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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Magic Initiate

Other floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

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

  • casting time an inanimate object
  • range 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

  • components you can have up to three non-instantaneous effects created by it active at a time
  • duration and you can dismiss such an effect as an action.;Druid (XGE)

Other change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Druid (XGE)
  • duration

Other up to 1 minute;You create a bonfire on ground that you can see within range. Until the spells ends

S;Instantaneous;Whispering to the spirits of nature

  • casting time harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies
  • range a cloud for rain

  • components falling snowflakes for snow
  • duration and so on. This effect persists for 1 round.
    • You instantly make a flower blossom

a seed pod open

Other you create one of the following effects within range.
• You create a tiny

S;Instantaneous;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

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).;Druid (XGE)
  • duration

Other the target takes 1d6 cold damage

S;Concentration

  • casting time the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.;Druid
  • range

Other up to 1 minute;You touch one willing creature. Once before the spell ends

S;Instantaneous;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 harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Druid (XGE)

Other such as causing leaves to rustle

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components 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
  • duration north: 2

south: 3

east: or 4 M;Instantaneous;(a living flea)You cause a cloud of mites

S;1 minute;You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown

  • casting time that attacker adds your spellcasting ability modifier
  • range not the attacker's

  • components to the attack roll. On a hit
  • duration the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses

the spell then ends on the stone.
If you cast this spell again

east: or 4 a pebble has a range of 60 feet. If someone else attacks with a pebble

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose 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
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour (see below);You choose 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
0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V 0;Create Bonfire;Conjuration cantrip;1 action;60 feet;V
0;Druidcraft;Transmutation cantrip;1 action;30 feet;V 0;Druidcraft;Transmutation cantrip;1 action;30 feet;V
0;Frostbite;Evocation cantrip;1 action;60 feet;V 0;Frostbite;Evocation cantrip;1 action;60 feet;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Gust;Transmutation cantrip;1 action;30 feet;V 0;Gust;Transmutation cantrip;1 action;30 feet;V
0;Infestation;Conjuration cantrip;1 action;30 feet;V 0;Infestation;Conjuration cantrip;1 action;30 feet;V
0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V 0;Magic Stone;Transmutation cantrip;1 bonus action;Touch;V

S

  • casting time such as broken chain link
  • range two halves of a broken key

  • components a torn clack
  • duration or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension

you mend it

east: or 4 M;Instantaneous;(two lodestones)This spell repairs a single break or tear in an object you touch

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

east: or 4 move it along the ground

S;Instantaneous;You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12)

  • casting time and 17 level (4d12). ;Druid
  • range

east: or 4 11th level (3d12)

ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit

  • casting time your teeth or fingernails return to normal.
    The spell's damage increases by 1d10 when you reach 5th level (2d10)
  • range 11th level (3d10)

  • components a nd 17th level (4d10).;Druid (XGE)
  • duration

east: or 4 the target takes 1d10 acid damage. After you make the attack

S;10 minutes;A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame

  • casting time or as an action on a later turn
  • range you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Druid

east: or 4 although doing so ends the spell. When you cast this spell

S

  • casting time up to 1 minute;(a miniature cloak)You touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.;Druid

east: or 4 M;Concentration

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

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.;Druid (XGE)

east: or 4 provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

S

  • casting time you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon
  • range and the weapon's damage die becomes a d8. The weapon also becomes magical

  • components if it isn't already. The spell ends if you cast it again or if you let go of the weapon.;Druid
  • duration

east: or 4 M;1 minute;The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration

S

  • casting time vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits
  • range the creature takes 1d6 piercing damage

  • components and if the creature is Large or smaller
  • duration you pull the creature up to 10 feet closer to you.
    This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

and 17th level (4d6). ;Druid M;Instantaneous;(the stem of a plant with thorns)You create a long

0;Mending;Transmutation cantrip;1 minute;Touch;V 0;Mending;Transmutation cantrip;1 minute;Touch;V
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Mold Earth;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Primal Savagery;Transmutation cantrip;1 action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen 0;Primal Savagery;Transmutation cantrip;1 action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen
0;Produce Flame;Conjuration cantrip;1 action;Self;V 0;Produce Flame;Conjuration cantrip;1 action;Self;V
0;Resistance;Abjuration cantrip;1 action;Touch;V 0;Resistance;Abjuration cantrip;1 action;Touch;V
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Shape Water;Transmutation cantrip;1 action;30 feet;S;Instantaneous or 1 hour (see below);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
0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V 0;Shillelagh;Transmutation cantrip;1 bonus action;Touch;V
0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V 0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).;Druid (XGE)

and 17th level (4d6). ;Druid must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

S

  • casting time incense
  • range and herbs that must be consumed by fire in a brass brazier)You gain the service of a familiar

  • components a spirit that takes an animal form you choose - bat
  • duration cat

crab

frog (toad) M;Instantaneous;(10 gp worth of charcoal

S;1 round;A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against this target before the end of your next turn has advantage
  • range thanks to the mystical dim light glittering on the target until then.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ;Druid (Stars)
  • duration

frog (toad) the target takes 4d6 radiant damage

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

frog (toad) cold

S

  • casting time the spell fails. Otherwise
  • range the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target

  • components the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher
  • duration you can affect one additional beast for each slot level above 1st. ;Druid

frog (toad) M;24 hours;(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher

S

  • casting time up to 10 minutes;(a bit of fur wrapped in a cloth)You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends
  • range the link is active while you and the beast are within line of sight of each other. Through the link

  • components the beast can understand your telepathic messages to it
  • duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active

the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Druid (XGE)

frog (toad) M;Concentration

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Druid
  • duration

frog (toad) and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

for each slot level above 1st. ;Druid M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

for each slot level above 1st. ;Druid the healing increases by 1d8 for each slot level above 1st. ;Druid

0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0;Thunderclap;Evocation cantrip;1 action;5 feet;S;Instantaneous;You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V
1;Guiding Bolt;1st level Evocation;1 action;120 feet;V 1;Guiding Bolt;1st level Evocation;1 action;120 feet;V
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

S

  • casting time up to 10 minutes;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Concentration

S;Instantaneous;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

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Druid (XGE)
  • duration

1 inch of common metal a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S;Concentration

  • casting time these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success
  • range it frees itself.
    When the spell ends

  • components the conjured plants wilt away. ;Druid
  • duration

1 inch of common metal up to 1 minute;Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Druid
  • duration

1 inch of common metal green

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Druid

1 inch of common metal up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ;Druid
  • range

1 inch of common metal M;Instantaneous;(a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point

the healing increases by 1d4 for each slot level above 1st. ;Druid

1 inch of common metal

M;Instantaneous;(a drop of water or piece of ice)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

  • casting time 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.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;Druid (XGE)

1 inch of common metal the target takes 1d10 piercing damage. Hit or miss

1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S

S

1 inch of common metal M;1 minute;(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.;Druid

S

  • casting time you can target one additional creature for each slot level above 1st. ;Druid
  • range

1 inch of common metal M;1 hour;(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;Instantaneous;All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.;Druid

1 inch of common metal

M;8 hours;(25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

1 inch of common metal which the spell consumes)As you cast this spell

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Druid
  • duration

1 inch of common metal but at minimum

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Druid

1 inch of common metal a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time up to 10 minutes;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Concentration

S

  • casting time you use an animal to deliver a message. Choose a Tiny beast you can see within range
  • range such as a squirrel

  • components a blue ray
  • duration or a bird. You specify a location

which you must have visited

fey M;24 hours;(a morsel of food)By means of this spell

S

  • casting time up to 1 hour;(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target's skin has a rough

  • components bark-like appearance
  • duration and the target's AC can't be less than 16

regardless of what kind of armor it is wearing.;Druid

fey M;Concentration

1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V 1;Purify Food and Drink (ritual);1st level Transmutation;1 action;10 feet;V
1;Snare;1st level Abjuration;1 minute;Touch;S 1;Snare;1st level Abjuration;1 minute;Touch;S
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V

up to 1 hour;You touch a willing beast. For the duration of the spell

  • casting time and continue to do so until you use your action to return to your normal senses.;Druid
  • range

fey you can use your action to see through the beast's eyes and hear what it hears

S

  • casting time that creature has darkvision out to a range of 60 feet.;Druid
  • range

fey M;8 hours;(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration

S

  • casting time up to 1 minute;(a pinch of dust)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
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M;Concentration

up to 1 minute;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

loose dirt 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.;Druid (XGE)

S

  • casting time up to 1 hour;(fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.;Druid

loose dirt M;Concentration

S;Instantaneous;You sense the presence of any trap within range that is within line of sight. A trap

  • casting time includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable
  • range which was specifically intended as such by its creator. Thus

  • components the spell would sense an area affected by the alarm spell
  • duration a glyph of warding

or a mechanical pit trap

loose dirt for the purpose of this spell

S

  • casting time up to 10 minutes;(leaf of sumac)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke the blade again as a bonus action.
    You can use your action to make a melee spell attack with the fiery blade. On a hit

the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    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
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

loose dirt M;Concentration

2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration
2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Dust Devil;2nd level Conjuration;1 action;60 feet;V 2;Dust Devil;2nd level Conjuration;1 action;60 feet;V
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;V
2;Flame Blade;2nd level Evocation;1 bonus action;Self;V 2;Flame Blade;2nd level Evocation;1 bonus action;Self;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V

S;Concentration

  • casting time whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there
  • range you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
    As a bonus action on your turn

  • components you can move the spirit up to 30 feet to a space you can see.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • duration the healing increases by 1d6 for each slot level above 2nd.;Druid (XGE)

loose dirt up to 1 minute;You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends

S

  • casting time up to 1 minute;(a piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends
  • duration you can use a bonus action on each of your subsequent turns to cause this damage again.
    If a creature is holding or wearing the object and takes the damage from it

the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object

loose dirt M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Druid

loose dirt M;Concentration

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Druid

loose dirt deafened

S

  • casting time you learn the direction and distance to the closest creature or plant of that kind within 5 miles
  • range if any are present.;Druid

loose dirt M;Instantaneous;(a bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

loose dirt M;Concentration

S

  • casting time up to 1 minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

loose dirt M;Concentration

S

  • casting time up to 1 hour;(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you
  • range masking you and your companions from detection. For the duration

  • components each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.;Druid
  • duration

loose dirt M;Concentration

S;1 hour;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Druid

loose dirt you neutralize the poison. If more than one poison afflicts the target

2;Healing Spirit;2nd level Conjuration;1 bonus action;60 feet;V 2;Healing Spirit;2nd level Conjuration;1 bonus action;60 feet;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Moonbeam;2nd level Evocation;1 action;120 feet;V 2;Moonbeam;2nd level Evocation;1 action;120 feet;V
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V

S;Concentration

loose dirt up to 1 hour;You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.;Druid (XGE)

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Druid
  • duration

loose dirt M;Concentration

S

  • casting time up to 1 hour;(a feather
  • range tuft of fur

  • components and fish tail inside a gilded acorn worth at least 200 gp)You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell
  • duration choose an environment: Air

Land

loose dirt M; Concentration

up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you

  • casting time gas
  • range 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.;Druid (XGE)

loose dirt 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

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

loose dirt M;Instantaneous;(specially marked sticks

S

  • casting time which the spell consumes)A flame
  • range equivalent in brightness to a torch

  • components springs forth from an object that you touch. The effect looks like a regular flame
  • duration but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.;Druid (TCE)

loose dirt M;Until dispelled;(ruby dust worth 50 gp

S

  • casting time up to 1 minute;(a pinch of powdered iron)You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    Enlarge. The target's size doubles in all dimensions

and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large

loose dirt M;Concentration

S;Concentration

  • casting time centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example
  • range if you are in a room that can't accommodate the cloud).
    When you cast the spell

  • components choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save
  • duration or half as much damage on a successful one. On each of your turns until the spell ends

you can use your action to call down lightning in this way again

loose dirt up to 10 minutes;A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius

S;Concentration

  • casting time and it disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions. The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

loose dirt up to 1 hour;You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey

2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V 2;Skywrite (ritual);2nd level Transmutation;1 action;Sight;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Summon Beast;2nd-level conjuration;1 action;90 feet;V 2;Summon Beast;2nd-level conjuration;1 action;90 feet;V
2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration 2;Warding Wind;2nd level Evocation;1 action;Self;V;Concentration
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
2;Continual Flame;2nd level Evocation;1 action;Touch;V 2;Continual Flame;2nd level Evocation;1 action;Touch;V
2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V 2;Enlarge/Reduce;2nd level Transmutation;1 action;30 feet;V
3;Call Lightning;3rd level Conjuration;1 action;120 feet;V 3;Call Lightning;3rd level Conjuration;1 action;120 feet;V
3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V 3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Druid
  • duration

loose dirt the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

S;Instantaneous;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Druid

loose dirt object

S

  • casting time or half as much damage on a successful one. Additionally
  • range 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.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the damage increases by 1d12 for each slot level above 3rd.;Druid (XGE)
  • duration

loose dirt M;Instantaneous;(a piece of obsidian)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

S

  • casting time or until you use an action to touch the target and dismiss the spell
  • range the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated

  • components and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell
  • duration or becomes diseased or poisoned while under the spell's effect

the disease and poison have no effect until the spell ends. ;Druid

loose dirt M;1 hour;(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration

S;Concentration

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Druid (XGE)
  • duration

loose dirt up to 1 hour;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

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

loose dirt melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Druid

loose dirt granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Concentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Druid

loose dirt up to 1 hour;For the duration

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

loose dirt M;Concentration

3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V 3;Erupting Earth;3rd level Transmutation;1 action;120 feet;V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V

S;10 minutes;You imbue plants within 30 feet of you with limited sentience and animation

  • casting time gaining information about creatures that have passed
  • range weather

  • components and other circumstances.
    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration
  • duration causing vines and branches to hinder pursuers

for example.
Plants might be able to perform other tasks on your behalf

loose dirt giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration 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.;Druid (XGE) M;Instantaneous;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

S

  • casting time up to 10 minutes;(a drop of water)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
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

and then it vanishes.;Druid (XGE) M;Concentration

S

and then it vanishes.;Druid (XGE) M;24 hours;(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Druid

S

  • casting time acid
  • range mud

  • components snow
  • duration 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 you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid

and then it vanishes.;Druid (XGE) M;1 hour;(a piece of cork)This spell grants the ability to move across any liquid surface - such as water

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Druid (TCE)
  • range

smoke the aura moves with you

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level

smoke up to 1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Druid (TCE)

smoke M;Instantaneous;(diamonds worth 300 gp

3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V
3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V 3;Tidal Wave;3rd level Conjuration;1 action;120 feet;V
3;Wall of Water;3rd level Evocation;1 action;60 feet;V 3;Wall of Water;3rd level Evocation;1 action;60 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

smoke draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Druid (XGE)
  • duration

smoke and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time up to 1 minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

smoke M;Concentration

S;Concentration

  • casting time which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
  • range they defend themselves from hostile creatures

  • components but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots
  • duration you choose one of the summoning options above

and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .;Druid

smoke up to 1 hour;You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

S

  • casting time up to 1 hour;(one holly berry per creature summoned)You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
    A summoned creature disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots

you choose one of the summoning options above

smoke M;Concentration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

smoke M;Concentration

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

smoke M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

smoke up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

smoke up to 1 minute;Choose one creature you can see within range

4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V
4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V 4;Conjure Minor Elementals;4th level Conjuration;1 minute;90 feet;V
4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V 4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Druid (XGE)

smoke M;1 hour;(a leather strap

S;Concentration

  • casting time three spiders
  • range five wasps

  • components or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede
  • duration a spider becomes a giant spider

a wasp becomes a giant wasp

smoke up to 10 minutes;You transform up to ten centipedes

S;Concentration

  • casting time you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ;Druid

smoke up to 1 minute;You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

up to 1 minute;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body

  • casting time and you gain the following benefits:
    • Your walking speed increases by 10 feet.
    • You gain darkvision with a range of 120 feet.
    • You make Strength-based attack rolls with advantage.
    • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
    Great Tree: Your skin appears barky
  • range leaves sprout from your hair

  • components and you gain the following benefits:
    • You gain 10 temporary hit points.
    • You make Constitution saving throws with advantage.
    • You make Dexterity- and Wisdom-based attack rolls with advantage.
    • While you are on the ground
  • duration the ground within 15 feet of you is difficult terrain for your enemies.;Druid (XGE)

smoke your facial features become feral

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Druid
  • duration

hill M;Instantaneous;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

  • casting time up to 1 hour;(a bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

hill M;Concentration

S

  • casting time up to 1 hour;(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

hill M;Concentration

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Giant Insect;4th level Transmutation;1 action;30 feet;V 4;Giant Insect;4th level Transmutation;1 action;30 feet;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V
4;Guardian of Nature;4th level Transmutation;1 bonus action;Self;V;Concentration 4;Guardian of Nature;4th level Transmutation;1 bonus action;Self;V;Concentration
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Ice Storm;4th level Evocation;1 action;300 feet;V 4;Ice Storm;4th level Evocation;1 action;300 feet;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V

S

  • casting time up to 1 hour;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Druid

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

Earth M;Concentration

S

  • casting time up to 1 minute;(a droplet of water)You conjure up a sphere of water with a 5-foot radius on 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
  • range 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

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration 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

Earth M;Concentration

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

Earth M;Instantaneous;(incense and a sacrificial offering appropriate to your religion

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

Earth M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Watery Sphere;4th level Conjuration;1 action;90 feet;V 4;Watery Sphere;4th level Conjuration;1 action;90 feet;V
4;Divination (ritual);4th level Divination;1 action;Self;V 4;Divination (ritual);4th level Divination;1 action;Self;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V