|   Acronym   | Source |   Edition   |
|---|---|---|
|   ALTT   | L'Arsene's Ledger - Treasures & Trinkets | |
|   CM | The Crooked Moon | |
|   DDB | D&D Beyond: Drops | |
|   EE | Exploring Eberron | |
|   EFA   | Eberron - Forge of the Artificer | |
|   FEQ   | Frontiers of Eberron - Quickstone | |
|   FRHF   | Forgotten Realms - Heroes of Faerûn | |
|   GHPG | Grim Hollow - Player's Guide | |
|   HGMH   | Heliana's Guide to Monster Hunting | |
|   NWB | Northlands Worldbook | |
|   PHB | Player's Handbook |
|   Acronym   | Source |   Edition   |
|---|---|---|
|   SCC   | Strixhaven - A Curriculum of Chaos | |
|   SGEH   | Steinhardt's Guide to the Eldritch Hunt: Player Pack | |
|   TCE   | Tasha's Cauldron of Everything | |
|   VSS   | Valda's Spire of Secrets: Class Update, Player Pack 1-2 | |
|   XGE   | Xanathar's Guide to Everything |
Casting Time: Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Casting Time: Reaction, which you take when you see an attack roll hit a creature within 60 feet of yourself
This spell accelerates or decelerates an attack (see the chosen effect below) the instant before it strikes, lessening or multiplying its force.
Accelerate. The target takes an extra 2d6 damage from the attack. This extra damage is the same type dealt by the triggering attack.
Decelerate. Reduce the damage the target takes by 2d6 (to a minimum of 0 damage).
Using a Higher-Level Spell Slot. The extra damage or reduction in damage increases by 1d6 for each slot level above 1.
With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell's area for the first time on its turn or ends its turn there.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Utilize action.
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same. If you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
You invoke the wisdom of your ancestors to gain insight into your trials. When you cast the spell, and at the start of each of your turns for the duration, you gain Heroic Inspiration if you don't already have it.
As lightning surges through the weapon used in the spell's casting, you make one attack. This attack can be a melee attack or ranged spell attack using the weapon with a range of 15 feet, as a wave of energy extends from the weapon. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If it is a ranged attack, it deals Lightning damage. Otherwise, it can deal Lightning damage or the weapon's normal damage type (your choice).
Cantrip Upgrade. Whether you deal Lightning damage or the weapon's normal damage type, the attack deals extra Lightning damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
You create a 30-foot Emanation originating from you that distorts magical energy. For the duration, whenever a spell is cast within the Emanation, roll a d6. On a 5 or 6, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
You emit waves of arcanomagnetic energy, distorting the trajectories of ferrous items. For the duration, attacks using ferrous weapons or ammunition made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures that are made of ferrous metal or are wearing ferrous armour.
Magnetic Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can force one Huge or smaller creature that is experiencing this difficult terrain to make a Strength saving throw. On a failure, it takes 1d6 force damage and is knocked prone.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the radius of the difficult terrain increases by 5 feet and the damage increases by 1d6 for each slot level above 2nd.
You channel energy from the Astral Sea to unleash a torrent of magic from you in a 30-foot Cone. Each creature in the Cone must succeed on a Dexterity saving throw or take 4d10 Cold or Radiant damage (chosen when you cast this spell). Your choice of damage type determines an additional effect:
Cold Damage. The target has Disadvantage on the next D20 Test it makes before the end of your next turn.
Radiant Damage. The target can see only within 15 feet of itself, and it has the Blinded condition for everything beyond that distance until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Casting Time: Reaction, which you take in response to taking damage
You ward yourself against destructive energy, reducing the damage taken by 4d6 plus your spellcasting ability modifier.
If the triggering damage was from a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 4d6 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage reduction and Force damage from this spell both increase by 1d6 for every spell slot level above 4.
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save. It simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
You blow on a whistle, releasing an inaudible sound. Choose a point on the ground within range. The first time a creature moves 5 feet or more while within a 10-foot square centered on that point before the spell ends, an eldritch maw immediately erupts from beneath the ground, dealing 2d10 Piercing damage to each creature within the square and knocking one of them Prone (decide when the spell triggers). The spell then ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2. If you use a level 5+ spell slot, the spell can trigger a second time before it ends.
Bright light erupts from your form and dazzles those around you. For the duration, you emit bright light in a 50-foot radius and dim light for an additional 50 feet. Each creature that moves within 10 feet of you for the first time on its turn or that starts its turn there must make a Constitution saving throw. On a failure, a creature takes 3d10 radiant damage and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn't blinded.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4 – 6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You touch a willing creature, sharpening its focus with the instincts of a killer. Until the spell ends, the target has advantage on attack rolls it makes against creatures below half of their hit point maximum. In addition, if there is at least one creature that is below half its hit point maximum within 30 feet of the target, and the target considers that creature hostile, the target has disadvantage on attack rolls it makes against creatures above half their hit point maximum.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
You sacrifice a portion of your life force to enhance your magical power. When you cast this spell, you take 1d6 Necrotic damage, which can't be reduced or prevented in any way. For the duration, when you cast a spell that deals damage, one target of the spell (your choice) takes an extra 1d6 damage of the same type as the spell's normal damage type (your choice if there are multiple).
Using a Higher-Level Spell Slot. The damage you take and the extra damage your spells deal both increase by 1d6 for each spell slot level above 2.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and create a red wisp with a number of Hit Points equal to the roll plus your spellcasting ability modifier. The wisp circles your head. It has an AC equal to 10 plus your spellcasting ability modifier, and uses your saving throws.
Each time you roll damage for a spell while the wisp circles you, you can reroll one of the damage dice. You must use the new roll, and the wisp takes damage equal to the new roll. If the wisp is reduced to 0 Hit Points, the spell ends.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 2.
Casting Time: Reaction, which you take when a creature you can see within range hits a target with an attack roll
The attacker must succeed on a Wisdom saving throw or suffer one of the following effects of your choice:
Fumble. The target drops one object of your choice that it's holding, with the object landing in a space you choose up to 10 feet away from the target. If the target drops the weapon it is using for the attack roll, it can make an Unarmed Strike for the triggering attack.
Prat Fall. The target has the Prone condition. The Disadvantage from the Prone condition applies against the triggering attack, potentially causing it to miss.
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A willing target takes Fire damage equal to a roll of the expended Hit Point Die. If the target has the Poisoned condition, that condition immediately ends.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Cantrip Upgrade. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
You hurl a splintered bone fragment at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Piercing damage. On a miss, you can shatter the bone mid-air and redirect the remnant towards another creature within 15 feet of the original target. Make another ranged spell attack. On a hit, the new target takes 1d4 Piercing damage.
Cantrip Upgrade. The damage increases by 1d8 and 1d4, respectively, when you reach levels 5 (2d8, 2d4), 11 (3d8, 3d4), and 17 (4d8, 4d4).
You send your enemies to their graves even if they aren't dead yet. A creature that you can see within range that is standing on the ground must make a Strength saving throw. On a failed save, the ground opens and swallows the target, burying it up to 10 feet deep. While buried, the target has Total Cover, has the Restrained and Blinded conditions, and can't breathe. On a successful save, the target has the Prone condition, and its Speed is 0 until the end of its next turn. A buried creature can dig out of the grave by using its action to make a DC 15 Strength (Athletics) check. On a success, it digs 5 feet closer to the surface. If it succeeds by 5 or more, it reaches the surface. When the creature reaches the surface, it exits the ground with the Prone condition.
The target automatically succeeds on its saving throw if it's standing on any thickness of stone or metal, or at least 2 inches of wood.
Encasing the weapon used in the spell's casting in flames, you make one melee attack. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Fire damage or the weapon's normal damage type (your choice). If the weapon's damage die or any of the spell's damage dice roll the highest number, you can roll that die again and add it to the damage, rolling again if it is the highest number, and so on. You can add a maximum number of dice to the damage roll equal to your spellcasting ability modifier.
Cantrip Upgrade. Whether you deal Fire damage or the weapon's normal damage type, the attack deals extra Fire damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
You call forth a noisy spectral bee. You target a creature that you can see within range. The bee hovers around the target, distracting it with loud buzzing. For the duration, the target has Disadvantage on Wisdom (Perception) checks, Dexterity (Stealth) checks, and Constitution saving throws made to maintain Concentration. In addition, the target cannot benefit from the Invisible condition.
The bee moves with the target, hovering within 3 feet of it as long as the target is within 120 feet of you. The bee disappears when the spell ends or if the target moves out of range.
Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.
In addition, you have Resistance to Thunder damage, and ranged attack rolls against you are made with Disadvantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You touch a corpse and leave a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make the mark Invisible. A creature that takes the Study action to specifically examine a corpse automatically detects it, whether visible or Invisible.
You temporarily tangle the Weave around a creature within range that you can see. Until the start of your next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not a spell slot). The spell ends if the target moves out of the spell's range.
Cantrip Upgrade. The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).
You summon a handful of hard candy — boiled sweets, mints, jelly beans, etc. — and hurl them at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Force damage and the candy forms a pile on the ground in its space, causing a 5-foot-square area of your choice in the target's space to become Difficult Terrain. The candy produced by this spell is edible but has no nutritional value, and vanishes after 1 minute, ending any Difficult Terrain.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Choose a creature you can see within range. Each time the target tries to cast a spell of equal or lower level than this spell, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not its spell slot).
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, you inhibit spells 1 spell level higher for each slot level above 1st.
You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it. The target must make a Charisma saving throw. On a failed save, for the duration, the target has the Charmed condition (ignoring any Immunity to that condition), and it is Friendly toward you. On a successful save, the target has Disadvantage on the next attack roll it makes against you before the start of your next turn. If you or any of your allies damage the target or force it to make a saving throw, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
With a flash of your hands, you fling a playing or tarot card charged with magical energy. Choose whether you make a ranged spell attack roll or if the target makes a Dexterity saving throw. On a hit or a failed saving throw, the target takes 1d8 Force damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
|   1d8   | Damage Type |
|---|---|
| Acid | |
| Cold | |
| Fire | |
| Force | |
| Lightning | |
| Poison | |
| Psychic | |
| Thunder |
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You twist your fingers and fate seems to follow suit. Until the end of your next turn, you can reroll any ability check you make to play nonmagical games of skill and must use the new roll. Therefore, this spell could influence a game of poker, but not the result of a Deck of Many Things.
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. A crimson pillar erupts from the ground in a 20-foot-radius, 100-foot-high Cylinder centered on a point within range. Each creature within the Cylinder makes a Constitution saving throw.
On a failed save, the creature takes Necrotic damage equal to a roll of the Hit Point Dice expended on the spell plus your spellcasting ability modifier. On a successful save, the creature takes half as much damage.
For each creature that fails the saving throw against this spell, you gain 10 Temporary Hit Points.
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects within the Emanation will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.
A Ranged weapon you touch is made supernaturally subtle. For the duration, when you make a ranged attack using the weapon, the weapon or ammunition you're using becomes invisible while in flight and the weapon becomes silent. If the weapon produces smoke or light, the spell suppresses these effects. The weapon or projectile you're using becomes visible again after the attack hits or misses. If you are hidden and the target is 80 feet or further from you, the attack doesn't reveal your location.
With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surrounding a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn.
Cantrip Upgrade. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.
|   1d10   | Behavior for the Turn |
|---|---|
    | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1 – north, 2 – east, 3 – south, or 4 – west. |
| The target doesn't move or take actions. | |
      | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. |
| The target chooses its behavior. |
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. Choose a creature within range and roll the expended Hit Point Die. The target takes Necrotic damage equal to the result. At the end of each of its turns while the spell lasts, the target makes a Constitution saving throw. On a failed save, it takes this damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
• You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
You touch a willing creature, turning their skin into a rapidly growing landscape of varicoloured coral. When the spell is cast, and at the start of each of the target creature's turns for the duration of the spell, the creature gains temporary hit points equal to 2d4 plus your spellcasting ability modifier. In addition, the target's unarmed attacks deal an extra 1d4 slashing damage on a hit. When the spell ends, the target loses any remaining temporary hit points from this spell.
You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the damage at the start of the target's next turn increases by 1d4 for each slot level above 1st.
For the briefest moment, you open a portal to an eldritch dimension in a 10-foot-radius Sphere centered on a point you can see within range. Each creature within the Sphere makes a Wisdom saving throw as it beholds the nightmarish dimension. On a failed save, a creature takes 6d6 Psychic damage and has the Frightened condition for the duration. On a successful save, a creature takes half as much damage only.
A creature Frightened by this spell makes another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
Cantrip Upgrade. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn't a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils.
A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 Necrotic damage and has the Poisoned condition for the duration. On a successful save, it takes half as much damage only. A creature Poisoned in this way takes 1d8 Necrotic damage at the start of each of its turns. A Poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success.
A Plant creature automatically fails the initial save, and a nonmagical plant that isn't a creature simply withers and dies.
Using a Higher-Level Spell Slot. One additional tendril leaps from the first target to another target for each spell slot level above 3.
You detach your hand at the wrist, transforming it into a Spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Magic action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you have no awareness of your own surroundings.
If the spider is killed or doesn't return to you before the spell ends, your hand is restored, but you take 1d6 Psychic damage. As a Bonus Action, you can command the spider to return to you. Once it arrives, it reattaches as your hand and the spell ends.
A wave of blood sweeps out from you in a 15-foot Emanation. Each creature of your choice in the wave must make a Dexterity saving throw, taking 3d10 Necrotic damage on a failed save, or half as much damage on a successful one.
If you damage at least one Small or larger creature, one creature of your choice that you can see within the Emanation regains a number of Hit Points equal to half the damage roll.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid.
A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
You send a small scroll with a message to a creature of your choice. The recipient must be a creature known to you and also be on the same plane of existence as you. The scroll hovers in front of the recipient, drops into its pocket, or lands atop something nearby. The scroll's message can be up to 8 characters long (spaces count as characters). Once you send a scroll, you can't send another scroll to that recipient for 24 hours.
You create a ghostly sickle that lasts for the duration and can strike out at your foes. The sickle appears hovering in your space and moves with you. When you cast this spell and as a Bonus Action on each of your turns, you can direct it to fly at and strike a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 Necrotic damage, and you gain Temporary Hit Points equal to half the damage dealt. After the sickle hits or misses, it returns to hover in your space.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
You attempt to drive a creature you can see within range to violence. The target must succeed on a Wisdom saving throw or be cursed and have the Frenzied condition for the duration.
A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attack if any creature provokes one.
At the end of its turn, an affected creature can repeat its saving throw, ending the spell early on a success.
You focus on a creature that you are familiar with that is on the same plane of existence as you. The target must succeed on a Wisdom saving throw or be cursed for the duration. Once a target fails its saving throw against this spell, you can't target it with a ritual casting of the spell for 24 hours.
While cursed, the target hears haunting, discordant music and has Disadvantage on D20 Tests. The first time the target fails a D20 Test during a turn, it repeats the save against this spell with neither Advantage nor Disadvantage, ending the spell early on a success.
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
A wave of force leaves your palms, targeting a creature within range. The target makes a Constitution saving throw. On a failed save, the creature takes 2d6 Force damage and has the Stunned condition until the end of its next turn. On a successful save, the creature takes the damage only.
Using a Higher-Level Spell Slot. One additional creature can be targeted for each spell slot above 2.
For the duration, an inky aura surrounds one creature you touch. The target has Advantage on Death Saving Throws, and once per turn, when a creature within 5 feet of the target hits it with a melee attack roll, the attacker takes 2d4 Necrotic damage.
A wave of force erupts from your open hand, hurling a creature you can see within range through a window. The target makes a Strength saving throw. On a failure, the target is pushed up to 20 feet and thrown through a window of your choice. If there is no window within 20 feet of the target, it is instead pushed up to 20 feet in a direction of your choice and thrown through a window of arcane force, which materializes behind the creature and vanishes after it shatters. The target takes 4d6 Slashing damage and has the Prone condition when it is thrown through a window. On a successful save, the target is instead only pushed 10 feet and takes no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 and the distance the target is pushed on a success or failure increases by 5 feet for each spell slot level above 2.
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the Initiative order from the start of the next round onwards.
With a boom that can be heard 300 feet away (or 1000 feet in a liquid), a pulse of thunder ripples out from a point you choose within range. Each creature in a 20-foot-radius sphere centred on that point must make a Constitution saving throw. A target takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 9d6 if the affected creature is submerged in a liquid.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by
– 1 foot of stone, dirt, or wood
– 1 inch of metal
– or a thin sheet of lead.
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by
– 1 foot of stone, dirt, or wood
– 1 inch of metal
– or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target's mind, If you probe deeper, the target makes a Wisdom saving throw, On a failed save, you discern the target's reasoning emotions, and something that looms large in its mind (such as a worry, love, or hate). On 5 successful save, the spell ends. Either way, the target knows that you are probing into its mind, and unti] you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Casting Time: Reaction, which you take when another creature within range takes damage
You absorb a measure of a creature's suffering and escaping vital essence. Expend and roll one Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your spellcasting ability modifier.
If the creature took damage from a Critical Hit, double the number of Hit Points you regain.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle”.
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature”, “Move over there”, or “Fetch that object”. The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
You magically create the horrifying illusion of all your bones breaking and your body bending in impossible ways, accompanied by the sound of a shattered skull. Each creature of your choice in a 30-foot-radius Sphere centered on you must succeed on a Wisdom saving throw or have the Frightened condition for the duration. While Frightened by this spell, a creature's Speed becomes 0 and it has the Prone condition, its legs giving out under fear. If an affected creature takes damage, it can repeat the saving throw at the end of its next turn, ending the effect on itself on a success.
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature's unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges.
Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.
When you cast this spell, choose one of the following effects that determine the spell's damage type:
Air. The damage type is Thunder. Each creature that fails the saving throw is pushed 10 feet away from you.
Coldfire. The damage type is Cold. Each creature that fails the saving throw has the Frightened condition until the start of your next turn.
Earth. The damage type is Bludgeoning. Each creature that fails the saving throw has its Speed reduced to 0 until the end of its next turn.
Fire. The damage type is Fire. Each creature that fails the saving throw is engulfed in flames and takes 2d6 Fire damage at the end of its next turn. As an action, it can extinguish fire on itself by giving itself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Water. The damage type is Acid. Each creature that fails the saving throw has the Prone condition.
Each creature within a 30-foot Cone of destructive elemental energy must make a Dexterity saving throw. On a failed save, a target takes 5d6 damage of the chosen type. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can't take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target's size increases by one category — from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target's size decreases by one category — from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw. A creature can choose to fail this saving throw if it wishes. A creature that fails this saving throw becomes enraged for the duration.
While enraged, a target becomes hostile towards all creatures. An enraged creature that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose concentration on the spell.
As an action, you can force an enraged creature to use its reaction to make one melee weapon attack against one randomly determined creature within the enraged creature's reach. If the enraged creature was friendly towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success.
An enraged creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. When the spell ends, the creature reverts to its previous disposition again, unless the GM rules otherwise.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher and use an action to force an enraged creature to make a melee weapon attack, you can force one additional enraged creature to make a melee weapon attack for each slot level above 3rd.
When you cast this spell, choose one Simple or Martial weapon. A replica of the chosen weapon, made of iridescent energy, appears in your hands. For the duration, you are proficient with that weapon and whenever you attack with the weapon, you can use your spellcasting ability modifier for the attack and damage rolls instead of using Strength or Dexterity. Attacks made with this weapon don't require ammunition, and if you throw the weapon as part of a ranged attack, it returns to your hand immediately after resolving the attack. The damage dealt by this weapon is Force instead of the weapon's normal damage type.
Using a Higher-Level Spell Slot. The damage of the weapon increases by 1d4 for each spell slot level above 2. If you cast the spell using a level 5+ spell slot, the duration becomes 8 hours.
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon's damage type.
Cantrip Upgrade. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
You touch a willing creature, transforming its skin into red scales. Until the spell ends, the target has Resistance to Cold, Fire, and Lightning damage, and the target also has Immunity to Poison damage.
You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, your hand counts as a Simple Ranged weapon with a range of 60/240 feet and the Slow mastery property. You can use your spellcasting ability instead of Dexterity for the attack rolls of this weapon. On a hit, the weapon deals 2d6 Force damage and doesn't add your ability modifier to damage.
Cantrip Upgrade. The weapon's normal range increases by 30 feet and its long range increases by 120 feet when you reach levels 5 (90/360 feet), 11 (120/480 feet), and 17 (150/600 feet).
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You warp and distort the memories of a creature you can see within range, bringing forth hideous and disturbing mental images. The creature must make an Intelligence saving throw. On a failed save, the creature takes 4d10 psychic damage and you learn something about the creature (roll a d6 and consult the following table):
|   1d6   | Thing learnt |
|---|---|
| The creature's name | |
| Something the creature fears | |
| Something the creature desires | |
| The creature's condition immunities | |
| The creature's damage vulnerabilities, resistances, and immunities | |
| The creature's skill and saving throw proficiencies |
On a successful save, the creature takes half as much damage and you don't learn anything. A creature with an Intelligence score of 4 or lower automatically succeeds on the saving throw.
If a creature fails the initial saving throw then, on each of your turns for the duration, you can use your action to force the creature to make an Intelligence saving throw. On a failure, the creature takes 4d6 psychic damage and you learn something about the creature (roll a d6 and consult the table above). On a success, the creature takes half as much damage, you don't learn anything, and the spell ends. The spell also ends if the target is ever outside the spell's range.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d10 and 1d6, respectively, for each slot level above 3rd.
You imbue a broken item no larger than 20 feet in any dimension with pure belief. For the duration, the item is whole once more. In addition, if you were familiar with the item's magical function (GM's discretion) and its rarity was no higher than common, the item regains its magical properties for the duration.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the rarity of the item that can regain its magical properties increases to uncommon (3rd level), rare (5th level), very rare (7th level), or legendary (9th level).
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered in glittering mystical light, granting advantage on attack rolls against the target until the end of your next turn.
Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Cantrip Upgrade. This spell's damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level (2d8, 30 feet), 11th level (3d8, 40 feet), and 17th level (4d8, 50 feet).
Casting your mind through time, you make a subtle alteration to history, allowing you to make preparations for the current situation within the last 24 hours. Describe to your GM how the precautions you took ahead of time to affect the current situation. For example, you might have packed a particular piece of gear or arranged for a distraction to occur at this exact moment. The GM might call for an ability check if the preparations are sufficiently challenging. On a failure, the spell fails and has no effect.
A Flashback's effects are limited, as reality reasserts itself with the fewest possible changes to accommodate the alteration in history. The spell can't remove creatures or objects from an encounter, harm a creature, or cause creatures and objects that aren't being worn or carried by you to move. It can generally add an element to an encounter, but can't generally subtract them. The GM decides on the extent of the Flashback's effect.
You stitch together the wounds of a creature you touch, which regains 3d6 Hit Points. However, the mending is imperfect, and the target's Hit Point maximum is reduced by 1d6, to a minimum of 1.
Using a Higher-Level Spell Slot. The healing increases by 2d6 and the reduction increases by 1d6 for each spell slot level above 1.
You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.
You throw the object used in the spell's casting with incredible momentum at a creature or to a point within the spell's range. You choose the object's exact trajectory, allowing it to navigate around obstacles and corners. The target creature makes a Dexterity saving throw, taking 5d4 Bludgeoning damage on a failed save or half as much damage on a successful one. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Using a Higher-Level Spell Slot. The damage increases by 2d4 and the maximum weight of the thrown object increases by 5 pounds for each spell slot level above 1.
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
You twist your visage to scare a creature that you can see within range. The creature must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.
Encasing the weapon used in the spell's casting in ice, you make one melee attack. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. The weapon's damage die increases by 1 step (d4 → d6 → d8 → d10 → d12 or 2d6, your choice). The weapon's damage dice don't increase if it has more than one weapon damage die. If the attack deals damage, it can be Cold damage or the weapon's normal damage type (your choice).
Cantrip Upgrade. Whether you deal Cold damage or the weapon's normal damage type, the attack deals extra Cold damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.
Slimy. For the duration, you have advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10 for each slot level above 4th.
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Cantrip Upgrade. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage. It has Immunity to the Prone condition. And it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell. All other creatures perceive the area affected by the light as they regularly would.
You emit waves of gravitational energy, distorting the trajectories of incoming projectiles and making movement difficult. For the duration, ranged weapon attacks made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see.
Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw. On a failure, the creature is pushed 10 feet in a direction of your choice and falls prone, taking 3d6 force damage.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the radius of the difficult terrain increases by 5 feet, and gravity pulse's damage and range increase by 1d6 and 5 feet, respectively, for each slot level above 4th.
You create a localized gravitational field that temporarily shifts the landscape to impale a creature. Choose a creature on the ground you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 1d4 Piercing damage and has the Prone condition. On a successful save, the target takes half as much damage only.
Cantrip Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
You turn your gaze on one creature you can see within range. If the target can see your eyes, their body stiffens and cracks as if it were turning to stone. The target must succeed on a Constitution saving throw or take Necrotic damage equal to your Proficiency Bonus and have Disadvantage on the next Dexterity saving throw it makes before the end of its next turn.
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
A creature you touch has the Invisible condition until the spell ends.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
Cantrip Upgrade. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
You emit a drunken aura that quickly washes away, leaving an intense hangover. A creature you choose within range makes a Constitution saving throw. On a failed save, the creature takes 3d8 Psychic damage and has the Poisoned condition until the end of your next turn. On a successful save, the target takes half as much damage only. The target has Disadvantage on Constitution saving throws it makes to maintain Concentration as a result of this damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
You inflict a mind-eroding song on a creature that you can see within range. If the creature has an Intelligence of 4 or higher, it must succeed on an Intelligence saving throw or have the Charmed condition for the duration.
While Charmed in this way, the target is struck with a rapidly repeating ballad that only it can hear. It takes 1d6 Psychic damage at the start of each of its turns, and it has Disadvantage on Wisdom (Perception) checks and on Constitution saving throws made to maintain its Concentration. The target repeats the save at the end of each of its turns, ending the spell on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
You belch forward acidic fumes, afflicting those in a 15-foot cone before you. The fumes spread around corners. All creatures in the area must make a Constitution saving throw, taking 3d4 acid damage on a failure or half as much damage on a success.
The fumes linger until the end of your next turn or until dispersed by a moderate or stronger wind. Any creature ending its turn in the area must make a Constitution saving throw, taking 3d4 acid damage or half as much damage on a success.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 1st.
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1 – north, 2 – south, 3 – east, or 4 – west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Cantrip Upgrade. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time: Reaction, which you take when initiative is rolled
As a reaction when initiative is rolled, choose a willing creature you can see within range. It begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal. If the target is not surprised, it gains advantage on the initiative roll that prompted this spell.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st.
Casting Time: Bonus Action, which you take immediately after missing a target with an attack
As your attack misses the target, you instantly reset youself to the moment before the attack and repeat the attack roll against the same target, potentially causing it to hit.
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
You curse a creature within range, filling its mind with creeping paranoia and despair. When the target takes the Attack or Magic action, it must succeed on a Wisdom saving throw or waste its action. Once the target succeeds on three saving throws against this spell, the spell ends.
Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself making an attack roll
You attempt to distort a creature's thinking. The target must succeed on a Wisdom saving throw or automatically miss with the triggering attack.
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
You release a burst of magic to disrupt invisibility in a 120-foot Emanation originating from yourself. Each Invisible creature and object within the Emanation is outlined with a magical aura and can't benefit from the Invisible condition for the duration. An affected creature must succeed on a Consitution saving throw or have the Stunned condition until the start of your next turn.
Casting Time: Reaction, which you take when a creature you can see within range makes an attack using a Ranged weapon
The weapon you target suffers a malfunction and the attack fails. A malfunctioning weapon can't be used to make an attack until a creature takes the Utilize action to fix the weapon malfunction.
One Ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading or Reload property, you ignore the property for the duration. When the weapon's ammunition is depleted, ammunition you are carrying teleports into the weapon.
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Silver energy bursts out from you in a 120-foot-long, 5-foot-wide Line. Each creature of your choice in the Line makes a Strength saving throw. On a failed save, a creature takes 3d10 Force damage and has the Prone condition. On a successful save, a creature takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot level above 3.
A container of your choice magically fills with a drink, such as ale or tea, which can be imbibed as a Bonus Action or Utilize action. A creature that consumes the drink gains 1d6 Temporary Hit Points and has Advantage on saving throws to avoid or end the Frightened condition. The drink's benefits, including the Temporary Hit Points, last until the start of the creature's next turn.
Cantrip Upgrade. The Temporary Hit Points increase by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, a sickly green tether forms between you and your target. Whenever you take damage, the tethered target takes half as much damage (round down) as Necrotic damage. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the tether to a new creature you can see within range. The new target must succeed on a Wisdom saving throw or be tethered.
Using a Higher-Level Spell Slot. You can create additional tethers with a spell slot of level 4 (two tethers), 6 (three tethers), or 8 (four tethers).
You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
Cantrip Upgrade. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A dazzling array of lightning bolts erupts from you. Each creature within a 5-foot Emanation must succeed on a Dexterity saving throw or take 1d6 Lightning damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
A wave of sheet lightning sweeps out before you. Each creature in a 20-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and can't take reactions until the start of its next turn. On a successful save, the creature takes half as much damage and can take reactions as normal.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 per slot level above 2nd.
You point at a creature you can see within range, causing a swirl of molten wax to surround the creature and gathering hair, clothes, and debris into a wick atop its head. The creature must make a Strength saving throw. On a failure, it takes 5d8 fire damage as it becomes restrained and encased within the wax until the spell ends, its wick lighting with righteous fire which sheds bright light for 30 feet and dim light for an additional 30 feet. On a success, the creature takes half as much damage and isn't restrained.
At the end of each of its turns, a restrained creature takes 2d8 fire damage. The restrained creature, or a creature within 5 feet of it, can use its action to make a Strength check against your spell save DC, freeing the restrained creature and ending the spell on a success.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the initial and ongoing damage both increase by 1d8 for each slot level above 4th.
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3 – 5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.
A near-invisible pulse of arcanomagnetic energy shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw.
Cantrip Upgrade. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
A willing creature you touch is instantly clothed in a fabulous ball gown, perfectly tailored and complete with a set of glittering jewelry. You can choose for the dress to sit atop the creature's clothing or armor, or for it to magically replace its outfit. The creature can't remove the dress until the spell ends. Similarly, the jewelry vanishes if it is removed.
Elegant Flair. Until the spell ends, when the wearer makes a D20 Test using Charisma, it can replace the number it rolls with a 10.
Glamorous Ward. If the wearer of the dress is attacked by a creature that can see it, the attacker must succeed on a Wisdom saving throw or miss with the attack. On a success, the attacker is immune to this effect until the spell ends.
Duration. This spell's duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the dress vanishes in a puff of sparkles, and the creature becomes clothed in its original outfit.
This spell magically generates a gridded Map of an area you choose within range. The Map shows a 50-foot-square area on a 5-foot grid and includes scale-accurate details of non-moving objects in that area. The map is rendered without color, and doesn't include secret doors, traps, or creatures. In a multi-level structure, the map only details the level on which the spell is cast.
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
When you cast this spell, your eyes pass over a page of written text that is committed to your memory. For the next year, you remember the exact details of all information on the page. After that time, you have Advantage on all Intelligence checks you make to recall this information.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can't restore magic to such an object.
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. The spell is blocked by
– magical silence
– 1 foot of stone, metal, or wood
– or a thin sheet of lead.
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
You attempt to drain life energy from a creature you can see within range. The target must succeed on a Consitution saving throw or take 1d6 Necrotic damage. You gain Temporary Hit Points equal to the amount of Necrotic damage dealt.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked prone.
In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy area on its turn it must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Casting Time: Reaction, which you take when you see a creature within 60 feet of you casting a spell
You attempt to copy and cast a spell of level 3 or lower that you can see being cast. You can only copy spells cast by creatures, and you can't copy your own spell.
If the triggering spell is level 2 or lower, you automatically copy and cast the spell. If the spell is level 3 or higher, you must succeed on an ability check using your spellcasting ability (DC 10 plus the triggering spell's level) to copy and cast the spell.
When casting a copied spell, you don't expend a spell slot and you don't need any components. Treat the spell as if you were its original caster, using your own spellcasting ability modifier and save DC, and casting it at the lowest level it can be cast.
Using a Higher-Level Spell Slot. Treat the level of the spell slot used as the maximum level of spell you can copy and cast.
You summon a thin mist that saps joy and vigor in a 20-foot-radius Sphere centered on a point within range. Each creature in the mist when it appears, or when it moves into the mist for the first time on a turn or ends its turn there, must succeed on a Charisma saving throw or be filled with deep melancholy until the end of its next turn. An affected creature's Speed is halved, it has Disadvantage on attack rolls, and it subtracts 1d8 from all its damage rolls.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search, Study, or Utilize action. Furthermore, you can't affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.
You summon and unleash a murder of deadly crows. Each creature of your choice in a 30-foot Cone originating from you makes a Dexterity saving throw. On a failed save, the target takes 5d6 Force damage and has the Blinded condition. On a successful save, it takes half as much damage only. A Blinded creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature regains any Hit Points. The crows disperse and vanish after they strike.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.
You touch a willing creature and shroud its presence. Until the spell ends, other creatures must subtract 1d4 from any Wisdom (Insight or Perception) checks made against the target.
This spell makes you seem unremarkable, though it doesn't change your actual appearance. Creatures that see or hear you for the duration are unable to recall your appearance or voice.
When you cast this spell, choose a creature or an object within range that is Huge or smaller and not being worn or carried within range. Vibrant vines quickly grow around the target, pinning it into place and making it easier to traverse.
If the target is a creature, it must succeed on a Strength saving throw or have the Restrained condition until the spell ends. The creature can repeat the saving throw at the end of each of its turns, ending the Restrained condition on a success.
If the target is an object, it can't be moved from its current location and creatures that climb the object don't spend extra movement. A creature can make a Strength (Athletics) check against your spell save DC to wrest the object out of the vines so it can be moved. If the object is too heavy for the creature to move, this action fails.
Using a Higher-Level Spell Slot. You can choose an additional target for each spell slot level above 2.
A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.
You tap into the dreams of a creature you can see within range and create an illusory manifestation of its deepest desires, visible only to that creature. The target must make Wisdom saving throw. On a failed save, the target has the Charmed and Incapacitated conditions and a Speed of 0 for the duration.
The target makes a Wisdom saving throw whenever it takes damage and at the end of each of its turns for the duration. On a successful save, it takes 4d10 Psychic damage and the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.
Cantrip Upgrade. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
This spell magically creates a hidden pit trap at an unoccupied space you can see on the ground within range. The 5-foot square lid of the trap looks identical to the surrounding floor. The pit drops 10 feet into an extradimensional space. If the pit extends into an open space below the lid, such as a lower floor, the pit opens into that space instead.
As a Study action, a creature can examine the section of floor that forms the pit's lid and make an Intelligence (Investigation) check against your spell save DC, detecting the pit on a successful check.
When a Large or smaller creature moves onto the lid, it swings open like a trapdoor. The creature makes a Dexterity saving throw or falls into the pit, taking 1d6 Bludgeoning damage for every 10 feet it falls. On a successful save, the creature moves to a space next to the lid without falling. A creature that falls into the pit can climb or fly out as normal.
The spell ends 1 minute after a ceature falls into the pit. When the spell ends, the extradimensional space vanishes and creatures or objects within the pit are deposited at the top of the pit.
Using a Higher-Level Spell Slot. The pit is 10 feet deeper for each spell slot level above 2.
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
Food and other perishable items weighing 5 pounds or less that you place in a sack don't age or decay for the duration.
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an Invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal makes a Wisdom saving throw, taking 4d6 Psychic damage on a failed save or half as much damage on a successful save.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
For a moment, the colors in a 20-foot Emanation originating from you shift in a rainbow swirl. Each creature you choose in the Emanation has Disadvantage on the next attack roll it makes against you until the spell ends at the end of your next turn.
Additionally, the colors of objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
Magical marionette strings attach to the Charmed creature's limbs or body, and it must use its action on its turn to make a melee attack against a creature other than itself that you mentally choose, moving to reach the target if necessary. The target can act normally on its turn if you don't choose another creature, or if the creature isn't within the target's reach after it moves. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take a Bonus Action to maintain control of the target, or the spell ends.
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Record your location when you cast this spell. Until the end of your next turn, you can take a Reaction in response to an attack roll, a creature casting a spell, or a creature moving within 5 feet of you to teleport back to that location, or to the nearest unoccupied space if that space is occupied. This teleportation precedes the triggering attack or spell. The spell then ends.
You transform yourself into a bolt of lightning, creating a 5-foot-wide Line between your current space and an unoccupied space within 60 feet of you. Each creature in the Line makes a Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. You then reappear in the chosen space.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4. In addition, the maximum length of the line increases 10 feet for each spell slot level above 4.
Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start of its next turn. On a success, the creature can move normally until the start of its next turn.
As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell's range, or is no longer in water at least 2 feet deep.
You magically spread a rumor of 10 words or less in a 100-foot Emanation originating from you. Any creature within the Emanation that can hear and understand three or more other creatures believes that they hear the rumor being repeated by someone nearby. Different creatures hear the rumor from different people, so a concrete origin is impossible to discern. Generally, creatures won't become Hostile upon hearing even the most vicious rumors, but hearing a rumor can affect their attitude positively or negatively.
You conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 Acid damage and it has a -3 penalty to its AC, to a minimum of 10, for 1 hour.
If you target a nonmagical metal object with this spell that isn't being worn or carried, you corrode and destroy parts of the object you choose that can fit within a 1-foot Cube.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 3. If you target a nonmagical object, you can destroy an additional cubic foot for each slot level above 3.
You draw knowledge through the power of blood about a creature you can see within range. You learn the target's species and creature type, its current Hit Points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: Vulnerability, Resistance, or Immunity to damage or conditions.
Additionally, the next ability check or attack roll you make against the target before the end of your next turn has Advantage.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 Temporary Hit Points for each creature within 30 feet of you that is below its Hit Point maximum (including you) to a maximum of 15 Temporary Hit Points. While you have Temporary Hit Points from this spell, you have Half Cover. When the spell ends, all Temporary Hit Points from it are lost.
Using a Higher-Level Spell Slot. The maximum number of Temporary Hit Points you gain increases by 5 for each two spell slot levels above 2.
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
A nonmagical object you choose within range sprouts legs and runs away. You can't target an object that weighs more than 10 pounds, nor can you target one that is being worn. However, you can target certain objects that are being carried, as long as they aren't affixed entirely around a creature's body or being held in a hand. For example, you can't target a creature's helmet or a sword it is wielding, but you can target a drawstring pouch it is wearing or a dagger that is sheathed at its side.
The object animates, wriggles free of its owner (if it has one), sprouts two legs, and moves 20 feet in a direction you choose. At the start of each of your turns, you can choose which direction the object moves. The object has an AC of 10, if its AC wasn't already higher. The spell ends early if the object is reduced to 0 Hit Points or is picked up.
When you cast this spell, choose a creature you can see within range. When the target casts a spell, it must make a Charisma saving throw. On a failed save, the creature expends a spell slot to cast the spell as normal but the spell has no effect. On a successful save, the creature casts the spell but takes 3d8 Force damage. After the creature makes a saving throw, the spell immediately ends.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot above level 2.
You and three or more willing creatures lock hands to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature's soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days.
Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5 percent chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously.
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The lifeblood flowing within creatures tells you its secrets. Creatures that have Immunity to the Exhaustion condition are immune to this spell. Until the spell ends, you can determine if creatures you can see are related biologically. In addition, you know if a creature's Hit Points are at maximum, below maximum, at half, or below half.
Once on each of your turns when you hit a Bloodied creature with an attack roll using a weapon, Unarmed Strike, or spell, you can cause the target to take extra Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3 – 4 (up to 1 hour) or 5+ (up to 8 hours).
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
Using a Higher-Level Spell Slot. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
You siphon away the vitality and sense of self through the shadows of nearby creatures in a 15-foot Emanation originating from you.
When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the Emanation or starts its turn there, or when the Emanation enters a creature's space, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 Necrotic damage and has Disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Casting Time: Reaction, which you take when a creature within range that you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throw
With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature's next turn.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. It isn't accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you.
Cantrip Upgrade. When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet. At 11th level this increases to 25 feet. And at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
A gust of solar radiance bombards a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage and be pushed 10 feet away from you.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 1d8 Thunder damage and has the Deafened condition until the start of your next turn.
If the spell's target is within 10 feet of you, the spell is amplified and its damage becomes 1d10, instead of 1d8.
Cantrip Upgrade. The damage increases by 1d8 (or 1d10, if amplified) when you reach levels 5 (2d8 or 2d10), 11 (3d8 or 3d10), and 17 (4d8 or 4d10).
You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn.
Cantrip Upgrade. The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range. A target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the target takes 2d10 Radiant damage.
Using a Higher-Level Spell Slot. You create an additional blast for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
When you cast this spell, you can designate creatures to be unaffected by it.
Casting as a Circle Spell. In addition to the spell's usual components, you must provide a special component (a blue star sapphire worth 25,000+ GP), which the spell consumes. The spell's range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must expend a level 3+ spell slot. Otherwise, the spell fails.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot level above 4.
The number of secondary casters determines the spell's area of effect and duration, as shown in the table below. The spell ends early if any caster who participated in this casting contributes to another casting of Spellfire Storm as a Circle spell.
|   Secondary     Casters   |   Area of Effect |   Duration |
|---|---|---|
| 40-foot-radius, 40-foot-high Cylinder | 1 hour   | |
| 60-foot-radius, 60-foot-high Cylinder | 8 hours   | |
| 100-foot-radius, 100-foot-high Cylinder     | 24 hours   |
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
You produce a cloud of virulent spores. Each creature within 5 feet of you, other than you, must succeed on a Constitution saving throw or take 1d4 poison damage. A creature that fails the saving throw by 5 or more is poisoned until the end of its next turn.
Cantrip Upgrade. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Emanating from a point within range, a noxious, 20-foot-radius sphere of colourless fumes creates a choking, eye-watering miasma that penetrates through creatures' skin.
When a creature enters the spell's area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. It takes 3d6 poison damage and becomes poisoned until the end of its next turn on a failure, or takes half as much damage and is not poisoned on a success. Whilst poisoned in this way, a creature has disadvantage on saving throws made to maintain its concentration.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.
Choose a creature you can see within range. The target has Resistance to Bludgeoning, Piercing, and Slashing damage until the spell ends at the end of your next turn.
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
You fire a concentrated bolt of energy at a target within range, which explodes in a cloud of crackling lightning. The target must make a Constitution saving throw.
On a failure, the target takes 8d8 lightning damage and can't take reactions until the start of its next turn. A creature that fails by 5 or more is also stunned until the end of its next turn. On a success, a creature takes half as much damage, isn't stunned, and can take reactions as normal.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
You create a pair of grasping hands made from invisible force. Make a ranged spell attack against a creature you can see within range. On a hit, the creature has the Restrained condition. While it has this condition, it can't breathe.
A creature can hold its breath for a number of rounds equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
A creature Restrained by the hands can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is increased by 15 feet, and it gains a +1 bonus to AC. As a bonus action on each of its turns, it can take the Dash, Disengage, Hide, or Use an Object action.
When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You suggest a course of activity — described in no more than 25 words — to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say: “Fetch the key to the cult's treasure vault, and give the key to me.” Or you could say: “Stop fighting, leave this library peacefully, and don't return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
You create a 5-foot Cube of acidic smoke at a point you can see within range. Each creatrue in the Cube must succeed on a Constitution saving throw or take 1d8 Acid damage. The area of the Cube is Lightly Obscured with noxious fumes and lasts until the start of your next turn. A creature entirely within the Cube has Disadvantage on attack rolls.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Choose a target within range. A cloud of minuscule poisonous spiders floats on gossamer strands towards it. The target must succeed on a Dexterity saving throw to avoid the spiders or become poisoned until the end of its next turn.
Cantrip Upgrade. This spell deals poison damage on a failed saving throw when you reach certain levels. When you reach 5th level, a creature takes 1d10 poison damage. At 11th level this increases to 2d10. And at 17th level this increases to 3d10.
Streaks of energy flow from the back of a creature you touch, tracing the shape of wings. The target has a Fly Speed of 60 feet and can hover until the end of its next turn. When the spell ends, the target falls if it is in the air and nothing is holding it aloft.
You attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.
A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures. A willing creature may choose to fail the saving throw.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of this spell's target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must each succeed on a Dexterity saving throw or take 1d6 force damage.
Cantrip Upgrade. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action. It gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw. On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn't poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise, the creature is left behind.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
A fragile, invisible shield protects you for the duration. The next attack roll against you has a -10 penalty to hit, and the spell ends.
The ground around you in a 15-foot Emanation begins to shake violently. You are unaffected by the tremors. The ground is considered Difficult Terrain and whenever the Emanation enters a creature's space, a creature enters the Emanation, or the creature ends its turn there, the creature makes a Dexterity saving throw. On a failed save, the creature takes 1d6 Bludgeoning damage and has the Prone condition. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Choose a creature you can see within range and whisper a frightful phrase that only the target can hear. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage and has the Frightened condition until the start of your next turn. On a successful save, the target takes half as much damage only.
While Frightened in this way, the creature has Vulnerability to your choice of Bludgeoning, Piercing, or Slashing damage.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
This spell creates an Invisible, mindless, shapeless, Medium force that performs specialized tasks at your command until the spell ends. The artisan springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 10, and it can't attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the artisan to take the Utilize action with a set of tools within range or to craft a nonmagical item. The artisan has proficiency with all Artisan's Tools and can perform tasks that a skilled human worker could do. You must provide the artisan with the tools and necessary raw materials for its work. If the artisan must make an ability check, it uses your spellcasting ability for the ability check.
If you command the artisan to perform a task that would move it more than 60 feet away from you, the spell ends.
You sprout wicked claws. When you use your Unarmed Strike to deal damage with the new growth, it deals 1d6 Slashing damage instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
While the spell lasts, each time you deal damage with an Unarmed Strike, you gain a number of Temporary Hit Points equal to your spellcasting ability modifier. Temporary Hit Points from the spell are lost when the spell ends.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You wrap yourself in shadows that veil you between strikes. At the end of any turn in which you hit a creature with an attack roll, you gain the Invisible condition until the start of your next turn.
As part of casting this spell, you must expend one Hit Die or the spell automatically fails. A creature you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the target takes Thunder damage and has Disadvantage on Dexterity (Stealth) checks from its blood vibrating loudly. To determine this damage, roll the Hit Point Die expended to cast this spell.
The target repeats the save at the end of each of turns, ending the spell on a success.
Using a Higher-Level Spell Slot. You increase the damage by expending an additional Hit Die for each spell slot level above 1.
As part of casting this spell, you must expend seven Hit Dice or the spell automatically fails. Your body is wrapped in clotted blood. Whenever a creature within 5 feet of you hits you with a melee attack roll, the attacker takes Necrotic damage. To determine this damage, roll the Hit Point Dice expended to cast the spell plus your spellcasting ability modifier.
If a creature hits you with a Melee weapon, you can take a Reaction to have clots form around the weapon, entrapping it. The attacker must succeed on a Strength saving throw or the weapon sticks to you. If the attacker doesn't release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can't be used. The target can take an action to make a Strength (Athletics) check against your spell save DC, freeing the weapon on a success. The creature can also release the weapon to end the Grappled condition.
You can trap a number of weapons equal to the number of Hit Dice expended to cast the spell. When the spell ends, the weapons are released.
Using a Higher-Level Spell Slot. You can trap an additional weapon for each spell slot level above 4.
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 10 feet towards the source of water on a failure.
Cantrip Upgrade. The spell's damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet).
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Casting Time: Reaction, which you take when you see a creature within range casting a spell
You attempt to redirect a spell cast by a creature you can see. If the creature is casting a spell of 3rd level or lower, you can redirect the spell. If the spell involves a ranged spell attack, you can cause the ranged spell attack to target a different target of your choice within 10 feet of its original target. If the spell has an area of effect, you can shift the area of effect up to 10 feet in any direction. If the creature is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell is redirected as described.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the spell is automatically redirected as described if its level is less than the level of the spell slot you used.
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
You whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range, it can hear the message carried on the wind and can reply in a whisper that only you can hear.
The message is blocked if every path within range to the target is blocked by solid objects or areas of magical silence.
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
You wave your hand and four alabaster feathers, magically sharpened to a razor's edge, appear and orbit around you until the spell ends. When you cast this spell and as Bonus Action on your later turns, you can expend one of the feathers and make a ranged spell attack using it against a creature you can see within 120 feet of yourself. On a hit, the target takes 1d8 Force damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Casting Time: Reaction, which you take when a creature within range vocalises
In response to a creature vocalizing, you make a sharp sound and hold a finger up in an attempt to interrupt them. The target must succeed on a Constitution saving throw or become silenced as its mouth is fused shut for the duration. If you silence a target that is casting a spell with verbal components, the target's spell slot isn't expended, but its action is wasted.
At the end of each of its turns, the target can make a Strength saving throw as it tries to tear open its mouth. On a success, the target takes 1d8 slashing damage and is no longer silenced. Alternatively, as an action, the target can use a bladed implement to cut open its mouth, taking 1d8 slashing damage and ending the silence.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.