathe. It is immune to all damage, and no external attacks or spells may affect the creature inside or vice versa.

The globe is perfectly sized to the thing inside it and is weightless. A creature inside may use an Action to roll the sphere at half its speed, and the globe may be picked up and carried by other creatures.

The globe may be destroyed by a Disintegrate spell without damaging anything inside.

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PHB 303 (Otiluke's Resilient...) Level 4 Abjuration

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5 5
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4 4

Resistance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose a willing creature and a damage type from Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. Once per turn when the creature takes that kind of damage during the duration, the damage is reduced by 1d4.

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PHB 312 Abjuration Cantrip

Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 1000+ GP, which the spell consumes

Revive a dead creature that has been dead no longer than a century, did not die of old age, and was not Undead when it died. It returns to life with all its Hit Point and with all poisons cured. The spell closes mortal wounds and restores missing body parts.

Coming back to life is an ordeal. The target has a -4 penalty to D20 Tests. This penalty reduces by 1 with each long rest until it becomes 0.

If the creature was dead longer than 293 days, it taxes you. You can't cast spells and have Disadvangate on D20 Tests until you take a Long Rest.

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PHB 312 Level 7 Necromancy

Reverse Gravity

  • casting timeAction
  • range100 feet

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

a lodestone and iron filings

Reverse gravity in a 50-foot-radius 100-foot-high cylinder centered in range. Unanchored creatures and objects fall to the top ot the cylinder.

Creatures in the cylinder may roll a Dexterity save to grab a fixed object within reach to avoid falling.

Creatures and objects that don't hit anything hover at the top of the cylinder for the duration, and fall again when the spell ends.

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PHB 312 Level 7 Transmutation

Revivify

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 300+ GP, which the spell consumes

Revive a creature that has died in the last minute. It returns to life with 1 Hit Point. The spell fails if it died of old age, and cannot restore missing body parts.

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PHB 312 Level 3 Necromancy

Rope Trick

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a segment of rope

Touch the material component. One end of the rope snakes upwards until it's fully hanging or it touches the ceiling. At the upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts for the duration. This space can be reached by climbing the rope, which can be pulled into or dropped from it.

The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't enter or exit the space, but creatures inside can see out the portal. Everything inside drops out when the spell ends.

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PHB 312 Level 2 Transmutation

Sacred Flame

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Flaming radiance falls on a creature you can see in range. It must roll a Dexterity save to avoid 1d8 Radiant damage, and cannot benefit from cover for the save. The damage scales as a cantrip.

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PHB 313 Evocation Cantrip

Sanctuary

  • casting timeBonus Action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a shard of glass from a mirror

Ward a creature in range for the duration. Creatures that target the warded creature for attacks or damaging spells must roll a Wisdom save to do so, choosing a new target or losing the attack or spell on a failure. This does not protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack, casts a spell or deals damage.

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PHB 313 Level 1 Abjuration

Scatter

  • casting timeAction
  • range30 feet

  • componentsV
  • durationInstantaneous

Make the air quiver around up to five creatures you can see in range. They may roll a wisdom save to resist, otherwise you teleport each one to an unoccupied space on the ground you can see within 120 feet of you.

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XGtE 164 Level 6 Conjuration

Scorcher

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a red dragon's scale

Fill a line 30 feet long and 5 feet wide originating from you with roaring flame. Creatures in the line roll a Dexterity save, taking 3d8 fire damage on a failure or half that on a success. The damage scales normally.

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XGtE 150 (Aganazzar's Scorcher) Level 2 Evocation

0 0
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7 7
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Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl three fiery rays. The number of rays scales normally. You can hurl them at one target in range or several. Roll a ranged spell attack for each ray, dealing 2d6 Fire damage on a hit.

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PHB 313 Level 2 Evocation

Scrying

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth 1000+ GP, such as a crystal ball, mirror or water-filled font

See and hear creature you choose or location you have seen on the same plane of existence as you. If targeting a location, a sensor appears at the location and doesn't move.

A creature you target feels uneasy and make a Wisdom saving throw with modifications based on your physical connection and how well you know them. On a successful save, you can't target them with this spell for 22 hours. On a failure, you see them through an Invisible and intangible sensor within 10 feet of the target, which follows them for the duration.

Consult the Player's Handbook for the rules and save modifiers.

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PHB 314 Level 5 Divination

Searing Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • duration1 minute

Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 1d6 Fire damage. At the start of its turns for the duration, the target takes 1d6 Fire damage and rolls a Constitution save, ending the spell on a success. All damage scales normally.

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PHB 314 Level 1 Evocation

Secret Chest

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

a standard size chest made of rare materials worth 5000+ GP, and a Tiny replica of the chest made of the same materials worth 50+ GP

Hide a chest and its contents, up to 12 cubic feet, on the Ethereal Plane.

As a Magic action, you can summon or send back the chest to and from its hiding spot by touching the replica. The spell ends if the replica is destroyed or if you cast the spell again.

After 60 days, there is a cumulative 5% chance the spell will end at the end of each day. If the chest is on the Ethereal Plane when the spell ends, it remains there until found.

See the Player's Handbook for exact rules.

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PHB 290 (Leomund's Secret...) Level 4 Conjuration

See Invisibility

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of talc

See creatures and objects that are Invisible as if they were visible, and see into the Ethereal Plane, which appears ghostly.

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PHB 314 Level 2 Divination

Seeming

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration8 hours

Give an illusory appearance to each creature you choose that you can see in range for the duration. An unwilling target can resist with a Charisma save. The targets look however you would like, including being up to a foot taller or shorter, or heavier or lighter. The new form must have the same arrangement of limbs as the target.

The appearance doesn't hold up to physical scrutiny, as a hand will bass through an added hat, for example. A creature may also Study a target to roll an Investgation check against your spell save, becoming aware that the target is disguised on a success.

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PHB 314 Level 5 Illusion

Sending

  • casting timeAction
  • rangeUnlimited

  • componentsV, S, M
  • durationInstantaneous

a copper wire

Send a short message of up to 25 years to a creature you've met or had described to you by someone that met it. The target hears the message in its mind, understands it, recognizes you as the sender if it knows you, and can answer in kind immediately.

The creature may block you from reaching it again with this spell for eight hours, causing further castings to fail.

This spell crosses planes of existence, but has a 5% chance of failing to arrive when crossing planes. You know if the delivery fails.

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PHB 314 Level 3 Divination

Sequester

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gem dust worth 5000+ GP, which the spell consumes

Sequester an object or willing creature. It is invisible, and cannot be targetd by Divination spells or detected by magic or scrying sensors. A sequestered creature is Unconscious, does not need food, water or air, and and does not age.

You can set a condition for the spell to end, which must occur or be visible within 1 mile of the target. The spell also ends if the target takes damage.

See the Player's Handbook for exact rules.

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PHB 315 Level 7 Transmutation

Shadow Blade

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Solidify gloom of the Shadowfell into a sword in your hand for the duration. It is a simple melee weapon that you are proficient with. It deals 2d8 psychic damage on a hit, and is light, is a finesse weapon, and can be thrown 20/60 feet. The damage scales, becoming 3d8 at level 3, 4d8 at level 5, and 5d8 at level 7. Attack rolls with it have advantage against targets in dim light or darkness.

When dropped or thrown, the sword dissipates at the end of your turn. You may resummon it to your hand as a bonus action without recasting the spell.

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XGtE 164 Level 2 Illusion

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5 5
3 3
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2 2

Shapechange

  • casting timeAction
  • rangeSelf

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

a jade circlet worth 1500+ GP

Shape-shift into another creature for the duration. You may use a Magic action to change to another form. It must be a sosrt of creature you have seen before whose CR is equal or less than your level or CR, and it cannot be a Construct or Undead.

You retain your creature type, alignment, personality, Intelligence, Wisdom, Charisma, Hit Points, Hit Point Dice, proficiencies, and ability to communicate. You can still cast spells, and can choose if you drop your equipment or shifts to fit your new form. You gain Temporary Hit Points equal to your new form's Hit Points, and the spell ends if you run out.

See the Player's Handbook for exact rules.

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PHB 315 Level 9 Transmutation

Shape Water

  • casting timeAction
  • range30 feet

  • componentsS
  • durationInstantaneous

Target up to a 5-foot cube of water you can see in range. You may move or otherwise change the flow of the targeted water 5 feet in any direction, you may cause the water to have simple animated shapes for 1 hour, you may uniformly change its color or opacity for 1 hour, or you may freeze it for 1 hour if there are no creatures in it. You can have up to two extended effects active at once and can dismiss them as an action.

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XGtE 164 Transmutation Cantrip

Shatter

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a chip of mica

Cause a loud bang to happen at a point in range. All creatures in a 10-foot-radius sphere centered on that point roll a Constitution save, taking 3d8 Thunder damage on a failure and half that on a success. The damages scales normally. Constructs have Disadvantage on the save. Loose nonmagical objects take the damage as well.

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PHB 316 Level 2 Evocation

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

When you are hit by an attack roll or targeted by a Magic Missile, you may raise an imperceptible shield as a Reaction. Until the start of your next turn, you have a +5 bonus to your AC, including against the triggering attack, and you take no damage from Magic Missile.

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PHB 316 Level 1 Abjuration

Shield of Faith

  • casting timeBonus Action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a prayer scroll

Surround a creature in range with a shimmering field, granting it a +2 bonus to AC for the duration.

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PHB 316 Level 1 Abjuration

Shillelagh

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • duration1 minute

mistletoe

Imbue a Club or Quarterstaff you hold with nature's power. You can use your spellcasting ability instead of Strength for attack and damage rolls of melee attacks using that weapon for the duration. Additionally, the weapon's damage can be its normal type or Force damage, and the damage die becomes a d8. The damage die scales as a cantrip, becoming a d10 when you reach level 5, a d12 at level 11, and 2d6 at level 17.

The spell ends if you cast it again or let go of the weapon.

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PHB 316 Transmutation Cantrip

Shining Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 2d6 Radiant damage. This damage scales normally. The target sheds Bright Light for 5 feet for the duration, it cannot benefit from being Invisible, and attack rolls against it have Advantage.

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PHB 316 Level 2 Transmutation

Shocking Grasp

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Shock a creature with lightning from your fingers. Make a melee spell attack against the target, dealing 1d8 Lightning damage on a hit, and the target can't make Opportunity attacks until its next turn. The damage scales as a cantrip.

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PHB 316 Evocation Cantrip

Sickening Radiance

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Fill a 30-foot-radius sphere centered in range with dim greenish light, including around corners, for the duration.

On casting, and once per turn when creatures first move into the area or start their turn there, creatures in the area roll a constitution save to avoid taking 4d10 radiant damage, suffering one level of exhastion, and emitting dim greenish light for 5 feet so they cannot benefit from being invisible. This light and exhaustion dissipates when the spell ends.

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XGtE 164 Level 4 Evocation

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1 1
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4 4

Silence

  • casting timeAction or Ritual
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Fully silence a 20-foot-radius sphere centered in range. Anything fully inside the sphere has Immunity to Thunder damage, and creatures inside it are Deafened and cannot cast spells with a Verbal component.

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PHB 316 Level 2 Illusion

Silent Image

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fleece

Create an image of your choice that fits in a 15-foot cube in range for the duration. The image is only visual with no other sensory effects. As a Magic action, you can make it move somewhere else within range. The movement can look natural.

Physical interaction reveals the illusion as things pass through it. A creature may Study the illusion and roll an Investigation check against your spell save to see through it, making the illusion faded to that creature.

See the Player's Handbook for exact rules.

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PHB 317 Level 1 Illusion

Simulacrum

  • casting time11 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

powdered ruby worth 1500+ GP, which the spell consumes

Create a simulacrum of a beast or humanoid that is within 10 feet of you for the entire casting. Finish by touching both the creature and a pile of snow the same size as the creature. The snow becomes a creature with the same statistics as the original creature, except it is a construct, it has half the maximum Hit Points, and it cannot make its own simulacrum.

The simulacrum is friendly to you and creatures you designate. It follows orders and acts on your turn. It can't gain levels or take rests. The only way to restore its hit points is to repair it during a long rest, which costs money.

See the Player's Handbook for exact rules.

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PHB 317 Level 7 Illusion

Skill Empowerment

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Give expertise to a willing creature in a skill it is proficient at, but not already an expert, for the duration. The target doubles its proficiency bonus in checks using that skill.

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XGtE 165 Level 5 Transmutation

Skywrite

  • casting timeAction or Ritual
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 hour

Write ten words in clouds in the sky where you can see it. The message lasts for the duration or until strong wind disperses the clouds.

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XGtE 165 Level 2 Transmutation

Sleep

  • casting timeAction
  • range60 feet

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

a pinch of sand or rose petals

Put creatures you choose in a 5-foot-radius sphere centered in range to sleep. They roll a Wisdom save to avoid becoming Incapacitated. It must then roll the save again at the end of its next turn to avoid falling Unconscious for the duration. The spell ends on the target if they take damage or another creature within 5 feet of it takes an action to shake it awake.

Creatures that don't sleep or are Immune to Exhaustion automatically succeed on this spell's saves.

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PHB 317 Level 1 Enchantment

Sleet Storm

  • casting timeAction
  • range150 feet

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

a miniature umbrella

Call down sleet in a 40-foot-radius, 20-foot tall cylinder centered in range for the duration. The area is Heavily Obscured and exposed flames in the area are doused. The ground is Difficult Terrain. When a creature enters or starts its turn in the cylinder, it must roll a Dexterity save to avoid falling Prone and losing Concentration.

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PHB 317 Level 3 Conjuration

Slow

  • casting timeAction
  • range120 feet

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

a drop of molasses

Alter time around up to six creatures you choose in a 40-foot cube within range. They roll a Wisdom save to avoid being affected for the duration. Affected creatures have their Speed halved, their AC and Dexterity saves have a -2 penalty, and they cannot take Reactions. On their turns, they can take an action or a Bonus Action, but not both, and they can only attack once with the Attack action. There's a 25% spells they cast with Somatic components will fail.

At the end of their turns, they may reroll the save to end the spell on themselves.

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PHB 318 Level 3 Transmutation

Snare

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 feet of rope, which the spell consumes

Place the material component in a 5-foot ring on the ground, which then mostly vanishes and the area becomes a magic trap. The trap may be seen with an investigation check against your spell save.

When a small, medium, or large creature steps into the area, it must roll a dexterity save to avoid being hoisted into the air, hanging upside down three feet above the ground for the duration. The creature is restrained. It may reroll the save at the end of its turns, escaping on a success. Another creature may make an arcana check against your spell save to free the restrained creature. The spell ends when the victim escapes.

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XGtE 165 Level 1 Abjuration

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3 3
1 1

Snowball Swarm

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of ice or a small white rock chip

Fill a 5-foot-radius sphere centered in range with a flurry of magic snowballs. Creatures in the sphere roll a dexterity save, taking 3d6 cold damage on a failure and half that on a success. The damage scales normally.

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XGtE 165 Level 2 Evocation

Sorcerous Burst

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Roll a ranged attack against a creature or object in range. On a hit, it takes 1d8 damage. You choose if the damage is Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. The damage scales as a cantrip.

If one of the damage dice is an 8, add another d8. This can keep repeating until the number of extra damage dice matches your spellcasting modifier.

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PHB 318 Evocation Cantrip

Soul Cage

  • casting timeReaction
  • range60 feet

  • componentsV, S, M
  • duration8 hours

a tiny silver cage worth 100+ GP

When a humanoid you can see dies in range, you may catch it as a reaction. The soul is trapped in the material component for the duration, or until you destroy the cage. The creature cannot be revived while the soul is trapped.

You can steal life from the soul, ask it a question, steal its experience to roll with advantage, or scry with it. You can exploit the soul six times, at which point it is released from the cage and the spell ends.

See Xanathar's Guide for exact rules.

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XGtE 165 Level 6 Necromancy

Spare the Dying

  • casting timeAction
  • range15 feet

  • componentsV, S
  • durationInstantaneous

Choose a creature in range with 0 Hit Points and isn't dead. It becomes Stable. The range of the spell scales as a cantrip, doubling to 30 feet when you reach level 5, to 60 feet at level 11, and 120 feet at level 17.

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PHB 318 Necromancy Cantrip

Speak with Animals

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • duration10 minutes

Comprehend and verbally communicate with Beasts for the duration. You may use all the Influence action's options with them.

Beasts are usually not complex, having little to say about topics aside from survival or companionship, but they can usually tell you about nearby locations, monsters and what they've perceived in the last day.

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PHB 318 Level 1 Divination

Speak with Dead

  • casting timeAction
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

burning incense

Give a faint semblance of life to a corpse in range that has a mouth. The spell fails if it was Undead when it died or if it was the target of this spell in the last 10 days.

For the duration, you can ask the corpse up to 5 questions. It only knows what it knew in life and the languages it knew. Soulless corpses are limited, so the corpse will be brief, cryptic, unlearning, and unable to speculate. It may lie if it recognizes you as an enemy.

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PHB 318 Level 3 Necromancy

Speak with Plants

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration10 minutes

Imbue plants in an immobile 30-foot emanation with limited sentience and animation. They can communicate with you and will follow your commands.

You can question them about events that occurred in the area in the last day. You can make the plants turn the area into Difficult Terrain where they are, or turn Difficult Terrain caused by the plants into normal terrain for the duration. They cannot uproot, but they can move their stalks, branches and tendrils for you.

Plant creatures in the area can also communicate with you as if you have a common language.

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PHB 319 Level 3 Transmutation

Spectral Sword

  • casting timeAction
  • range90 feet

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

a miniature sword worth 250+ GP

Create a spectral sword hovering in range for the duration. You may immediately attack with it. On later turns, you may move the sword up to 30 feet and attack again as a Bonus Action.

The sword's attacks are melee spell attacks against targets within 5 feet of the sword, dealing 4d12 + your spellcasting modifier in Force damage on a hit.

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PHB 302 (Mordenkainen's Sword) Level 7 Evocation

Spider Climb

  • casting timeAction
  • rangeTouch

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

a drop of bitumen and a spider

Give a willing creature the ability to move up, down and across vertical surfaces and along ceilings without using its hands. It gains a Climb Speed equal to its speed. The number of targets scales normally.

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PHB 319 Level 2 Transmutation

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0 0
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3 3
3 3
7 7
2 2

Spike Growth

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

seven thorns

Fill the ground in a 20-foot sphere centered in range with spikes and thorns. The area becomes Difficult Terrain for the duration, and movement through the area causes 2d4 Piercing damage for every 5 feet traveled.

The area is disguised to appear natural, so any creature that cannot see the area on casting must use the Search action and succeed on a Perception or Survival roll against your spell save to recognize the hazard.

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PHB 319 Level 2 Transmutation

Spirit Guardians

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a prayer scroll

Summon protective spirits that flit around you in a 15-foot emanation for the duration. The appear angelic or fey if you aren't evil, and fiendish if you are. Designate creatures that aren't affected by them.

Undesignated creatures' Speed is halved in the emanation. Once per turn when the emanation moves into a creature's space, or if it moves into the emanation or ends its turn there, it rolls a Wisdom save, taking 3d8 Radiant damage on a failure and half that on a success. The damage is Necrotic if you are evil. The damage scales normally.

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PHB 319 Level 3 Conjuration

Spirit Shroud

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minutes

The profane variant of the Spirit Guardians spell. Summon spirits of the dead that flit around you in a 10-foot emanation for the duration. Choose if they are infused with radiant, necrotic, or cold damage.

Creatures you choose that start their turn within the emanation have their speed reduced by 10 feet. When you hit a creature in the emanation with an attack, you deal an extra 1d8 damage of the infused type, and the target can't heal until the start of your next turn. The damage scales by 1d8 every two levels.

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PHB 319 Level 3 Necromancy

Spiritual Weapon

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Create a floating spectral force weapon hovering in range for the duration. You may immediately attack with it. On later turns, you may move the weapon up to 20 feet and attack again as a Bonus Action.

The weapon's attacks are melee spell attacks against targets within 5 feet of the sword, dealing 1d8 + your spellcasting modifier in Force damage on a hit. This damage scales normally.

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PHB 319 Level 2 Evocation

Staggering Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

ast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 4d6 Psychic damage. This damage scales normally. The target rolls a Wisdom save to avoid being Stunned until the end of your next turn.

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PHB 320 Level 4 Enchantment

Starry Wisp

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Launch a mote of light at a creature or object. Make a ranged spell attack. On a hit, the target takes 1d8 Radiant damage. This damage scales as a cantrip. The target emits 10 feet of Dim Light and can't benefit from being Invisible until the end of your next turn.

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PHB 320 Evocation Cantrip

Steel Wind Strike

  • casting timeAction
  • range30 feet

  • componentsS, M
  • durationInstantaneous

a Melee weapon worth 1+ SP

Flourish the Material component weapon and vanish. Choose up to five creatures you can see in range and make a melee spell attack against each, dealing 6d10 Force damage on each hit. You then reappear in an unoccupied space within 5 feet of one of the targets.

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PHB 320 Level 5 Conjuration

Stinking Cloud

  • casting timeAction
  • range90 feet

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

a rotten egg

Create a 20-foot-radius sphere of yellow gas centered in range for the duration, or until it is dispersed by a strong wind. It is Heavily Obscured.

Creatures that start their turn in the sphere roll a Constitution save to avoid being Poisoned. Creatures poisoned by this spell cannot take actions or Bonus Actions.

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PHB 321 Level 3 Conjuration

Stone Shape

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

soft clay

Touch a stone object of Medium size or smaller, or a section of stone up to 5 feet in any dimension. You may form it into any shape you like. The object you make may have two hinges and a latch, but no further mechanical detail is possible.

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PHB 321 Level 4 Transmutation

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3 3
3 3
2 2
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0 0
5 5
3 3
4 4

Stoneskin

  • casting timeAction
  • rangeTouch

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

diamond dust worth 100+ GP, which the spell consumes

Give a willing creature Resistance to Bludgeoning, Piercing and Slashing damage for the duration.

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PHB 321 Level 4 Transmutation

Storm Sphere

  • casting timeAction
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Fill a 20-foot-radius sphere centered in range with whirling air for the duration. It is difficult terrain, and on casting and at the end of their turns, any creature inside the sphere rolls a strength save to avoid 2d6 bludgeoning damage.

As a bonus action, you can strike a creature within 60 feet of the center of the storm with lightning. Make a ranged spell attack against it, which has advantage if the creature is in the sphere, dealing 4d6 lightning damage on a hit.

All damage scales normally.

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XGtE 166 Level 4 Evocation

Storm of Radiance

  • casting timeAction
  • range120 feet

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

a pinch of phosphorous

Unleash a storm of flashing light and thunder in a 10-foot-radius 40-foot-high cylinder centered on a point you can see in range. Creatures in the storm are Blinded, Deafened and cannot cast spells with a Verbal component.

When the storm appears, and once per turn when a creature enters the storm or ends its turn there, creatures in the storm must roll a Constitution save, taking 2d10 Radiant damage and 2d10 Thumder damage on a failure and half that on a success. These damages scale normally.

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PHB 289 (Jallarzi's Storm...) Level 5 Evocation

Storm of Vengeance

  • casting timeAction
  • range1 mile

  • componentsV, S
  • durationConcentration, up to 1 minute

Summon a horrific storm 300 feet in radius centered in range. Each turn has assorted damaging effects on creatures and objects under the stormcloud.

Consult the Player's Handbook for the storm's effects on each turn.

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PHB 321 Level 9 Conjuration

Suggestion

  • casting timeAction
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 minutes

a drop of honey

Suggest a course of action within 25 words to a creature you can see in range. If it can hear and understand you, and the suggestion seems reasonable and not obviously dangerous to the creature or its allies, it rolls a Wisdom save to avoid being Charmed for the duration, or until you and your allies damage them.

It will pursue the suggestion as well as it can, with the spell ending early if it achieves the desired result early.

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PHB 321 Level 2 Enchantment

Summon Aberration

  • casting timeAction
  • range90 feet

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

a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP

Call forth an aberrant spirit. It manifests in an unoccupied space that you can see in range. It uses the Aberrant Spirit stat block. The stat block scales. Choose if it is a Beholderkin, Mind Flayer, or Slaad, which affects the stat block. The creature resembles that kind of Aberration.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 322 Level 4 Conjuration

Summon Beast

  • casting timeAction
  • range90 feet

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

a feather, tuft of fur, and fish tain inside a gilded acorn worth 200+ GP

Call forth a bestial spirit. It manifests in an unoccupied space that you can see in range. It uses the Bestial Spirit stat block. The stat block scales. Choose if it is of the Air, Land, or Water, which affects the stat block. The creature resembles an animal of that environment

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 322 Level 2 Conjuration

Summon Celestial

  • casting timeAction
  • range90 feet

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

a reliquary worth 500+ GP

Call forth a Celestial spirit. It manifests in an unoccupied space that you can see in range. It uses the Celestial Spirit stat block. The stat block scales. Choose if it is an Avenger or Defender, which affects the stat block. An Avenger has a bow, a Defender has a mace and shield.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 323 Level 5 Conjuration

Summon Construct

  • casting timeAction
  • range90 feet

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

a lockbox worth 400+ GP

Call forth the spirit of a Construct. It manifests in an unoccupied space that you can see in range. It uses the Construct Spirit stat block. The stat block scales. Choose if it is made of Clay, Metal, or Stone, which affects the stat block. The creature resembles a statue of that material.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 324 Level 4 Conjuration

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Summon Dragon

  • casting timeAction
  • range90 feet

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

an object with a dragon engraving worth 500+ GP

Call forth a draconic spirit. It manifests in an unoccupied space that you can see in range. It uses the Draconic Spirit stat block. The stat block scales. Choose if its breath weapon deals Acid, Cold, Fire, Lightning, or Poison damage.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 324 Level 5 Conjuration

Summon Elemental

  • casting timeAction
  • range90 feet

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

a pebble, air, ash, and water inside a gold-inlaid vial worth 400+ GP

Call forth an elemental spirit. It manifests in an unoccupied space that you can see in range. It uses the Elemental Spirit stat block. The stat block scales. Choose if it is of Air, Earth, Fire, or Water, which affects the stat block. The creature resembles a bipedal form wreathed in that element.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 325 Level 4 Conjuration

Summon Fey

  • casting timeAction
  • range90 feet

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

a gilded flower worth 300+ GP

Call forth a fey spirit. It manifests in an unoccupied space that you can see in range. It uses the Fey Spirit stat block. The stat block scales. Choose if it is Fuming, Mirthful, or Tricksy, which affects the stat block. The creature resembles a fey creature you choose.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 326 Level 3 Conjuration

Summon Fiend

  • casting timeAction
  • range90 feet

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

a bloody vial worth 600+ GP

Call forth a fiendish spirit. It manifests in an unoccupied space that you can see in range. It uses the Fiendish Spirit stat block. The stat block scales. Choose if it is a Demon, Devil, or Yugoloth, which affects the stat block. The creature resembles that kind of Fiend.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 326 Level 6 Conjuration

Summon Shadowspawn

  • casting timeAction
  • range90 feet

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

tears inside a gem worth 300+ GP

Call forth a shadowy spirit. It manifests in an unoccupied space that you can see in range. It uses the Shadow Spirit stat block. The stat block scales. Choose if it is a an embodiment of Fury, Despair, or Fear, which affects the stat block. The creature resembles a misshapen biped marked with its embodied emotion.

The creature is a ally to you, shares your initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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TCoE 113 Level 3 Conjuration

Summon Undead

  • casting timeAction
  • range90 feet

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

a gilded skull worth 300+ GP

Call forth an Undead spirit. It manifests in an unoccupied space that you can see in range. It uses the Undead Spirit stat block. The stat block scales. Choose if it is a Ghostly, Putrid, or Skeletal, which affects the stat block. The creature resembles that kind of Undead.

The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

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PHB 328 Level 3 Conjuration

Sunbeam

  • casting timeAction
  • rangeSelf

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

a magnifying glass

Launch a sunbeam in a 5-foot-wide 60-foot-long line originating from you. Creatures in the line roll a Constitution save, taking 6d8 Radiant damage and being Blinded until the start of your next turn on a failure, and taking only half the damage on a success.

For the duration, you may shine another line of light as a Magic action, and a mote of brilliant radiance hovers over you, shedding Bright Light for 30 feet and Dim Light for 30 more. This is sunlight.

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PHB 329 Level 6 Evocation

Sunburst

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of sunstone

Fill a 60-foot-radius sphere centered in range with a flash of sunlight. Creatures in the sphere roll a Constitution save, taking 12d6 Radiant damage and being Blinded for a for minute on a failure, and taking only half the damage on a success.

Creatures Blinded by this spell reroll the save at the end of their turns to end the effect early.

This spell dispels all spell-created Darkness in its area.

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PHB 329 Level 8 Evocation

Swift Quiver

  • casting timeBonus Action
  • rangeSelf

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

a quiver worth 1+ GP

On casting, and as a Bonus action on later turns for the duration, make two attacks with a weapon that fires Arrows or Bolts. The ammunition is created magically as you need it. The damage dealt is that of a non-magical piece of ammunition, and the created ammunition immediately disintegrates after hitting or missing.

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PHB 329 Level 5 Transmutation

5 5
4 4
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3 3
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Sword Burst

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Sweep the area around you with spectral blades. All creatures within 5 feet of you roll a dexterity save to avoid 1d6 force damage. This damage scales as a cantrip.

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TCoE 115 Conjuration Cantrip

Symbol

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

powdered diamond worth 1000+ GP, which the spell consumes

Inscribe a harmful glyph either on a surface or in an object you can close.It can be no more than 10 feet in diameter. If the surface or object is moved more than 10 feet without triggering the glyph, the spell ends harmlessly.

A Perception check against your spell save will detect the barely perceptible glyph.

You choose the nature of the glyph's trigger, including creature types and passwords, and the effect of the glyph when it triggers, which fills a 60-foot-radius sphere.

See the Player's Handbook for exact rules and effects.

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PHB 329 Level 7 Abjuration

Synaptic Static

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Blast a 20-foot-radius sphere centered in range with psychic energy. Creatures in the sphere make an Intelligence save, taking 8d6 Psychic damage on a failure and half that on a success.

On a failure, the target has muddled thoughts for 1 minute, losing 1d6 off all attack rolls, ability checks, and Concentration saves. The target may roll an Intelligence save at the end of its turns to end the effect.

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PHB 330 Level 5 Enchantment

Telekinesis

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Gain telekinetic abilities. As a Magic action on later turns for the duration, you can target a creature or object in range. You may have one target at a time.

You may force a Huge or small creature to roll a Strength save to avoid being moved 30 feet in range, being Restrained and hovering until the end of your next turn.

You may also move a Huge or smaller loose object 30 feet in range. You may exert fine control. If it's being worn or held by a creature, they must roll a Strength save to avoid you pulling it away.

See the Player's Handbook for exact rules.

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PHB 331 Level 5 Transmutation

Telepathic Bond

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration1 hour

two eggs

Forge a telepathic link among up to eight willing creatures you choose in range for the duration. Targets must be able to speak in a language to be affected.

The targets can communicate telepathically, regardless of language. This extends over any distance, but not to other planes of existence.

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PHB 311 (Rary's Telepathic Bond) Level 5 Divination

Telepathy

  • casting timeAction
  • rangeUnlimited

  • componentsV, S, M
  • duration24 hours

a pair of linked silver rings

Create a telepathic link to a willing creature you are familiar with on the same plane of existence for the duration or until you are on different planes.

You may share words, images, sounds, and other sensory messages. The other creature recognizes you as the one on the other end of the link. The spell enables understanding regardless of shared language.

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PHB 331 Level 8 Diviniation

Teleport

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

Transport you and up to eight willing creatures you can see in range, or a single Large or smaller object you can see in range not held by an unwilling creature, to a destination you are aware of on the same plane of existence as you. The DM rolls a 1d100 to see whether the teleportation is successful, if it misses the target and by how much, or if there is a mishap.

Mishaps deal 3d10 Force damage and can happen multiple times. Your familiarity improves your chances of success, and can be improved by targeting a permanent circle or having an object from the target area.

See the Player's Handbook for exact rules and the Outcome table.

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PHB 331 Level 7 Conjuration

Teleportation Circle

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare inks worth 50+ GP, which the spell consumes

Draw a 5-foot-radius circle on the ground inscribed with sigils that connects to a permanent teleportation circle you know the sequence for on the same plane of existence as you. A portal opens until the end of your next turn, which instantly teleports you to the target circle.

Casting the spell in the same place daily for 293 days make it permanent. Important places like temples may have permanent circles. When you learn the spell, you learn two sigil sequences for the material plane, and you can study new sequences for 1 minute to memorize them.

See the Player's Handbook for exact rules.

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PHB 332 Level 5 Conjuration

Temple of the Gods

  • casting time1 hour
  • range120 feet

  • componentsV, S, M
  • duration22 hours

a holy symbol worth 5+ GP

Conjure a temple into an unoccupied 120-foot cube for the duration. It is dedicated to the god connected to the material component. The temple is decorated as you like, and has one door that only you and designated creatures can open or close. The interior is an open space with an idol or altar at one end. It is made of magical force extending into the ethereal plane. It cannot be dispelled, but can be disintegrated.

The temple is hallowed ground, opposing certain types of creatures and blocking divination spells. Healing is heightened in the temple. Casting the spell in the same spot daily for a year makes it permanent.

See Xanathar's Guide for exact rules.

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XGtE 167 Level 7 Conjuration

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Thaumaturgy

  • casting timeAction
  • range30 feet

  • componentsV
  • durationUp to 1 minute

The mark of the Miracle Workers. Little signs and wonders that any cleric can call for at a moment's notice.

Create an array of small effects, such as eye or voice alteration, brief telekinetics, fire play, illusory sounds, or momentary tremors. See the Player's Handbook for exact rules.

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PHB 333 Transmutation Cantrip

Thorn Whip

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

the stem of a thorny plant

Lash out with a thorny vine at a creature in range. Make a melee spell attack against the target, dealing 1d6 Piercing damage and pulling Large or smaller targets up to 10 feet towards you on a hit. The damage scales as a cantrip.

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PHB 333 Transmetation Cantrip

Thunderclap

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationInstantaneous

Make creatures in a 5-foot emanation around you roll a Constitution save, taking 1d6 Thunder damage on a failure. The damage scales as a cantrip. The spell can be heard 100 feet away.

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PHB 333 Evocation Cantrip

Thunderous Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 2d6 Thunder damage. The damage scales normally. If the target is a creature, it must roll a Strength save to avoid being thrown 10 feet away from you and knocked prone.

The blast can be heard 300 feet away.

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PHB 334 Level 1 Evocation

Thunder Step

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Disappear in a clap of thunder and teleport up to 90 feet to an unoccupied space you can see. Creatures within 10 feet or where you left roll a constitution save, taking 3d10 thunder damage on a failure and half that on a success. The damage scales normally.

You may take objects within your maximum carrying weight with you. You may also take a willing creature within 5 feet of you up to your size that isn't encumbered, as long as there's space for them at the destination.

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XGtE 168 Level 3 Conjuration

Thunderwave

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Blast all creatures in a 15-foot cube centered on you with thunderous energy, making them roll a Constitution save, taking 2d8 Thunder damage and being pushed 10 feet away from you on a failure and only half the damage on a success. The damage scales normally.

Loose objects entirely in the cube are pushed as well, and the blast can be heard 300 feet away.

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PHB 334 Level 1 Evocation

Tidal Wave

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water

Conjure a wave of water that crashes down on an area up to 30 feet long and 10 feet wide. The wave is 10 feet tall. All creatures in that area rolls a dexterity save, taking 4d8 bludgeoning damage and being knocked prone on a failure and only taking half damage on a success.

The water extinguishes unprotected flames in the area and within 30 feet as it spreads across the ground, and then it vanishes.

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XGtE 168 Level 3 Conjuration

Time Stop

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Stop time for everyone except you. Taked 1d4 + 1 turns in a row. The spell ends immediately if you affect another creature or things it holds or wears, or if you move 1000 feet away from the spot you cast the spell.

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PHB 334 Level 9 Transmutation

Tiny Hut

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration8 hours

a crystal bead

Raise a 10-foot emanation around you, which immediately collapses if it can't fully encapsulate all the creatures in its area. It is immobile for the duration.

Creatures and objects inside the emanation on casting may leave and re-enter as they like. All others cannot pass through the edge, and spells of level 3 or lower can't be cast into it. The atmosphere within is comfortable and dry, and you can determine at any time if it is filled with Dim Light or Darkness. It's opaque in a color of your choice from the outside, but transparent from inside.

The spell ends if you leave the area or cast it again.

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PHB 291 (Leomund's Tiny Hut) Level 3 Evocation

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Tiny Servant

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

Touch a tiny nonmagical loose object. The number of targets scales, increasing by two per level. The targets animate for the duration and sprout little arms and legs. It uses the Tiny Servant stat block.

As a bonus action, you can mentally command any or all of the servants within 120 feet of you with the same command. It may be precise, outlining its next turn, or general. If you issue a general command, such as fetching things or standing watch, it will continue to follow that order until the task is complete.

If a servant drops to 0 hit points, it reverts and excess damage carries over.

See Xanathar's Guide for exact rules.

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XGtE 168 Level 3 Transmutation

Toll the Dead

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Point at a creature, chiming the bells of Kourip that can be heard within 10 feet of the target. The target rolls a Wisdom save to avoid 1d8 Necrotic damage, which increases to 1d12 if they are missing any Hit Points already. All damage scales as a cantrip.

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PHB 334 Necromancy Cantrip

Tongues

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a miniature ziggurat

Give a creature understanding of all spoken and signed languages that it hears or sees, and all other creatures that understand at least one language understand that creature when it speaks or signs.

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PHB 334 Level 3 Divination

Transmute Rock

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

Choose up to a 40-foot cube of stone or mud you can see in range and transmute it into the other form.

Nonmagical rock can be turned into thick, flowing mud. Each foot of movement costs 4 feet of movement. The mud can restrain creatures, and a collapsed ceiling of mud can deal bludgeoning damage.

Nonmagical mud or quicksand can be turned into soft stone up to 10 feet deep. Creatures in the mud may be restrained if they fail a dexterity save when the spell is cast. The rock may be broken.

See Xanathar's Guide for exact rules.

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XGtE 169 Level 5 Transmutation

Transport via Plants

  • casting timeAction
  • range10 feet

  • componentsV, S
  • duration1 minute

Create a link between a Large or larger inanimate plant in range and another one anywhere on the same plane that you have seen or touched for the duration. Any creature can step into the target plant and out of the destination plant using 5 feet of movement.

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PHB 334 Level 6 Conjuration

Tree Stride

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Gain the ability to enter a tree and step out of the same kind of tree up to 500 feet away once per turn for the duration. You cannot end your turn inside a tree. It takes 5 feet of movement to enter a tree (and immediately stepping back out if you need to), and 5 more to exit a different one. You know all possible targets on entering a tree.

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PHB 335 Level 5 Conjuration

True Polymorph

  • casting timeAction
  • range30 feet

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

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

Choose a creature or nonmagical object you can see in range and shape-shift it into something else. Creatures can be shape-shifted into another creature or an object, and objects can be shape-shifted into a creature. If you maintain Concentration for the full hour, the transformation is permanent. An unwilling creature can make a Wisdom save to avoid being shape-shifted.

There are extensive rules about this spell's shape-shifting options. See the Player's Handbook for exact rules.

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PHB 335 Level 9 Transmutation

True Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

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

Revive a dead creature that has been dead no longer than 200 years that did not die of old age. It returns to life with all its Hit Point and with all poisons and contagions cured and all curses lifted. The spell closes mortal wounds and restores missing body parts. If it was Undead, it returns to its non-Undead form.

If the body is gone, you may speak the creature's name, in which case it will appear in an unoccupied space within 10 feet of you.

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PHB 336 Level 9 Necromancy

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

mushroom powder worth 25+ GP, which the spell consumes

Give a willing creature Truesight with a range of 120 feet.

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PHB 336 Level 6 Divination

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5 5
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True Strike

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a weapon you are proficient with that is worth 1+ CP

Make an attack with the Material component. Use your spellcasting ability for the attack and damage rolls instead of Strength or Dexterity, and choose if the damage is Radiant or normal.

At first, there is no bonus damage, but this scales as a cantrip. When you reach level 5, regardless of what damage the attack makes, deal an extra 1d6 Radiant damage. Deal 2d6 at level 11, and 3d6 at level 17.

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PHB 336 Divination Cantrip

Tsunami

  • casting time1 minute
  • range1 mile

  • componentsV, S
  • durationConcentration, up to 6 rounds

Wash over an area with a wall of water 300 feet long, 300 feet hight, and 50 feet thick starting on a point you choose in range. All creatures in its area roll a Strength save, taking 6d10 Bludgeoning damage on a failure and half that on a success.

At the start of each of your turns for the duration, the wall moves 50 feet away from you, carrying creatures with it. All Huge or smaller creatures in or caught by the wave roll a Strength save to avoid 5d10 Bludgeoning damage once per round, with the height and damage dropping each round. Creatures may attempt to swim in the wall with difficulty.

See the Player's Handbook for exact rules.

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PHB 336 Level 8 Conjuration

Unseen Servant

  • casting timeAction or Ritual
  • range60 feet

  • componentsV, S, M
  • duration1 hour

a bit of string and of wood

Create an Invisible, mindless, shapeless, Medium force in an unoccupied space on the ground in range. As a Bonus Action on your turns, you can command the servant to move up to 15 feet and interact with an object. It can do simple tasks that a human could do, like fetch, clean, serve food, and the like. If it completes the task, it waits for another task.

It has AC 10, 1 Hit Point, a Strength of 2, and can't attack. If it drops to 0 Hit Points or you command it to do something that would move it out of range, the spell ends.

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PHB 336 Level 1 Conjuration

Vampiric Touch

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Wreathe your hand in shadows. On casting, and as a Magic action for the duration, you may make a melee spell attack against a creature in range, dealing 3d6 Necrotic damage on a hit and regaining half the damage in Hit Points yourself. The dealt damage scales normally.

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PHB 337 Level 3 Necromancy

Vicious Mockery

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

Unleash a string of enchanted insults at a creature you can see or hear within range. It must roll a Wisdom save to avoid taking 1d6 Psychic damage and having Disadvantage on its next attack before the end of its next turn. The damage scales as a cantrip.

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PHB 337 Enchantment Cantrip

Vitriolic Sphere

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of bile

Point at a location within range and hurl a 1-foot-diameter ball of acid there, which explodes in a 20-foot-radius sphere. Creatures in the area roll a Dexterity save, taking 10d4 Acid damage immediately and another 5d4 Acid damage at the end of their next turn on a failure, and half the initial damage only on a success. The initial damage scales by 2d4 per level, but the delayed damage does not.

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PHB 337 Level 4 Evocation

Wall of Fire

  • casting timeAction
  • range120 feet

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

a piece of charcoal

Create a wall of fire on a solid surface in range. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. You may instead bend the wall into a 20-foot-diameter ring. It is opaque and lasts for the duration. On casting, creatures in the wall roll a Dexterity save, taking 5d8 Fire damage on a failure and half that on a success.

Choose a hot side of the wall. Creatures that end their turn in the wall or within 10 feet of the hot side, or enter the wall once per turn, take 5d8 Fire damage. All damage scales normally.

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PHB 338 Level 4 Evocation

Wall of Force

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a shard of glass

Create a wall of force in range. It may free float. It may be a 10-foot-radius dome or globe, or ten contiguous 10-foot square panels. It is 1/4 inch thick and lasts for the duration. On casting, creatures in the wall are pushed to the side you choose.

It cannot be passed through, extends into the Etereal Plane, and cannot be dispelled. It may be destroyed instantly by a Disintegrate spell.

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PHB 338 Level 5 Evocation

Wall of Ice

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a piece of quartz

Create a wall of ice on a solid surface in range. It may be a 10-foot-radius dome or globe, or ten contiguous 10-foot square panels. It is 1 foot thick and lasts for the duration. On casting, creatures in the wall are pushed to the side you choose and roll a Dexterity save, taking 10d6 Cold damage on a failure and half that on a success. This damage scales by 2d6 per level.

The wall can be ruptured, but leaves behind a damaging sheet of frigid air.

See the Player's Handbook for exact rules.

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PHB 339 Level 6 Evocation

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Wall of Light

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a hand mirror

Create a wall of light in range for the duration. It may free float. It can be up to 60 feet long, 10 feet high, and 5 feet thick. It blocks sight but can be passed through, and it sheds bright light for 120 feet and dim light for 120 more.

On casting creatures in the wall's area roll a constitution save, taking 4d8 radiant damage and being blinded on a failure and taking only half damage on a success. Blinded creatures reroll the save at the end of its turns to end the condition. Creatures that end their turn in the wall take the damage as well, and you can use a magic action to attack creatures with bits of the wall. The damage scales normally.

See Xanathar's Guide for exact rules.

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XGtE 170 Level 5 Evocation

Wall of Sand

  • casting timeAction
  • range90 feet

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

a handful of sand

Create a wall of swirling sand on a the ground in range. The wall can be up to 30 feet long, 10 feet high, and 10 feet thick. It blocks line of sight, but not movement, and lasts for the duration. Creatures in the wall are blinded and must spend 3 feet of movement for every foot moved in the wall.

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XGtE 170 Level 3 Evocation

Wall of Stone

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a cube of granite

Create a wall of nonmagical stone in range for the duration. It may be made of ten contiguous 10-foot square panels 6 inches thick, or 10-foot-by-20-foot panets 3 inches thick. The wall may be shaped as you like. On casting, creatures in the wall are pushed to the side you choose. They may roll a Dexterity save to use their Reaction to move up to their Speed if the wall would surround it on all sides.

The wall can be ruptured, which may cause more panels to collapse. If you maintain your concentation, the wall becomes permanent and can't be dispelled.

See the Player's Handbook for exact rules.

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PHB 339 Level 5 Evocation

Wall of Thorns

  • casting timeAction
  • range120 feet

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

a handful of thorns

Create a wall of tangled thorny brush on a solid surface in range. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. You may instead bend the wall into a 20-foot-diameter ring up to 20 feet high. It blocks line of sight and lasts for the duration. On casting, creatures in the wall roll a Dexterity save, taking 7d8 Piercing damage on a failure and half that on a success.

The wall may be navigated slowly, costing 4 feet of movement for each foot traveled through it. Once per turn when entering or ending its turn in the wall, a creature rolls a Dexterity save, taking 7d8 Slashing damage on a failure and half that on a success. All damage scales normally.

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PHB 339 Level 6 Conjuration

Wall of Water

  • casting timeAction
  • range60 feet

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

a drop of water

Create a wall of water on the ground in range. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick. You may instead bend the wall into a 20-foot-diameter ring that's 20 feet high. It is difficult terrain and lasts for the duration.

Ranged weapon attacks have disadvantage if they pass through the wall, and fire damage from attacks is halved. Attacks with cold damage freezes a 5 foot square of the wall. If the ice is destroyed, the water does not fill it in.

See Xanathar's Guide for exact rules.

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XGtE 170 Level 3 Evocation

Warding Bond

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration

Connect yourself and a willing creature for the duration, or until you become separated by more than 60 feet, you drop to 0 Hit Points, the spell is cast again on you or the target, or one of you removes the Material component.

The target has a +1 bonus to AC and saving throws, as well as resistance to all damage. However, every time it takes damage, you take the same amount of damage.

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PHB 340 Level 2 Abjuration

Warding Wind

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

Surround yourself with a strong wind in a 10-foot radius that moves with you for the duration.

You and other creatures in the wind are deafened. The wind extinguishes unprotected torch-sized flames or smaller, it hedges out and disperses gasses, the area is difficult terrain to other creatures, and ranged weapon attacks passing in or out of the wind have disadvantage.

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XGtE 170 Level 2 Evocation

Water Breathing

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration22 hours

a short reed

Grant up to ten willing creatures in range the ability to breathe underwater for the duration. They retain all other forms of respiration.

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PHB 340 Level 3 Transmutation

Water Walk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

Grant up to ten willing creatures in range the ability to cross liquid as if it were solid for the duration.

Targets may use a Bonus Action to move from the liquid's surface down into the liquid itself, and vice-versa. If a creature falls onto liquid, it splashes through the surface normally.

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PHB 340 Level 3 Transmutation

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Watery Sphere

  • casting timeAction
  • range90 feet

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

a droplet of water

Conjure a 5-foot radius sphere of water centered somewhere you can see in range for the duration. It can hover up to 10 feet off the ground.

Large and smaller creatures in the sphere's space roll a strength save, being ejected on a success and restrained on a failure. Restrained creatures can repeat the save at the end of its turns to escape. The sphere can hold one large or four medium creatures, and beyond capacity, a random creature falls out, landing prone.

You can move the sphere straight for 30 feet as a magic action, and can catch more creatures this way. When the spell ends, the restrained creatures fall prone and the water extinguishes normal flames within 30 feet of it.

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XGtE 170 Level 4 Conjuration

Web

  • casting timeAction
  • range60 feet

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

a bit of spiderweb

Conjure sticky webbing filling a 20-foot cube in range for the duration. The webs are difficult terrain, and the area in them is lightly obscured. If there are no anchor points, the webs collapse and the spell ends at the start of your next turn. You may instead layer them 5 feet deep on a flat surface.

Once per turn when a creature enters the webs or starts its turn there, it rolls a Dexterity save to avoid being Restrained. It can break free by using an action to roll an Athletics check against your spell save.

If set aflame, the webs burn away in 5-foot cubes over 1 round, dealing 2d4 Fire damage to creatures that start their turn in the flames.

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PHB 340 Level 2 Conjuration

Weird

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Terrify others with illusory horrors. Creatures you choose in a 30-foot-radius centered in range roll a wisdom save, taking 10d10 psychic damage and becoming frightened for the duration on a failure, and only taking half the damage on a success.

Frightend targets must reroll the save at the end of their turns, taking 5d10 psychic damage on a failure and ending the spell on itself on a success.

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PHB 341 Level 9 Illusion

Whimsical Mischief

  • casting timeAction
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a piece of crust from an apple pie

Fill a 20-foot cube with silly magics. On casting, the cube is filled with a random magic effect. At the start of your turns for the duration, a new effect occurs. You may move it 10 feet first.

Possible effects mostly involve creatures rolling saves to avoid a condition until the start of your next turn. The smell of apple pie requires a wisdom save to avoid being charmed, spray-flowers require a dexterity save to avoid being blinded, and giggles require a wisdom save to avoid being incapacitated and moving in a random direction. Alternatively, molasses may make the cube difficult terrain.

See Fizban's Treasury for exact rules.

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FToD 20 (Nathair's Mischief) Level 2 Illusion

Whirlwind

  • casting timeAction
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

Hurl down a whirlwind in a 10-foot-radius 30-foot-high cylinder centered somewhere you can see in range for the duration. You may use a magic action to move it 30 feet along the ground. It sucks up medium and smaller loose objects.

When a creature first enters the whirlwind on a turn, or when the whirlwind moves into their space, it must roll a dexterity save, taking 10d6 bludgeoning damage on a failure and half that on a success. Large and smaller creatures must also roll a strength save to avoid being restrainted. At the start of its turn, restrained creatures move 5 feet higher in the whirlwind. They may roll a strength or dexterity check against your spell save to escape, being hurled 3d6 x 10 feet in a random direction.

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XGtE 171 Level 7 Evocation

Wind Walk

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a candle

Change you and up to ten willing creatures you choose in range into gaseous clouds for the duration. Targets have a fly speed of 300 and can hover, cannot be knocked prone, and have resistance to bludgeoning, piercing, and slashing damage. Targets can only take the dash action or use a magic action to revert to normal form.

The reverting takes 1 minute, and the creature is stunned for the duration. While the spell is active, the target can repeat the action and process to change back to the gaseous form.

If the effect ends while the target is flying, it descends 60 feet per round for 1 minute before freefalling.

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PHB 341 Level 6 Transmutation

Wind Wall

  • casting timeAction
  • range120 feet

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

a fan and a feather

Create a wall of strong upwards wind on the ground in range. The wall can be up to 50 feet long, 15 feet high, and 1 foot thick, shaped as you like as long as it is a continuous path. It lasts for the duration. On casting, creatures in the wall roll a Strength save, taking 4d8 Bludgeoning damage on a failure and half that on a success.

Small or smaller flying creatures and objects as well as gases and gaseous forms cannot pass through the wall. Light loose objects fly upwards, and ordinary projectiles fired through it automatically miss. Heavy projectiles like boulders are unaffected.

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PHB 341 Level 3 Evocation

Wish

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

The strongest mortal spell conceived of. The caster speaks aloud and so reshapes reality.

The basic use of the spell is to recreate any spell of your choice up to level 8 without any requirements or components.

Alternatively, you may attempt to reshape reality, including creating things, healing creatures, granting resistance or certain immunities, switching feats, or forcing rerolls. You may also attempt to reshape reality in any other way, but the DM can and probably will try to corrupt the wish. Using this spell in this way stresses you, causing severe side effects, and you have a 33% chance of never casting Wish again.

See the Player's Handbook for exact rules.

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PHB 341 Level 9 Conjuration

Witch Bolt

  • casting timeAction
  • range60 feet

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

a twig struck by lightning

Fire an arc of lightning between you and a creature within range. Roll a ranged spell attack at the target, dealing 2d12 lightning damage on a hit. This damage scales normally.

On later turns, you can use a bonus action to deal 1d12 lightning damage to the target automatically, even if you missed initially. This damage does not scale. The spell ends if the target ever has total cover from you, or if it moves out of range.

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PHB 343 Level 1 Evocation

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Word of Radiance

  • casting timeAction
  • rangeSelf

  • componentsV, M
  • durationInstantaneous

a sunburst token

Blast creatures you choose in a 5-foot emanation of you with burning radiance. Targets roll a constitution save to avoid 1d6 Radiant damage. The damage scales as a cantrip.

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PHB 343 Evocation Cantrip

Word of Recall

  • casting timeAction
  • range5 feet

  • componentsV
  • durationInstantaneous

Designate a location as a sanctuary by casting this spell there.

Later, you may teleport with up to five willing creatures within 5 feet of you to that sanctuary.

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PHB 343 Level 6 Conjuration

Wrathful Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • duration1 minute

Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 1d6 Necrotic damage. The damage scales normally. It must roll a wisdom save to avoid becoming frightened of you for the duration. The target may reroll the save at the end of its turns to end the spell on itself.

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PHB 343 Level 1 Necromancy

Wrath of Nature

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Rouse the spirits of nature against your enemies. The trees, rocks, and grasses in a 60-foot cube centered somewhere you can see in range animate for the duration.

Grass in the area becomes difficult terrain for your enemies. At the start of your turns, enemies within 10 feet of any tree in the area rolls a dexterity save to avoid 4d6 slashing damage. As a bonus action, you can hurl a rock as a ranged spell attack against an enemy in the cube, dealing 3d8 nonmagical bludgeoning damage on a hit and it rolls a strength save to avoid falling prone. At the end of your turns, you may make an enemy in the cube roll a strength save to avoid being restrained by roots, and it must roll an athletics check against your spell save to escape.

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XGtE 171 Level 5 Evocation

Zephyr Strike

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Move like the wind. You do not provoke opportunity attacks for the duration.

You may give yourself advantage once during the duration on a weapon attack roll on your turn. It deals an extra 1d8 force damage, and whether you hit or miss, you gain an extra 30 feet of movement until the end of your turn.

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XGtE 171 Level 1 Transmutation

Zone of Truth

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Create a magical zone in a 15-foot radius sphere centered in range. Once per turn, creatures that enter the area or start their turn there roll a charisma save. On a failure, the creatures cannot deliberately lie in the zone. You know if they succeeded or failed.

Affected creatures may still remain evasive rather than tell the direct truth.

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PHB 343 Level 2 Enchantment

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