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Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

XGE 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

XGE 1st level Abjuration

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.

PHB 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: 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. The creatures must be within 30 feet of each other when you target them.

PHB 1st level Enchantment

Find Familiar (ritual) [1/2]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose - bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has.

PHB 1st level Conjuration

Find Familiar (ritual) [2/2]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

PHB 1st level Conjuration

Jim's Magic Missle

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

“Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.„— Jim Darkmagic

Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.

AI 1st level Evocation

Snare [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, 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, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

XGE 1st level Abjuration

Snare [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 feet of rope, which the spell consumes

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

XGE 1st level Abjuration

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Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

PHB 2nd level Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

PHB 2nd level Transmutation

Animal Messenger (ritual) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

PHB 2nd level Enchantment

Animal Messenger (ritual) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a morsel of food

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

PHB 2nd level Enchantment

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

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

a copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts,

PHB 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

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

a copper piece

the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

PHB 2nd level Divination

Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, 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, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, 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, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

PHB 2nd level Transmutation

Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

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

a pinch of powdered iron

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

PHB 2nd level Transmutation

Find Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

PHB 2nd level Conjuration

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Find Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

PHB 2nd level Conjuration

Magic Mouth (ritual) [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

PHB 2nd level Illusion

Magic Mouth (ritual) [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

PHB 2nd level Illusion

Nystul's Magic Aura [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a small square of silk

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura: You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

PHB 2nd level Illusion

Nystul's Magic Aura [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a small square of silk

Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

PHB 2nd level Illusion

Phantasmal Force [1/2]

  • casting time1 action
  • range60 feet

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

A bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its 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 a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge.

PHB 2nd level Illusion

Phantasmal Force [2/2]

  • casting time1 action
  • range60 feet

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

A bit of fleece

If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

PHB 2nd level Illusion

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

PHB 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.

PHB 2nd level Enchantment

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Animate Dead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

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

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

PHB 3rd level Necromancy

Animate Dead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

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

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

PHB 3rd level Necromancy

Bestow Curse [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

PHB 3rd level Necromancy

Bestow Curse [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

PHB 3rd level Necromancy

Call Lightning

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, 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, if you are in a room that can't accommodate the cloud).
When you cast the spell, 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, 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, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.

PHB 3rd level Conjuration

Clairvoyance [1/2]

  • casting time10 minutes
  • range1 mile

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

A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

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 sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space.

PHB 3rd level Divination

Clairvoyance [2/2]

  • casting time10 minutes
  • range1 mile

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

A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

PHB 3rd level Divination

Conjure Animals

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, 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, 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, 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, they defend themselves from hostile creatures, 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, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

PHB 3rd level Conjuration

Fast Friends

  • casting time1 action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 hour

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. 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.

AI 3rd Level Enchantment

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Feathered Reach [1/2]

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • duration1 minute

a small feather

You transform your arms into powerful wings, and your fingers into long, graceful feathers. The effects of this spell last 1 minute, at which point the feathers gradually fall out, causing you to float gently to the ground as your arms return to their original form. This spell confers a number of benefits upon the caster:
•As a bonus action, you can fly up to double your movement speed. You must land once you finish your movement, although you do not take fall damage while this spell is active, as your feathered arms bear you gently to the ground.
•You can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can do this once during your turn and may use it in conjunction with a regular jump.
•When falling, you can use your reaction to stiffen your arms, and glide on the wind. You may fly up to your movement speed, in any direction, choosing where you land.

HWCS 3rd level Transmutation

Feathered Reach [2/2]

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • duration1 minute

a small feather

•You gain advantage on all Athletics checks used to make a long or high jump. You do not need to move 10 feet before you jump to gain distance, and you triple the distance you would jump normally.
In order to benefit from this spell your hands must be free of shields and heavy weapons, and you cannot be encumbered.

HWCS 3rd level Transmutation

Globe of Twilight [1/2]

  • casting time1 action
  • rangeSelf (15-foot radius)

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

a dab of pitch and a bag of glittering sand

You shroud the area surrounding you in a sphere of night sky, dotted with miniature stars. The twilight conceals your allies, but clearly illuminates your enemies.
The area affected by this spell is lightly obscured by magical shadow, within which small constellations softly twinkle. Aside from these stars, only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not function inside the sphere, and all other forms of magical radiance can only produce dim light in a 5-foot space.
When you cast this spell you may designate any number of creatures you can see to be concealed by the supernatural shadows while in the sphere. A concealed creature has advantage on Dexterity (Stealth) checks when inside the sphere and may attempt to hide at any time. Because the area of the spell is lightly obscured, creatures within the spell's area have disadvantage on Wisdom (Perception) checks made to see those outside of it.

HWCS 3rd level Conjuration

Globe of Twilight [2/2]

  • casting time1 action
  • rangeSelf (15-foot radius)

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

a dab of pitch and a bag of glittering sand

All other creatures in the area are dazzled by the light of the miniature stars, causing them to have disadvantage on all perception checks inside the sphere. When such a creature enters the spell's area for the first time, or starts its turn there, it must make a Wisdom saving throw or be blinded until the end of its turn.

HWCS 3rd level Conjuration

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

PHB 3rd level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

PHB 3rd level Abjuration

Major Image [1/2]

  • casting time1 action
  • range120 feet

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

a bit of fleece

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 completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your 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.

PHB 3rd level Illusion

Major Image [2/2]

  • casting time1 action
  • range120 feet

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

a bit of fleece

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its 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.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

PHB 3rd level Illusion

Meld into Stone (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, 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, you can't see what occurs outside it, 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, 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, you fall prone in an unoccupied space closest to where you first entered.

PHB 3rd level Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Speak with Plants

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • duration10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, 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, gaining information about creatures that have passed, weather, 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, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

PHB 3rd level Transmutation

Summon Lesser Demons [1/2]

  • casting time1 action
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words, summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears.
1-2: Two demons of challenge rating 1 or lower.
3-4: Four demons of challenge rating 1/2 or lower.
5-6: Eight demons ofchallenge rating 1/4 or lower.
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

XGE 3rd level Conjuration

Summon Lesser Demons [2/2]

  • casting time1 action
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

XGE 3rd level Conjuration

Tiny Servant [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block (XGE p169) for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

PHB 3rd level Transmutation

Tiny Servant [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

PHB 3rd level Transmutation

Confusion [1/2]

  • casting time1 action
  • range90 feet

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

three nut shells

This spell assaults and twists creatures' minds, 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, 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, the creature does nothing this turn.

PHB 4th level Enchantment

Confusion [2/2]

  • casting time1 action
  • range90 feet

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

three nut shells

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, this effect ends for that target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th.

PHB 4th level Enchantment

Conjure Minor Elementals

  • casting time1 minute
  • range90 feet

  • componentsV, S
  • durationConcentration, 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, 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, they defend themselves from hostile creatures, 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, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .

PHB 4th level Conjuration

Conjure Woodland Beings [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, 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, 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, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.

PHB 4th level Conjuration

3 3
3 3
3 3
3 3
3 3
4 4
4 4
4 4
4 4

Conjure Woodland Beings [2/2]

  • casting time1 action
  • range60 feet

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

one holly berry per creature summoned

At Higher Levels: When you cast this spell using certain higher-level spell slots, 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.

PHB 4th level Conjuration

Control Water [1/3]

  • casting time1 action
  • range300 feet

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

a drop of water and a pinch of dust

Until the spell ends, 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, 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, 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, the wave repeats on the start of your next turn while the flood effect lasts.

PHB 4th level Transmutation

Control Water [2/3]

  • casting time1 action
  • range300 feet

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

a drop of water and a pinch of dust

Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area.

PHB 4th level Transmutation

Control Water [3/3]

  • casting time1 action
  • range300 feet

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

a drop of water and a pinch of dust

The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

PHB 4th level Transmutation

Dominate Beast [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, 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, it has advantage on the saving throw.
While the beast is charmed, 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), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well

PHB 4th level Enchantment

Dominate Beast [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

PHB 4th level Enchantment

Find Greater Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

XGE 4th level Conjuration

Find Greater Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

XGE 4th level Conjuration

Galder's Speedy Courier

  • casting time1 action
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

LLK 4th level Conjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Galder's Speedy Courier

  • casting time1 action
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

LLK 4th level Conjuration

Mordenkainen's Private Sanctum [1/2]

  • casting time10 minutes
  • range120 feet

  • componentsV, S, M
  • duration24 hours

a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
• Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
• Creatures in the area can't be targeted by divination spells.
• Nothing can teleport into or out of the warded area.
• Planar travel is blocked within the warded area.

PHB 4th level Abjuration

Mordenkainen's Private Sanctum [2/2]

  • casting time10 minutes
  • range120 feet

  • componentsV, S, M
  • duration24 hours

a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite

Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

PHB 4th level Abjuration

Polymorph [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, 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, 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, if it doesn't have a challenge rating). The target's game statistics, 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.

PHB 4th level Transmutation

Polymorph

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

PHB 4th level Transmutation

Shape Plants [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You call upon gentle natural magics to alter the growth of plants. Any plant life you can see within range that fits within a 5-foot cube can take on whatever shape you desire. Additionally, if the plant is a bramble or capable of growing thorns, you may turn the affected area into difficult terrain, causing 2d4 points of piercing damage for every 5 feet moved through the area you shaped. You may also increase or decrease the number of flowers, vines, leaves, thorns, branches, or fruits produced by any plant you shape.
After one hour, the magic of your spell fades, and the plant resumes its normal shape. If you can use speak with plants (or a similar ability) to communicate with the plant, you may persuade it to retain its new form. Different plants have different feelings and attitudes, and if the form is too different from its natural shape it is likely to decline. If the plant accepts, at the GM's discretion, it will retain the form you have sculpted it into, in which case the effect becomes permanent.

HWCS 4th level Transmutation

Shape Plants [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

At Higher Levels. When you cast this spell using a spell slot above 4th level, the size of the cube of plant life you can affect with the spell increases by an additional 5 feet for every slot level above 4th.

HWCS 4th level Transmutation

Summon Greater Demon [1/2]

  • casting time1 action
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requfring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you.

XGE 4th level Conjuration

Summon Greater Demon [2/2]

  • casting time1 action
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

XGE 4th level Conjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Watery Sphere [1/2]

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, 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, 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.

XGE 4th level Conjuration

Watery Sphere [2/2]

  • casting time1 action
  • range90 feet

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

a droplet of water

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 feel 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.

XGE 4th level Conjuration

Animate Objects [1/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

PHB 5th level Transmutation

Animate Objects [2/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

PHB 5th level Transmutation

Animate Objects [3/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Animated Object Statistics
Size    , HP  , AC  , Hit  , Damage  ,Str  ,Dex  
Tiny    , 20  ,  18  , +8  ,   1d4 + 4  ,    4  ,  18
Small , 25  ,  16  , +6  ,   1d8 + 2  ,     6  ,  14
Med   , 40  ,  13  , + 5  ,   2d6 + 1  ,   10  , 12
Large , 50  ,  10  , +6  ,   2d10 + 2  , 14  , 10
Huge  , 80  , 10  , +8  ,    2d12 + 4  , 18  , 6
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

PHB 5th level Transmutation

Bigby's Hand [1/3]

  • casting time1 action
  • range120 feet

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

an eggshell and a snakeskin glove

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

PHB 5th level Evocation

Bigby's Hand [2/3]

  • casting time1 action
  • range120 feet

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

an eggshell and a snakeskin glove

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

PHB 5th level Evocation

Bigby's Hand [3/3]

  • casting time1 action
  • range120 feet

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

an eggshell and a snakeskin glove

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

PHB 5th level Evocation

Conjure Elemental [1/2]

  • casting time1 minute
  • range90 feet

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

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

PHB 5th level Conjuration

4 4
4 4
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Conjure Elemental [2/2]

  • casting time1 minute
  • range90 feet

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

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the elemental's statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

PHB 5th level Conjuration

Contagion [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

PHB 5th level Necromancy

Contagion [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

PHB 5th level Necromancy

Control Winds [1/2]

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

XGE 5th level Transmutation

Control Winds [2/2]

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

XGE 5th level Transmutation

Danse Macabre [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command the creatures you make with this spell , issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

XGE 5th level Necromancy

Danse Macabre [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

The creatures are under your control until the spell ends, after which they become inanimate once more.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

XGE 5th level Necromancy

Dominate Person [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to beguile a humanoid 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, it has advantage on the saving throw.
While the target is charmed, 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), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

PHB 5th level Enchantment

Dominate Person [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

PHB 5th level Enchantment

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Dream [1/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early.

PHB 5th level Illusion

Dream [2/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

PHB 5th level Illusion

Hallow [1/3]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

herbs, oils, and incense worth at least 1,000 gp, which the spell consumes

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls.

PHB 5th level Evocation

Hallow [2/3]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

herbs, oils, and incense worth at least 1,000 gp, which the spell consumes

When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage: Affected creatures can't be frightened while in the area.
Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

PHB 5th level Evocation

Hallow [3/3]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

herbs, oils, and incense worth at least 1,000 gp, which the spell consumes

Everlasting Rest: Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Fear: Affected creatures are frightened while in the area.
Silence: No sound can emanate from within the area, and no sound can reach into it.
Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

PHB 5th level Evocation

Infernal Calling [1/3]

  • casting time1 minute
  • range90 feet

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

a ruby worth at least 999 gp

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

XGE 5th level Conjuration

Infernal Calling [2/3]

  • casting time1 minute
  • range90 feet

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

a ruby worth at least 999 gp

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell , though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command- such as attack my enemies, explore the room ahead, or bear this message to the queen- until it completes the activity, at which point it returns to you to report having done so.

XGE 5th level Conjuration

Infernal Calling [3/3]

  • casting time1 minute
  • range90 feet

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

a ruby worth at least 999 gp

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

XGE 5th level Conjuration

Modify Memory [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered.

PHB 5th level Enchantment

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Modify Memory [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

PHB 5th level Enchantment

Planar Binding [1/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth at least 1,000 gp, which the spell consumes

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives.

PHB 5th level Abjuration

Planar Binding [2/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth at least 1,000 gp, which the spell consumes

If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

PHB 5th level Abjuration

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

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

A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge
• Secondhand (you have heard of the target) +5
• Firsthand (you have met the target) +0
• Familiar (you know the target well) -5

Connection
• Likeness or picture -2
• Possession or garment -4
• Body part, lock of hair, bit of nail, or the like -10

PHB 5th level Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

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

A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

PHB 5th level Divination

Seeming [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

PHB 5th level Illusion

Seeming [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration8 hours

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

PHB 5th level Illusion

Telekinesis [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

PHB 5th level Transmutation

Telekinesis [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

PHB 5th level Transmutation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Teleportation Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern.

PHB 5th level Conjuration

Teleportation Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

PHB 5th level Conjuration

Transmute Rock [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

PHB 5th level Transmutation

Transmute Rock [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

PHB 5th level Transmutation

Wall of Light [1/2]

  • casting time1 action
  • range120 feet

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

a hand mirror

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.

XGE 5th level Evocation

Wall of Light [2/2]

  • casting time1 action
  • range120 feet

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

a hand mirror

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

XGE 5th level Evocation

Wall of Stone [1/2]

  • casting time1 action
  • range120 feet

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

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

PHB 5th level Evocation

Wall of Stone [2/2]

  • casting time1 action
  • range120 feet

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

a small block of granite

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

PHB 5th level Evocation

Wrath of Nature [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

XGE 5th level Evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Wrath of Nature [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

XGE 5th level Evocation

Bones of the Earth [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

XGE 6th level Transmutation

Bones of the Earth [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

XGE 6th level Transmutation

Conjure Fey

  • casting time1 minute
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the fey creature's statistics.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

PHB 6th level Conjuration

Contingency [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • duration10 days

a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, called the contingent spell, as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

PHB 6th level Evocation

Contingency [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • duration10 days

a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

PHB 6th level Evocation

Create Homunculus [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.
T he statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it.

XGE 6th level Transmutation

Create Homunculus [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp

Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homuoculus's death.
You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails .

XGE 6th level Transmutation

Create Undead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

PHB 6th level Necromancy

5 5
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

Create Undead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies

PHB 6th level Necromancy

Disintegrate [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and a pinch of dust

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6+40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

PHB 6th level Transmutation

Disintegrate [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and a pinch of dust

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

PHB 6th level Transmutation

Druid Grove [1/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

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

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

XGE 6th level Abjuration

Druid Grove [2/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

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

Solid Fog: You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians: You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols.

XGE 6th level Abjuration

Druid Grove [3/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

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

If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven offor slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect: You can place your choice of one of the following magical effects within the warded area:
• A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice.
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

XGE 6th level Abjuration

Eyebite

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

PHB 6th level Necromancy

Forbiddance (ritual) [1/2]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration1 day

a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

PHB 6th level Abjuration

Forbiddance (ritual) [2/2]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration1 day

a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

PHB 6th level Abjuration

6 6
6 6
6 6
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6 6
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6 6

Guards and Wards [1/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors: Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

PHB 6th level Abjuration

Guards and Wards [2/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

Doors: All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of one of the following magical effects within the warded area of the stronghold.
• Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
• Place magic mouth in two locations.
• Place stinking cloud in two locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts.

PHB 6th level Abjuration

Guards and Wards [3/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

• Place a constant gust of wind in one corridor or room.
• Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.

PHB 6th level Abjuration

Heartseeker [1/2]

  • casting time1 action
  • range300 feet

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

a ruby worth at least 100 gp

As part of casting this spell you must expend six hit dice or the spell automatically fails. When you do, blood flows from your body then crystallizes into a barbed arrow, which launches at a creature of your choice within range. Make a ranged spell attack against the chosen creature. On a hit, roll the hit dice expended to cast this spell, and the creature takes piercing damage equal to the result.
Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it vulnerable to further attacks. At the start of the creature's next turn, it must make a Constitution saving throw. On a failure, attacks against the creature score critical hits on a 19 or 20 on the attack roll.

GHLoE 6th level Evocation

Heartseeker [2/2]

  • casting time1 action
  • range300 feet

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

a ruby worth at least 100 gp

At the start of each of the creature's turns after that, it must repeat the Constitution saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on three of these saving throws (these successes do not need to be consecutive) this spell ends. The increased critical hit range ends when the spell does.

GHLoE 6th level Evocation

Magic Jar [1/3]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

PHB 6th level Necromancy

Magic Jar [2/3]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

PHB 6th level Necromancy

Magic Jar [3/3]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.

PHB 6th level Necromancy

Mass Suggestion [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

PHB 6th level Enchantment

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Mass Suggestion [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

PHB 6th level Enchantment

Move Earth [1/2]

  • casting time1 action
  • range120 feet

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

an iron blade and a small bag containing a mixture of soils - clay, loam, and sand

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

PHB 6th level Transmutation

Move Earth [2/2]

  • casting time1 action
  • range120 feet

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

an iron blade and a small bag containing a mixture of soils - clay, loam, and sand

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

PHB 6th level Transmutation

Otiluke's Freezing Sphere [1/2]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a small crystal sphere

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

PHB 6th level Evocation

Otiluke's Freezing Sphere [2/2]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a small crystal sphere

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th

PHB 6th level Evocation

Planar Ally [1/2]

  • casting time10 minutes
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You beseech an otherworldly entity for aid. The being must be known to you - a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

PHB 6th level Conjuration

Planar Ally [2/2]

  • casting time10 minutes
  • range60 feet

  • componentsV, S
  • durationInstantaneous

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

PHB 6th level Conjuration

Programmed Illusion [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

PHB 6th level Illusion

Programmed Illusion [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its 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 any noise it makes sounds hollow to the creature.

PHB 6th level Illusion

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Siphon Contamination [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell

This demanding spell transfers contamination from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more levels of contamination, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature.
If both creatures touched were willing humanoid creatures, you remove all contamination levels and mutations from the first creature, then the second creature you touch gains a number of contamination levels equal to the number of levels removed from the first creature.

DoDK 6th level Transmutation

Siphon Contamination [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell

If the first creature you touch is a former humanoid who suffered a monstrous contamination, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it had gained six contamination levels.
The second creature touched cannot prevent or negate these contamination levels or an ensuing transformation in any way, or else the spell fails with no effect.

DoDK 6th level Transmutation

Soul Cage [1/2]

  • casting time1 reaction*
  • range60 feet

  • componentsV, S, M
  • duration8 hours

a tiny silver cage worth 100 gp

*which you take when a humanoid you can see within 60 feet of you dies

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.
Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Borrow Experience: You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage.

XGE 6th level Necromancy

Soul Cage [2/2]

  • casting time1 reaction*
  • range60 feet

  • componentsV, S, M
  • duration8 hours

a tiny silver cage worth 100 gp

If you don't use this benefit before the start of your next turn, it is lost.
Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

XGE 6th level Necromancy

Wall of Ice [1/2]

  • casting time1 action
  • range120 feet

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

a small piece of quartz

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radium of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

PHB 6th level Evocation

Wall of Ice [2/2]

  • casting time1 action
  • range120 feet

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

a small piece of quartz

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.

PHB 6th level Evocation

Wall of Thorns [1/2]

  • casting time1 action
  • range120 feet

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

a handful of thorns

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

PHB 6th level Conjuration

Wall of Thorns [2/2]

  • casting time1 action
  • range120 feet

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

a handful of thorns

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

PHB 6th level Conjuration

Arboreal Curse

  • casting time1 action
  • range60 feet

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

a cup of sap

You attempt to turn one creature that you can see within range into wood. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive

PHB 7th level Transmutation

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Delayed Blast Fireball [1/2]

  • casting time1 action
  • range150 feet

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

a tine ball of bat guano and sulfur

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

PHB 7th level Evocation

Delayed Blast Fireball [2/2]

  • casting time1 action
  • range150 feet

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

a tine ball of bat guano and sulfur

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

PHB 7th level Evocation

Dream of the Blue Veil [1/2]

  • casting time10 minutes
  • range20 feet

  • componentsV, S, M
  • duration6 hours

a magic item or a willing creature from the destination world

You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

TCE 7th level Conjuration

Dream of the Blue Veil [2/2]

  • casting time10 minutes
  • range20 feet

  • componentsV, S, M
  • duration6 hours

a magic item or a willing creature from the destination world

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.

TCE 7th level Conjuration

Etherealness [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plaen you originated from.

PHB 7th level Transmutation

Etherealness [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

PHB 7th level Transmutation

Forcecage [1/2]

  • casting time1 action
  • range100 feet

  • componentsV, S, M
  • duration1 hour

Ruby dust worth 1,500 gp

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

PHB 7th level Evocation

Forcecage [2/2]

  • casting time1 action
  • range100 feet

  • componentsV, S, M
  • duration1 hour

Ruby dust worth 1,500 gp

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.

PHB 7th level Evocation

Mirage Arcane

  • casting time10 minutes
  • rangeSight

  • componentsV, S
  • duration10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

PHB 7th level Illusion

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Mordenkainen's Magnificent Mansion [1/2]

  • casting time1 minute
  • range300 feet

  • componentsV, S, M
  • duration24 hours

a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter.

PHB 7th level Conjuration

Mordenkainen's Magnificent Mansion [2/2]

  • casting time1 minute
  • range300 feet

  • componentsV, S, M
  • duration24 hours

a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp

You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

PHB 7th level Conjuration

Octarine Spray [1/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a delerium fragment worth 100 gp, which the spell consumes

When you cast this spell, you gain one level of contamination. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a d8 to determine which colour ray affects it.
d8 Octarine Spray Effect
1 The target takes 20d6 psychic damage on a failed save, or half as much damage on a success.
2 The target takes 20d6 necrotic damage on a failed save, or half as much damage on a success.
3 The target takes 20d6 force damage on a failed save, or half as much damage on a success.
4 The target takes 20d6 radiant damage on a failed save, or half as much damage on a success.
5 The target takes 20d6 thunder damage on a failed save, or half as much damage on a success.

DoDK 7th level Evocation

Octarine Spray [2/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a delerium fragment worth 100 gp, which the spell consumes

6 At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
7 At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain.
8 Special. The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner.

DoDK 7th level Evocation

Plane Shift [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

PHB 7th level Conjuration

Plane Shift [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

PHB 7th level Conjuration

Prismatic Spray [1/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S
  • durationInstantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2-Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3-Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4-Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5-Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one

PHB 7th level Evocation

Prismatic Spray [2/2]

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S
  • durationInstantaneous

6-Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
7-Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The target is struck by two rays. Roll twice more, rerolling any 8.

PHB 7th level Evocation

Project Image [1/2]

  • casting time1 action
  • range500 miles

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

a small replica of you made from materials worth at least 5 gp

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

PHB 7th level Illusion

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Project Image [2/2]

  • casting time1 action
  • range500 miles

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

a small replica of you made from materials worth at least 5 gp

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its 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 any noise it makes sounds hollow to the creature.

PHB 7th level Illusion

Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 1,000 gp, which the spell consumes

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

PHB 7th level Necromancy

Simulacrum [1/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat.

PHB 7th level Illusion

Simulacrum [2/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell

The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

PHB 7th level Illusion

Symbol [1/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it.

PHB 7th level Abjuration

Symbol [2/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes

For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

PHB 7th level Abjuration

Symbol [3/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes

Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

PHB 7th level Abjuration

Symbol [4/4]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes

Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

PHB 7th level Abjuration

Teleport [1/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity-Mishap-Similar Area-Off Target-On Target
Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know.

PHB 7th level Conjuration

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Teleport [2/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

Associated Object means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a Lich's secret tomb.
Very Familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen Casually is some place you have seen more than once but with which you aren't very familiar. Viewed Once is a place you have seen once, possibly using magic. Description is a place whose location and appearance you know through someone else's description, perhaps from a map.
False Destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target: You and your group (or the target object) appear where you want to go.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled.

PHB 7th level Conjuration

Teleport [3/3]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north-east, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

PHB 7th level Conjuration

Temple of the Gods [1/2]

  • casting time1 hour
  • range120 feet

  • componentsV, S, M
  • duration24 hours

For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead.

XGE 7th level Conjuration

Temple of the Gods [2/2]

  • casting time1 hour
  • range120 feet

  • componentsV, S, M
  • duration24 hours

If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it. Whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.

XGE 7th level Conjuration

Whirlwind [1/2]

  • casting time1 action
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.

XGE 7th level Evocation

Whirlwind [2/2]

  • casting time1 action
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.

XGE 7th level Evocation

Animal Shapes [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores.

PHB 8th level Transmutation

Animal Shapes [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 24 hours

The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

PHB 8th level Transmutation

Antimagic Field [1/3]

  • casting time1 action
  • rangeSelf (10-foot-radius sphere)

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

a pinch of powdered iron or iron filings

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

PHB 8th level Abjuration

7 7
7 7
7 7
7 7
7 7
7 7
8 8
8 8
8 8

Antimagic Field [2/3]

  • casting time1 action
  • rangeSelf (10-foot-radius sphere)

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

a pinch of powdered iron or iron filings

Areas of Magic: The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 long sword in the sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere),

PHB 8th level Abjuration

Antimagic Field [3/3]

  • casting time1 action
  • rangeSelf (10-foot-radius sphere)

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

a pinch of powdered iron or iron filings

the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

PHB 8th level Abjuration

Antipathy/Sympathy [1/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target.

PHB 8th level Enchantment

Antipathy/Sympathy [2/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

PHB 8th level Enchantment

Antipathy/Sympathy [3/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

PHB 8th level Enchantment

Clone

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

PHB 8th level Necromancy

Control Weather [1/2]

  • casting time10 minutes
  • rangeSelf (5-mile radius)

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

burning incense and bits of earth and wood mixed in water

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season.
You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

PHB 8th level Transmutation

Control Weather [2/2]

  • casting time10 minutes
  • rangeSelf (5-mile radius)

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

burning incense and bits of earth and wood mixed in water

Precipitation:
Stage 1 - Clear
Stage 2 - Light clouds
Stage 3 - Overcast or ground fog
Stage 4 - Rain, hail or snow
Stage 5 - Torrential rain, driving hail or blizzard
Temperature:
Stage 1 - Unbearable heat
Stage 2 - Hot
Stage 3 - Warm
Stage 4 - Cool
Stage 5 - Cold
Stage 6 - Arctic cold
Wind:
Stage 1 - Calm
Stage 2 - Moderate wind
Stage 3 - Strong wind
Stage 4 - Gale
Stage 5 - Storm

PHB 8th level Transmutation

Dark Star [1/2]

  • casting time1 action
  • range150 feet

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

a shard of onyx and a drop of the caster's blood, both of which the spell consumes

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

EGW 8th level Evocation

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Dark Star [2/2]

  • casting time1 action
  • range150 feet

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

a shard of onyx and a drop of the caster's blood, both of which the spell consumes

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

EGW 8th level Evocation

Dominate Monster [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You attempt to beguile a creature 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, it has advantage on the saving throw.
While the creature is charmed, 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), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

PHB 8th level Enchantment

Dominate Monster [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

PHB 8th level Enchantment

Earthquake [1/3]

  • casting time1 action
  • range500 feet

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

a pinch of dirt, a piece of rock, and a lump of clay

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.

PHB 8th level Evocation

Earthquake [2/3]

  • casting time1 action
  • range500 feet

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

a pinch of dirt, a piece of rock, and a lump of clay

Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).

PHB 8th level Evocation

Earthquake [3/3]

  • casting time1 action
  • range500 feet

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

a pinch of dirt, a piece of rock, and a lump of clay

Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

PHB 8th level Evocation

Illusory Dragon [1/2]

  • casting time1 action
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 minute

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

XGE 8th level Illusion

Illusory Dragon [2/2]

  • casting time1 action
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 minute

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

XGE 8th level Illusion

Mighty Fortress [1/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side.

XGE 8th level Conjuration

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Mighty Fortress [2/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

XGE 8th level Conjuration

Mighty Fortress [3/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

XGE 8th level Conjuration

Reality Break [1/2]

  • casting time1 action
  • range60 feet

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

a crystal prism

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
Reality Break Effects
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.

EGW 8th level Conjuration

Reality Break [2/2]

  • casting time1 action
  • range60 feet

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

a crystal prism

6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

EGW 8th level Conjuration

Tsunami [1/2]

  • casting time1 minute
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

PHB 8th level Conjuration

Tsunami [2/2]

  • casting time1 minute
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 6 rounds

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.

PHB 8th level Conjuration

Astral Projection [1/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationSpecial

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

PHB 9th level Necromancy

Astral Projection [2/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationSpecial

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane)Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

PHB 9th level Necromancy

Astral Projection [3/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationSpecial

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

PHB 9th level Necromancy

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Gate [1/2]

  • casting time1 action
  • range60 feet

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

a diamond worth at least 5,000 gp

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

PHB 9th level Conjuration

Gate [2/2]

  • casting time1 action
  • range60 feet

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

a diamond worth at least 5,000 gp

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

PHB 9th level Conjuration

Imprisonment [1/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell, if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.

PHB 9th level Abjuration

Imprisonment [2/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

Chaining: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.

PHB 9th level Abjuration

Imprisonment [3/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber: The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific herbs.

PHB 9th level Abjuration

Imprisonment [4/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

Ending the Spell: During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.   

PHB 9th level Abjuration

Mass Polymorph [1/2]

  • casting time1 action
  • range120 feet

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

a caterpillar cocoon

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

XGE 9th level Transmutation

Mass Polymorph [2/2]

  • casting time1 action
  • range120 feet

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

a caterpillar cocoon

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it bas no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.
The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.

XGE 9th level Transmutation

Prismatic Wall [1/4]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - entered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

PHB 9th level Abjuration

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Prismatic Wall [2/4]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.

PHB 9th level Abjuration

Prismatic Wall [3/4]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

PHB 9th level Abjuration

Prismatic Wall [4/4]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the creature collects three of a kind.
While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

PHB 9th level Abjuration

Ravenous Void [1/2]

  • casting time1 action
  • range1000 feet

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

a small, nine-pointed star made of iron

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

EGW 9th level Evocation

Ravenous Void [2/2]

  • casting time1 action
  • range1000 feet

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

a small, nine-pointed star made of iron

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

EGW 9th level Evocation

Shapechange [1/3]

  • casting time1 action
  • rangeSelf

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

PHB 9th level Transmutation

Shapechange [2/3]

  • casting time1 action
  • rangeSelf

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

PHB 9th level Transmutation

Shapechange [3/3]

  • casting time1 action
  • rangeSelf

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - if your new form has more hit pints than your current one, your hit points remain at their current value.

PHB 9th level Transmutation

Storm of Vengeance [1/2]

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

PHB 9th level Conjuration

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Storm of Vengeance [2/2]

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 minute

Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

PHB 9th level Conjuration

True Polymorph [1/3]

  • casting time1 action
  • range30 feet

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

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating).

PHB 9th level Transmutation

True Polymorph [2/3]

  • casting time1 action
  • range30 feet

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

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

PHB 9th level Transmutation

True Polymorph [3/3]

  • casting time1 action
  • range30 feet

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

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

PHB 9th level Transmutation

Wish

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice.
• You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
• You grant up to ten creatures that you can see resistance to a damage type you choose.
• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.

PHB 9th level Conjuration

Wish

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

PHB 9th level Conjuration

Wish

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

PHB 9th level Conjuration

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