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S

  • casting time the target takes 1d6 Piercing damage
  • range and if it is Large or smaller

  • components you can pull it up to 10 feet closer to you.

    Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).;Druid(2024)

Druid M;Instantaneous;(the stem of a thorny plant)You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit

S;Concentration

  • casting time Bludgeoning
  • range Cold

  • components Fire
  • duration Lightning

Necrotic

Piercing up to 1 minute;You touch a willing creature and choose a damage type: Acid

S

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

  • components it can be Force damage or the weapon's normal damage type (your choice).

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

    Cantrip Upgrade. The damage die changes when you reach levels 5 (d10)
  • duration 11 (d12)

and 17 (2d6).;Druid(2024)

Piercing M;1 minute;(mistletoe)A Club or Quarterstaff you are holding is imbued with nature's power. For the duration

S;Instantaneous;Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet)

  • casting time and 17 (120 feet).;Cleric
  • range Druid(2024)

Piercing 11 (60 feet)

S;Instantaneous;Whispering to the spirits of nature

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

  • components falling snowflakes for snow
  • duration and so on. This effect persists for 1 round.

    Bloom. You instantly make a flower blossom

a seed pod open

Piercing you create one of the following effects within range.

Weather Sensor. You create a Tiny

S;Instantaneous;You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time and until the end of your next turn
  • range it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

    Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8)

  • components 11 (3d8)
  • duration and 17 (4d8).;Bard

Druid(2024)

Piercing the target takes 1d8 Radiant damage

11 (3d6)

Piercing and 17 (4d6).;Druid(2024)

S;Instantaneous;You exert control over the elements

  • casting time stir dust
  • range rustle leaves

  • components and close open doors and shutters
  • duration all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.

    Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area

or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire. You create a thin cloud of harmless embers and colored

Piercing creating one of the following effects within range.

Beckon Air. You create a breeze strong enough to ripple cloth

S;10 minutes;A flickering flame appears in your hand and remains there for the duration. While there

  • casting time and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

    Until the spell ends
  • range you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 Fire damage.

    Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8)
  • duration 11 (3d8)

and 17 (4d8).;Druid(2024)

Piercing the flame emits no heat and ignites nothing

0;Thorn Whip;Transmutation Cantrip;Action;30 feet;V 0;Thorn Whip;Transmutation Cantrip;Action;30 feet;V
0;Resistance;Abjuration Cantrip;Action;Touch;V 0;Resistance;Abjuration Cantrip;Action;Touch;V
0;Shillelagh;Transmutation Cantrip;Bonus Action;Self;V 0;Shillelagh;Transmutation Cantrip;Bonus Action;Self;V
0;Spare the Dying;Necromancy Cantrip;Action;15 feet;V 0;Spare the Dying;Necromancy Cantrip;Action;15 feet;V
0;Druidcraft;Transmutation Cantrip;Action;30 feet;V 0;Druidcraft;Transmutation Cantrip;Action;30 feet;V
0;Starry Wisp;Evocation Cantrip;Action;60 feet;V 0;Starry Wisp;Evocation Cantrip;Action;60 feet;V
0;Thunderclap;Evocation Cantrip;Action;Self;S;Instantaneous;Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
0;Thunderclap;Evocation Cantrip;Action;Self;S;Instantaneous;Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
0;Elementalism;Transmutation Cantrip;Action;30 feet;V 0;Elementalism;Transmutation Cantrip;Action;30 feet;V
0;Produce Flame;Conjuration Cantrip;Bonus Action;Self;V 0;Produce Flame;Conjuration Cantrip;Bonus Action;Self;V

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

  • casting time 11th level (3d8)
  • range and 17th level (4d8).;Artificer

  • components Druid
  • duration Sorcerer

Warlock

Wizard (XGE) the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

The spell's damage increases by 1d8 when you reach 5th level (2d8)

provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame

  • casting time or both. The change lasts for 1 hour.
    - You cause simple shapes—such as the vague form of a creature
  • range an inanimate object

  • components or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.;Druid

Sorcerer change its color

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

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

Sorcerer

Warlock the target takes 1d6 cold damage

S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range:

- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.

- You create a harmless sensory effect using air

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

  • components Sorcerer
  • duration Wizard (XGE)

Warlock such as causing leaves to rustle

S

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

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north; 2

south; 3

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

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

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

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

the spell then ends on the stone.

If you cast this spell again

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

you can instantaneously excavate it

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

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

creating images

east; or 4 move it along the ground

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

  • casting time your teeth or fingernails return to normal.

    The spell's damage increases by 1d10 when you reach 5th level (2d10)
  • range 11th level (3d10)

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

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

up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water

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

  • components Sorcerer
  • duration Wizard (XGE)

east; or 4 provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times

0;Create Bonfire;Conjuration Cantrip;Action;60 feet;V 0;Create Bonfire;Conjuration Cantrip;Action;60 feet;V
0;Control Flames;Transmutation Cantrip;Action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

- You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation Cantrip;Action;60 feet;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

- You instantaneously expand the flame 5 feet in one direction
0;Frostbite;Evocation Cantrip;Action;60 feet;V 0;Frostbite;Evocation Cantrip;Action;60 feet;V
0;Gust;Transmutation Cantrip;Action;30 feet;V 0;Gust;Transmutation Cantrip;Action;30 feet;V
0;Infestation;Conjuration Cantrip;Action;30 feet;V 0;Infestation;Conjuration Cantrip;Action;30 feet;V
0;Magic Stone;Transmutation Cantrip;Bonus;Touch;V 0;Magic Stone;Transmutation Cantrip;Bonus;Touch;V
0;Mold Earth;Transmutation Cantrip;Action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

- If you target an area of loose earth
0;Mold Earth;Transmutation Cantrip;Action;30 feet;S;Instantaneous or 1 hour (see below);You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

- If you target an area of loose earth
0;Primal Savagery;Transmutation Cantrip;Action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen 0;Primal Savagery;Transmutation Cantrip;Action;Self;S;Instantaneous;You channel primal magic to cause your teeth or fingernails to sharpen
0;Shape Water;Transmutation Cantrip;Action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

- You instantaneously move or otherwise change the flow of the water as you direct
0;Shape Water;Transmutation Cantrip;Action;30 feet;S;Instantaneous or 1 hour (see below);You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

- You instantaneously move or otherwise change the flow of the water as you direct

S;Concentration

  • casting time the creature adds 1d4 to any ability check using the chosen skill.;Cleric
  • range Druid(2024)

east; or 4 up to 1 minute;You touch a willing creature and choose a skill. Until the spell ends

S;Instantaneous;You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time 11 (3d12)
  • range and 17 (4d12).;Druid

  • components Sorcerer
  • duration Warlock

Wizard(2024)

east; or 4 the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12)

M;Instantaneous;(a drop of water or a piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.;Druid
  • range Sorcerer

  • components Wizard(2024)
  • duration

east; or 4 the target takes 1d10 Piercing damage. Hit or miss

S

  • casting time that creature can jump up to 30 feet by spending 10 feet of movement.

    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.;Druid
  • range Ranger

  • components Sorcerer
  • duration Wizard(2024)

east; or 4 M;1 minute;(a grasshopper's hind leg)You touch a willing creature. Once on each of its turns until the spell ends

S

  • casting time Druid
  • range Ranger

  • components Wizard(2024)
  • duration

east; or 4 M;1 hour;(a pinch of dirt)You touch a creature. The target's Speed increases by 10 feet until the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.;Bard

Cleric

east; or 4 Druid(2024)

S

  • casting time the spells ends.

    Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.;Bard
  • range Druid

  • components Ranger(2024)
  • duration

east; or 4 M;24 hours;(a morsel of food)Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.

    Uneaten berries disappear when the spell ends.;Druid
  • range Ranger(2024)

east; or 4 M;24 hours;(a sprig of mistletoe)Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point

S;Instantaneous;You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save

  • casting time a creature takes half as much damage only.

    In addition
  • range unsecured objects that are entirely within the Cube are pushed 10 feet away from you

  • components and a thunderous boom is audible within 300 feet.

    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.;Bard
  • duration Druid

Sorcerer

Wizard(2024) a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save

0;Guidance;Divination Cantrip;Action;Touch;V 0;Guidance;Divination Cantrip;Action;Touch;V
0;Poison Spray;Necromancy Cantrip;Action;30 feet;V 0;Poison Spray;Necromancy Cantrip;Action;30 feet;V
1;Ice Knife;Level 1 Conjuration;Action;60 feet;S 1;Ice Knife;Level 1 Conjuration;Action;60 feet;S
1;Jump;Level 1 Transmutation;Bonus Action;Touch;V 1;Jump;Level 1 Transmutation;Bonus Action;Touch;V
1;Longstrider;Level 1 Transmutation;Action;Touch;V 1;Longstrider;Level 1 Transmutation;Action;Touch;V
1;Healing Word;Level 1 Abjuration;Bonus Action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.;Bard
1;Healing Word;Level 1 Abjuration;Bonus Action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.;Bard
1;Animal Friendship;Level 1 Enchantment;Action;30 feet;V 1;Animal Friendship;Level 1 Enchantment;Action;30 feet;V
1;Goodberry;Level 1 Conjuration;Action;Self;V 1;Goodberry;Level 1 Conjuration;Action;Self;V
1;Thunderwave;Level 1 Evocation;Action;Self;V 1;Thunderwave;Level 1 Evocation;Action;Self;V

lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

  • casting time the target takes an extra 1d6 damage of the triggering type
  • range and the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher

  • components the extra damage increases by 1d6 for each slot level above 1st.;Artificer
  • duration Druid

Ranger

Sorcerer the first time you hit with a melee attack on your next turn

S

  • casting time the link is active while you and the beast are within line of sight of each other. Through the link
  • range the beast can understand your telepathic messages to it

  • components and it can telepathically communicate simple emotions and concepts back to you. While the link is active
  • duration the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.;Druid

Ranger (XGE)

Sorcerer M;Conc. up to 10 minutes;(a bit of fur wrapped in a cloth)You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher

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

Sorcerer

Wizard (XGE) a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

M;8 hours;(25 feet of rope

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

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

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

Wizard (XGE) which the spell consumes)As you cast this spell

S;10 minutes;For the duration

  • casting time and you can use any of the Influence action's skill options with them.

    Most Beasts have little to say about topics that don't pertain to survival or companionship
  • range but at minimum

  • components a Beast can give you information about nearby locations and monsters
  • duration including whatever it has perceived within the past day.;Bard

Druid

Ranger you can comprehend and verbally communicate with Beasts

S;Concentration

  • casting time Ranger
  • range Sorcerer

  • components Wizard(2024)
  • duration

Ranger up to 1 hour;You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.;Druid

S;Instantaneous;You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.;Cleric

  • casting time Paladin(2024)
  • range

Ranger Druid

S;Concentration

  • casting time these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

    Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success
  • range it frees itself from the grasping plants and is no longer Restrained by them.;Druid

  • components Ranger(2024)
  • duration

Ranger up to 1 minute;Grasping plants sprout from the ground in a 20-foot square within range. For the duration

up to 1 minute;Objects in a 20-foot Cube within range are outlined in blue

  • casting time or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

    Attack rolls against an affected creature or object have Advantage if the attacker can see it.;Bard

  • components Druid(2024)
  • duration

Ranger green

1;Absorb Elements;Level 1 Abjuration;Reaction;Self;S;1 round;The spell captures some of the incoming energy 1;Absorb Elements;Level 1 Abjuration;Reaction;Self;S;1 round;The spell captures some of the incoming energy
1;Beast Bond;Level 1 Divination;Action;Touch;V 1;Beast Bond;Level 1 Divination;Action;Touch;V
1;Earth Tremor;Level 1 Evocation;Action;10 feet;V 1;Earth Tremor;Level 1 Evocation;Action;10 feet;V
1;Snare;Level 1 Abjuration;1 Min.;Touch;S 1;Snare;Level 1 Abjuration;1 Min.;Touch;S
1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V 1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V
1;Fog Cloud;Level 1 Conjuration;Action;120 feet;V 1;Fog Cloud;Level 1 Conjuration;Action;120 feet;V
1;Purify Food and Drink;Level 1 Transmutation;Action or Ritual;10 feet;V 1;Purify Food and Drink;Level 1 Transmutation;Action or Ritual;10 feet;V
1;Entangle;Level 1 Conjuration;Action;90 feet;V 1;Entangle;Level 1 Conjuration;Action;90 feet;V
1;Faerie Fire;Level 1 Evocation;Action;60 feet;V;Concentration 1;Faerie Fire;Level 1 Evocation;Action;60 feet;V;Concentration

S

  • casting time the water falls as rain in a 30-foot Cube within range
  • range extinguishing exposed flames there.

    Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot Cube within range.


    Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water
  • duration or the size of the Cube increases by 5 feet

for each spell slot level above 1.;Cleric

Druid(2024) M;Instantaneous;(a mix of water and sand)You do one of the following:

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively

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

  • casting time includes any object or mechanism that was created to cause damage or other danger. Thus
  • range the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap

  • components but it wouldn't reveal a natural weakness in the floor
  • duration an unstable ceiling

or a hidden sinkhole.

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.;Cleric

Druid for the purpose of this spell

S

  • casting time which the spell consumes)A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame
  • range but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.;Cleric

  • components Druid
  • duration Wizard(2024)

Druid M;Until dispelled;(ruby dust worth 50+ GP

S

  • casting time or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0
  • range it automatically succeeds). You specify a location you have visited and a recipient who matches a general description

  • components such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location
  • duration covering about 25 miles per 24 hours or 50 miles if the Beast can fly.

    When the Beast arrives

it delivers your message to the creature that you described

Druid M;24 hours;(a morsel of food)A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw

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

  • casting time Druid
  • range Wizard (XGE)

Druid Bard

S

  • casting time up to 10 minutes;(seven thorns)The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area
  • range it takes 2d4 Piercing damage for every 5 feet it travels.

    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.;Druid

  • components Ranger(2024)
  • duration

Druid M;Concentration

S

  • casting time Plant creature
  • range or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles

  • components if any are present.;Bard
  • duration Druid

Ranger(2024)

Druid M;Instantaneous;(fur from a bloodhound)Describe or name a specific kind of Beast

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1
  • range000 feet of you. If the object is in motion

  • components you know the direction of its movement.

    The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively
  • duration the spell can locate the nearest object of a particular kind

such as a certain kind of apparel

jewelry M;Concentration

S

  • casting time a willing creature you touch has Darkvision with a range of 150 feet.;Druid
  • range Ranger

  • components Sorcerer
  • duration Wizard(2024)

jewelry M;8 hours;(a dried carrot)For the duration

1;Create or Destroy Water;Level 1 Transmutation;Action;30 feet;V 1;Create or Destroy Water;Level 1 Transmutation;Action;30 feet;V
2;Find Traps;Level 2 Divination;Action;120 feet;V 2;Find Traps;Level 2 Divination;Action;120 feet;V
2;Continual Flame;Level 2 Evocation;Action;Touch;V 2;Continual Flame;Level 2 Evocation;Action;Touch;V
2;Animal Messenger;Level 2 Enchantment;Action or Ritual;30 feet;V 2;Animal Messenger;Level 2 Enchantment;Action or Ritual;30 feet;V
2;Skywrite;Level 2 Transmutation;Action or Ritual;Sight;V 2;Skywrite;Level 2 Transmutation;Action or Ritual;Sight;V
2;Spike Growth;Level 2 Transmutation;Action;150 feet;V 2;Spike Growth;Level 2 Transmutation;Action;150 feet;V
2;Locate Animals or Plants;Level 2 Divination;Action or Ritual;Self;V 2;Locate Animals or Plants;Level 2 Divination;Action or Ritual;Self;V
2;Locate Object;Level 2 Divination;Action;Self;V 2;Locate Object;Level 2 Divination;Action;Self;V
2;Darkvision;Level 2 Transmutation;Action;Touch;V 2;Darkvision;Level 2 Transmutation;Action;Touch;V

S

  • casting time up to 1 minute;(a moonseed leaf)A silvery beam of pale light shines down in a 5-foot-radius
  • range 40-foot-high Cylinder centered on a point within range. Until the spell ends

  • components Dim Light fills the Cylinder
  • duration and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

    When the Cylinder appears

each creature in it makes a Constitution saving throw. On a failed save

a creature takes 2d10 Radiant damage M;Concentration

S

  • casting time up to 1 hour;(ashes from burned mistletoe)You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura
  • range you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.;Druid

  • components Ranger(2024)
  • duration

a creature takes 2d10 Radiant damage M;Concentration

S

  • casting time the target's skin assumes a bark-like appearance
  • range and the target has an Armor Class of 17 if its AC is lower than that.;Druid

  • components Ranger(2024)
  • duration

a creature takes 2d10 Radiant damage M;1 hour;(a handful of bark)You touch a willing creature. Until the spell ends

the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation

  • casting time you can create two additional globes of fresh air for each slot level above 2nd.;Artificer
  • range Druid

  • components Ranger
  • duration Sorcerer

Wizard (AAG)

a creature takes 2d10 Radiant damage assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time up to 1 hour;(fur or a feather)You touch a creature and choose Strength
  • range Dexterity

  • components Intelligence
  • duration Wisdom

or Charisma. For the duration

a creature takes 2d10 Radiant damage M;Concentration

S

  • casting time taking 2d6 necrotic damage on a failed save
  • range or half as much damage on a successful one. Nonmagical vegetation in that area withers.

    In addition

  • components one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • duration the damage increases by 1d6 for each slot above the 2nd

and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.;Druid

Sorcerer M;Instantaneous;(a withered vine twisted into a loop)You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw

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

Until the spell ends

  • casting time you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times
  • range the spirit disappears.

    As a bonus action on your turn

  • components you can move the spirit up to 30 feet to a space you can see.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • duration the healing increases by 1d6 for each slot level above 2nd.;Druid

Ranger (XGE)

Sorcerer whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there

S

  • casting time up to 1 minute;(a pinch of powdered iron)For the duration
  • range the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature

  • components it can make a Constitution saving throw. On a successful save
  • duration the spell has no effect.
    -Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.

    Enlarge. The target's size increases by one category—from Medium to Large

for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target's size decreases by one category—from Medium to Small

Sorcerer M;Concentration

S

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

  • components it disappears
  • duration but you can evoke it again as a Bonus Action.

    As a Magic action

you can make a melee spell attack with the fiery blade. On a hit

Sorcerer M;Concentration

2;Moonbeam;Level 2 Evocation;Action;120 feet;V 2;Moonbeam;Level 2 Evocation;Action;120 feet;V
2;Pass without Trace;Level 2 Abjuration;Action;Self;V 2;Pass without Trace;Level 2 Abjuration;Action;Self;V
2;Barkskin;Level 2 Transmutation;Bonus Action;Touch;V 2;Barkskin;Level 2 Transmutation;Bonus Action;Touch;V
2;Air Bubble;Level 2 Conjuration;Action;60 feet;S;24 hours;You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head 2;Air Bubble;Level 2 Conjuration;Action;60 feet;S;24 hours;You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head
2;Enhance Ability;Level 2 Transmutation;Action;Touch;V 2;Enhance Ability;Level 2 Transmutation;Action;Touch;V
2;Wither and Bloom;Level 2 Necromancy;Action;60 feet;V 2;Wither and Bloom;Level 2 Necromancy;Action;60 feet;V
2;Healing Spirit;Level 2 Conjuration;Bonus;60 feet;V 2;Healing Spirit;Level 2 Conjuration;Bonus;60 feet;V
2;Enlarge/Reduce;Level 2 Transmutation;Action;30 feet;V 2;Enlarge/Reduce;Level 2 Transmutation;Action;30 feet;V
2;Flame Blade;Level 2 Evocation;Bonus Action;Self;V 2;Flame Blade;Level 2 Evocation;Bonus Action;Self;V

S

  • casting time up to 1 minute;(a ball of wax)You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw
  • range taking 2d6 Fire damage on a failed save or half as much damage on a successful one.

    As a Bonus Action

  • components you can move the sphere up to 30 feet
  • duration rolling it along the ground. If you move the sphere into a creature's space

that creature makes the save against the sphere

Sorcerer M;Concentration

remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:
  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor

  • casting time and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
;Bard
  • range Druid

    • components Sorcerer
    • duration Wizard (XGE)

    Sorcerer gas

    S

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

    • components that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends
    • duration you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

      If a creature is holding or wearing the object and takes the damage from it

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

    Sorcerer M;Concentration

    or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Druid

    • casting time Warlock
    • range Wizard (XGE)

    Sorcerer Sorcerer

    S

    • casting time the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save
    • range the creature takes half as much damage and isn't pushed.

      As a bonus action

    • components you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand
    • duration dust

    loose dirt

    or light gravel M;Conc. up to 1 minute;(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.

    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save

    S

    • casting time up to 1 minute;(a legume seed)A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

      Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

      The gust disperses gas or vapor
    • range and it extinguishes candles and similar unprotected flames in the area. It causes protected flames

    • components such as those of lanterns
    • duration to dance wildly and has a 50 percent chance to extinguish them.

      As a Bonus Action on your later turns

    you can change the direction in which the Line blasts from you.;Druid

    Ranger M;Concentration

    up to 1 hour;You touch a willing Beast. For the duration

    • casting time you benefit from any special senses it has.;Druid
    • range Ranger(2024)

    Ranger you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses

    S;1 hour;You touch a creature and end the Poisoned condition on it. For the duration

    • casting time and it has Resistance to Poison damage.;Cleric
    • range Druid

    • components Paladin
    • duration Ranger(2024)

    Ranger the target has Advantage on saving throws to avoid or end the Poisoned condition

    S;10 minutes;You imbue plants in an immobile 30-foot Emanation with limited sentience and animation

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

    • components and other circumstances.

      You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.

      The spell doesn't enable plants to uproot themselves and move about
    • duration but they can move their branches

    tendrils

    Ranger 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

    2;Flaming Sphere;Level 2 Conjuration;Action;60 feet;V 2;Flaming Sphere;Level 2 Conjuration;Action;60 feet;V
    2;Warding Wind;Level 2 Evocation;Action;Self;V;Conc. up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you 2;Warding Wind;Level 2 Evocation;Action;Self;V;Conc. up to 10 minutes;A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you
    2;Heat Metal;Level 2 Transmutation;Action;60 feet;V 2;Heat Metal;Level 2 Transmutation;Action;60 feet;V
    2;Earthbind;Level 2 Transmutation;Action;300 feet;V;Conc. up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw 2;Earthbind;Level 2 Transmutation;Action;300 feet;V;Conc. up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw
    2;Dust Devil;Level 2 Conjuration;Action;60 feet;V 2;Dust Devil;Level 2 Conjuration;Action;60 feet;V
    2;Gust of Wind;Level 2 Evocation;Action;Self;V 2;Gust of Wind;Level 2 Evocation;Action;Self;V
    2;Beast Sense;Level 2 Divination;Action or Ritual;Touch;S;Concentration 2;Beast Sense;Level 2 Divination;Action or Ritual;Touch;S;Concentration
    2;Protection from Poison;Level 2 Abjuration;Action;Touch;V 2;Protection from Poison;Level 2 Abjuration;Action;Touch;V
    3;Speak with Plants;Level 3 Transmutation;Action;Self;V 3;Speak with Plants;Level 3 Transmutation;Action;Self;V

    S;Concentration

    • casting time choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw
    • range taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.
      - Until the spell ends

    • components you can take a Magic action to call down lightning in that way again
    • duration targeting the same point or a different one.

      If you're outdoors in a storm when you cast this spell

    the spell gives you control over that storm instead of creating a new one. Under such conditions

    Ranger up to 10 minutes;A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.

    When you cast the spell

    S;Conc. up to 1 hour;You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver

    • casting time and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

      At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
    • range the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.;Artificer

    • components Druid
    • duration Ranger

    Sorcerer

    Wizard (XGE) the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses

    S

    • casting time up to 1 minute;(a miniature umbrella)Until the spell ends
    • range sleet falls in a 40-foot-tall

    • components 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured
    • duration and exposed flames in the area are doused.

      Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there

    it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.;Druid

    Sorcerer M;Concentration

    S

    • casting time 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave
    • range a whirlpool

    • components a waterspout
    • duration or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.

      If you are within the spell's area

    as part of the action you use to cast the spell

    Sorcerer M;Instantaneous;(a strand of wet hair)You conjure a deluge of seawater in a 15-foot-radius

    S

    • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age
    • range nor does it restore any missing body parts.;Cleric

    • components Druid
    • duration Paladin

    Ranger(2024)

    Sorcerer M;Instantaneous;(a diamond worth 300+ GP

    S

    • casting time Ranger
    • range Sorcerer

    • components Wizard(2024)
    • duration

    Sorcerer M;24 hours;(a short reed)This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.;Druid

    S;1 hour;For the duration

    • casting time you cast the spell on an object that isn't being worn or carried
    • range causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque

    • components such as a bowl or helm
    • duration blocks the sunlight.

      If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower

    that other spell is dispelled.;Druid

    Ranger sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.

    Alternatively

    S

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

    • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

      When the wall appears
    • duration each creature in its area makes a Strength saving throw

    taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

    The strong wind keeps fog

    smoke M;Concentration

    S

    • casting time or half as much damage on a successful one. Additionally
    • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

      At Higher Levels. When you cast this spell using a spell slot of 4th level or higher

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

    Wizard (XGE)

    smoke M;Instantaneous;(a piece of obsidian)Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save

    3;Call Lightning;Level 3 Conjuration;Action;120 feet;V 3;Call Lightning;Level 3 Conjuration;Action;120 feet;V
    3;Flame Arrows;Level 3 Transmutation;Action;Touch;V 3;Flame Arrows;Level 3 Transmutation;Action;Touch;V
    3;Sleet Storm;Level 3 Conjuration;Action;150 feet;V 3;Sleet Storm;Level 3 Conjuration;Action;150 feet;V
    3;Freedom of the Waves;Level 3 Conjuration;Action;120 feet;V 3;Freedom of the Waves;Level 3 Conjuration;Action;120 feet;V
    3;Revivify;Level 3 Necromancy;Action;Touch;V 3;Revivify;Level 3 Necromancy;Action;Touch;V
    3;Water Breathing;Level 3 Transmutation;Action or Ritual;30 feet;V 3;Water Breathing;Level 3 Transmutation;Action or Ritual;30 feet;V
    3;Daylight;Level 3 Evocation;Action;60 feet;V 3;Daylight;Level 3 Evocation;Action;60 feet;V
    3;Wind Wall;Level 3 Evocation;Action;120 feet;V 3;Wind Wall;Level 3 Evocation;Action;120 feet;V
    3;Erupting Earth;Level 3 Transmutation;Action;120 feet;V 3;Erupting Earth;Level 3 Transmutation;Action;120 feet;V

    S;Concentration

    • casting time intangible animals in an unoccupied space you can see within range. The pack lasts for the duration
    • range and you choose the spirits' animal form

    • components such as wolves
    • duration serpents

    or birds.

    You have Advantage on Strength saving throws while you're within 5 feet of the pack

    and when you move on your turn up to 10 minutes;You conjure nature spirits that appear as a Large pack of spectral

    S

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

    • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
    • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

    extinguishing unprotected flames in its area and within 30 feet of it

    and then it vanishes.;Druid M;Instantaneous;(a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

    S

    • casting time 10 feet high
    • range and 1 foot thick

    • components or you can make a ringed wall up to 20 feet in diameter
    • duration 20 feet high

    and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

    Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll

    and then it vanishes.;Druid M;Conc. up to 10 minutes;(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long

    S;Instantaneous;This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.

    Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.

    Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.;Bard

    • casting time Ranger(2024)
    • range

    and then it vanishes.;Druid Druid

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

    • casting time you can't see what occurs outside it
    • range 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 5 feet of movement to leave the stone where you entered it

    • components which ends the spell. You otherwise can't move.

      Minor physical damage to the stone doesn't harm you
    • duration 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 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled

    you move into an unoccupied space closest to where you first entered and have the Prone condition.;Cleric

    Druid merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

    While merged with the stone

    up to 1 minute;An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists

    • casting time Druid
    • range Paladin(2024)

    Druid you can restore 2d6 Hit Points to one creature in it.;Cleric

    S;Concentration

    • casting time Cold
    • range Fire

    • components Lightning
    • duration or Thunder. For the duration

    the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

    Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot

    Druid up to 1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid

    S

    • casting time the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions
    • range and its Speed is 0.

      The target also has Resistance to all damage except Psychic damage

    • components and it has Immunity to the Poisoned condition.;Bard
    • duration Cleric

    Druid

    Wizard(2024) M;1 hour;(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

    For the duration

    S

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

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

    20 feet high

    Wizard(2024) M;Concentration

    3;Conjure Animals;Level 3 Conjuration;Action;60 feet;V 3;Conjure Animals;Level 3 Conjuration;Action;60 feet;V
    3;Tidal Wave;Level 3 Conjuration;Action;120 feet;V 3;Tidal Wave;Level 3 Conjuration;Action;120 feet;V
    3;Wall of Water;Level 3 Evocation;Action;60 feet;V 3;Wall of Water;Level 3 Evocation;Action;60 feet;V
    3;Plant Growth;Level 3 Transmutation;Action;150 feet;V 3;Plant Growth;Level 3 Transmutation;Action;150 feet;V
    3;Meld into Stone;Level 3 Transmutation;Action or Ritual;Touch;V 3;Meld into Stone;Level 3 Transmutation;Action or Ritual;Touch;V
    3;Aura of Vitality;Level 3 Abjuration;Action;Self;V;Concentration 3;Aura of Vitality;Level 3 Abjuration;Action;Self;V;Concentration
    3;Elemental Weapon;Level 3 Transmutation;Action;Touch;V 3;Elemental Weapon;Level 3 Transmutation;Action;Touch;V
    3;Feign Death;Level 3 Necromancy;Action or Ritual;Touch;V 3;Feign Death;Level 3 Necromancy;Action or Ritual;Touch;V
    4;Wall of Fire;Level 4 Evocation;Action;120 feet;V 4;Wall of Fire;Level 4 Evocation;Action;120 feet;V

    S;Concentration

    • casting time emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

      Until the spell ends
    • range you have Resistance to Radiant damage

    • components and your melee attacks deal an extra 2d6 Radiant damage on a hit.

      In addition
    • duration immediately after you take damage from a creature you can see within 60 feet of yourself

    you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save

    Wizard(2024) up to 10 minutes;A cool light wreathes your body for the duration

    S;Conc. up to 1 minute;Choose one creature you can see within range

    • casting time cold
    • range fire

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

    the target takes an extra 2d6 damage of that type. Moreover

    Wizard(2024) and choose one of the following damage types: acid

    S

    • casting time the target's movement is unaffected by Difficult Terrain
    • range and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.

      In addition

    • components the target can spend 5 feet of movement to automatically escape from nonmagical restraints
    • duration such as manacles or a creature imposing the Grappled condition on it.

      Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.;Bard

    Cleric

    Druid M;1 hour;(a leather strap)You touch a willing creature. For the duration

    S;Concentration

    • casting time the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine;Druid
    • range Ranger(2024)

    Druid up to 1 minute;You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.

    Make a melee spell attack against a creature within 30 feet of the vine. On a hit

    S

    • casting time sound
    • range and smell like another sort of natural terrain. Thus

    • components open fields or a road can be made to resemble a swamp
    • duration hill

    crevasse

    Druid M;24 hours;(a mushroom)You make natural terrain in a 150-foot Cube in range look

    S;Concentration

    • casting time any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid
    • range Cold

    • components Fire
    • duration or Lightning (your choice when you make the attack).

      In addition

    the ground in the Emanation is Difficult Terrain for your enemies.

    Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.;Druid

    Wizard(2024) up to 10 minutes;You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends

    S;Concentration

    • casting time you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

      In addition
    • range you can take the Disengage action as a Bonus Action for the spell's duration.

      Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.;Druid

    • components Ranger(2024)
    • duration

    Wizard(2024) up to 10 minutes;You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there

    S

    • casting time which the spell consumes)This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal
    • range event

    • components or activity to occur within 7 days. The DM offers a truthful reply
    • duration which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer

    such as the casting of other spells.

    If you cast the spell more than once before finishing a Long Rest

    Wizard(2024) M;Instantaneous;(incense worth 25+ GP

    S

    • casting time up to 1 hour;(a caterpillar cocoon)You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast
    • range but the target retains its alignment

    • components personality
    • duration creature type

    Hit Points

    Wizard(2024) M;Concentration

    4;Fount of Moonlight;Level 4 Evocation;Action;Self;V 4;Fount of Moonlight;Level 4 Evocation;Action;Self;V
    4;Elemental Bane;Level 4 Transmutation;Action;90 feet;V 4;Elemental Bane;Level 4 Transmutation;Action;90 feet;V
    4;Freedom of Movement;Level 4 Abjuration;Action;Touch;V 4;Freedom of Movement;Level 4 Abjuration;Action;Touch;V
    4;Grasping Vine;Level 4 Conjuration;Bonus Action;60 feet;V 4;Grasping Vine;Level 4 Conjuration;Bonus Action;60 feet;V
    4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V
    4;Conjure Minor Elementals;Level 4 Conjuration;Action;Self;V 4;Conjure Minor Elementals;Level 4 Conjuration;Action;Self;V
    4;Conjure Woodland Beings;Level 4 Conjuration;Action;Self;V 4;Conjure Woodland Beings;Level 4 Conjuration;Action;Self;V
    4;Divination;Level 4 Divination;Action or Ritual;Self;V 4;Divination;Level 4 Divination;Action or Ritual;Self;V
    4;Polymorph;Level 4 Transmutation;Action;60 feet;V 4;Polymorph;Level 4 Transmutation;Action;60 feet;V

    S

    • casting time shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

      The flames provide you with a warm shield or a chill shield
    • range as you choose. The warm shield grants you Resistance to Cold damage

    • components and the chill shield grants you Resistance to Fire damage.

      In addition
    • duration whenever a creature within 5 feet of you hits you with a melee attack roll

    the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.;Druid

    Sorcerer M;10 minutes;(a bit of phosphorus or a firefly)Wispy flames wreathe your body for the duration

    S

    • casting time up to 1 hour;(diamond dust worth 100+ GP
    • range which the spell consumes)Until the spell ends

    • components one willing creature you touch has Resistance to Bludgeoning
    • duration Piercing

    and Slashing damage.;Druid

    Ranger M;Concentration

    S

    • casting time you could shape a large rock into a weapon
    • range statue

    • components or coffer
    • duration or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch

    but finer mechanical detail isn't possible.;Cleric

    Druid M;Instantaneous;(soft clay)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example

    S

    • casting time 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.

      Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.

      Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.;Druid
    • range Sorcerer

    • components Wizard(2024)
    • duration

    Druid M;Instantaneous;(a mitten)Hail falls in a 20-foot-radius

    S

    • casting time up to 1 hour;(fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1
    • range000 feet of you. If the creature is moving

    • components you know the direction of its movement.

      The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form
    • duration such as under the effects of a Flesh to Stone or Polymorph spell

    this spell doesn't locate the creature.

    This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.;Bard

    Druid M;Concentration

    S

    • casting time up to 10 minutes;(a mixture of water and dust)Until the spell ends
    • range you control any water inside an area you choose that is a Cube up to 100 feet on a side

    • components using one of the following effects. As a Magic action on your later turns
    • duration 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 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. 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

    Druid M;Concentration

    S;Concentration

    • casting time it repeats the save
    • range ending the spell on itself on a success.

      You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn

    • components you can use this link to issue commands to the target (no action required)
    • duration such as “Attack that creature

    ” “Move over there

    Druid up to 1 minute;One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage

    your facial features become feral

    • casting time leaves sprout from your hair
    • range and you gain the following benefits:
      - You gain 10 temporary hit points.
      - You make Constitution saving throws with advantage.
      - You make Dexterity- and Wisdom-based attack rolls with advantage.
      - While you are on the ground

    • components the ground within 15 feet of you is difficult terrain for your enemies.;Druid
    • duration Ranger (XGE)

    Druid and you gain the following benefits:
    - Your walking speed increases by 10 feet.
    - You gain darkvision with a range of 120 feet.
    - You make Strength-based attack rolls with advantage.
    - Your melee weapon attacks deal an extra 1d6 force damage on a hit.

    Great Tree. Your skin appears barky

    S

    • casting time 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
    • range and a Large or smaller creature can choose to fail it. On a failed save

    • components a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns
    • duration 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

    Druid M;Conc. up to 1 minute;(a droplet of water)You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

    Any creature in the sphere's space must make a Strength saving throw. On a successful save

    4;Fire Shield;Level 4 Evocation;Action;Self;V 4;Fire Shield;Level 4 Evocation;Action;Self;V
    4;Stoneskin;Level 4 Transmutation;Action;Touch;V 4;Stoneskin;Level 4 Transmutation;Action;Touch;V
    4;Stone Shape;Level 4 Transmutation;Action;Touch;V 4;Stone Shape;Level 4 Transmutation;Action;Touch;V
    4;Ice Storm;Level 4 Evocation;Action;300 feet;V 4;Ice Storm;Level 4 Evocation;Action;300 feet;V
    4;Locate Creature;Level 4 Divination;Action;Self;V 4;Locate Creature;Level 4 Divination;Action;Self;V
    4;Control Water;Level 4 Transmutation;Action;300 feet;V 4;Control Water;Level 4 Transmutation;Action;300 feet;V
    4;Dominate Beast;Level 4 Enchantment;Action;60 feet;V 4;Dominate Beast;Level 4 Enchantment;Action;60 feet;V
    4;Guardian of Nature;Level 4 Transmutation;Bonus;Self;V;Conc. up to 1 minute;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

    Primal Beast. Bestial fur covers your body
    4;Guardian of Nature;Level 4 Transmutation;Bonus;Self;V;Conc. up to 1 minute;A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

    Primal Beast. Bestial fur covers your body
    4;Watery Sphere;Level 4 Conjuration;Action;90 feet;V 4;Watery Sphere;Level 4 Conjuration;Action;90 feet;V

    S

    • casting time taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

      Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.;Druid
    • range Sorcerer

    • components Wizard(2024)
    • duration

    Druid M;Instantaneous;(a small crystal or glass cone)You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw

    S

    • casting time 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
    • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

    • components moderate
    • duration or strong. If the wind is moderate or strong

    ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong

    Druid M**;Conc. up to 1 hour;(not actually M!! had to do this to fix format)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

    S

    • casting time that area is difficult terrain
    • range and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.;Druid (XGE)

    Druid M;Conc. up to 1 minute;(paper or leaf in the shape of a funnel)A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends

    S;Concentration

    • casting time the spell ends.;Druid(2024)
    • range

    Druid up to 1 hour;An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.

    If you move so that an affected creature is forced to pass through the barrier

    S

    • casting time000+ GP
    • range which the spell consumes)You spend the casting time tracing magical pathways within a precious gemstone

    • components and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant
    • duration it becomes a Plant creature and gains the ability to move its limbs

    roots

    vines M;Instantaneous;(an agate worth 1

    S

    • casting time 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
    • range 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 ft of movement

    • components 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 failed save
    • duration a creature sinks into the mud and is restrained. It can use an action to end the restrained condition on itself by pulling itself free of the mud.

      - 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

    vines M;Until dispelled;(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range

    S

    • casting time tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally
    • range you have advantage on ability checks to avoid being grappled

    • components and on saving throws against being restrained or paralyzed.

      When you are targeted by a spell or attack while this spell is in effect
    • duration you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack

    you are unaffected by it. This spell then ends when you reappear.;Druid

    Ranger M;Conc. up to 10 minutes;(a scrap of sailcloth)Wind wraps around your body

    S;7 days;Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also

    • casting time the target has Disadvantage on saving throws made with the chosen ability.

      The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves
    • range the spell ends on the target. If the target fails three of the saves

    • components the spell lasts for 7 days on it.

      Whenever the Poisoned target receives an effect that would end the Poisoned condition
    • duration the target must succeed on a Constitution saving throw

    or the Poisoned condition doesn't end on it.;Cleric

    Druid(2024) choose one ability when you cast the spell. While Poisoned

    S;Concentration

    • casting time intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element
    • range which determines its damage type: air (Lightning)

    • components earth (Thunder)
    • duration fire (Fire)

    or water (Cold). The spirit lasts for the duration.

    Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit

    Druid(2024) up to 10 minutes;You conjure a Large

    5;Cone of Cold;Level 5 Evocation;Action;Self;V 5;Cone of Cold;Level 5 Evocation;Action;Self;V
    5;Control Winds;Level 5 Transmutation;Action;300 feet;V 5;Control Winds;Level 5 Transmutation;Action;300 feet;V
    5;Maelstrom;Level 5 Evocation;Action;120 feet;V 5;Maelstrom;Level 5 Evocation;Action;120 feet;V
    5;Antilife Shell;Level 5 Abjuration;Action;Self;V 5;Antilife Shell;Level 5 Abjuration;Action;Self;V
    5;Awaken;Level 5 Transmutation;8 hours;Touch;V 5;Awaken;Level 5 Transmutation;8 hours;Touch;V
    5;Transmute Rock;Level 5 Transmutation;Action;120 feet;V 5;Transmute Rock;Level 5 Transmutation;Action;120 feet;V
    5;Freedom of the Winds;Level 5 Abjuration;Action;Self;V 5;Freedom of the Winds;Level 5 Abjuration;Action;Self;V
    5;Contagion;Level 5 Necromancy;Action;Touch;V 5;Contagion;Level 5 Necromancy;Action;Touch;V
    5;Conjure Elemental;Level 5 Conjuration;Action;60 feet;V 5;Conjure Elemental;Level 5 Conjuration;Action;60 feet;V

    S

    • casting time up to 10 minutes;(a locust)Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration
    • range and its area is Lightly Obscured and Difficult Terrain.

      When the swarm appears

    • components each creature in it makes a Constitution saving throw
    • duration taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

      Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.;Cleric

    Druid

    Sorcerer(2024) M;Concentration

    S;Instantaneous;A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.

    Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.;Bard

    • casting time Druid(2024)
    • range

    Sorcerer(2024) Cleric

    S;Concentration

    • casting time as part of the move used to enter the tree
    • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

    • components using another 5 feet of movement. If you have no movement left
    • duration you appear within 5 feet of the tree you entered.

      You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.;Druid

    Ranger(2024)

    Sorcerer(2024) up to 1 minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

    S

    • casting time up to 10 minutes;(a cube 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 another panel. Alternatively
    • range 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

    • components the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
    • duration 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.
    - The wall can have any shape you desire

    Sorcerer(2024) M;Concentration

    S

    • casting time rocks
    • range 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

    • components 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.

      Roots and Vines. At the end of each of your turns
    • duration 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

    Sorcerer(2024) M**;Conc. up to 1 minute;(not actually M!! had to do this to kinda fix format)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

    S

    • casting time the spell lasts until dispelled.

      The spell creates the following effects within the area. When you cast this spell
    • range you can specify creatures as friends who are immune to the effects. You can also specify a password that

    • components when spoken aloud
    • duration makes the speaker immune to these effects.

      The entire warded area radiates magic. A dispel magic cast on the area

    if successful

    Sorcerer(2024) M;24 hours;(mistletoe ***see special harvest notes elsewhere)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

    S

    • casting time up to 1 minute;(a cockatrice feather)You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save
    • range it has the Restrained condition for the duration. On a successful save

    • components its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.

      A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times
    • duration the spell ends. If it fails its saves three times

    it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive;Druid

    Sorcerer M;Concentration

    S;Instantaneous;Choose a creature that you can see within range. Positive energy washes through the target

    • casting time Deafened
    • range and Poisoned conditions on the target.

      Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.;Cleric

    • components Druid(2024)
    • duration

    Sorcerer restoring 70 Hit Points. This spell also ends the Blinded

    S

    • casting time000+ GP
    • range which the spell consumes)You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time

    • components and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.

      A creature that partakes gains several benefits
    • duration which last for 24 hours. The creature has Resistance to Poison damage

    and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10

    Sorcerer M;Instantaneous;(a gem-encrusted bowl worth 1

    5;Insect Plague;Level 5 Conjuration;Action;300 feet;V 5;Insect Plague;Level 5 Conjuration;Action;300 feet;V
    5;Mass Cure Wounds;Level 5 Abjuration;Action;60 feet;V 5;Mass Cure Wounds;Level 5 Abjuration;Action;60 feet;V
    5;Tree Stride;Level 5 Conjuration;Action;Self;V 5;Tree Stride;Level 5 Conjuration;Action;Self;V
    5;Wall of Stone;Level 5 Evocation;Action;120 feet;V 5;Wall of Stone;Level 5 Evocation;Action;120 feet;V
    5;Wrath of Nature;Level 5 Evocation;Action;120 feet;V 5;Wrath of Nature;Level 5 Evocation;Action;120 feet;V
    6;Druid Grove;Level 6 Abjuration;10 Min.;Touch;V 6;Druid Grove;Level 6 Abjuration;10 Min.;Touch;V
    6;Flesh to Stone;Level 6 Transmutation;Action;60 feet;V 6;Flesh to Stone;Level 6 Transmutation;Action;60 feet;V
    6;Heal;Level 6 Abjuration;Action;60 feet;V 6;Heal;Level 6 Abjuration;Action;60 feet;V
    6;Heroes' Feast;Level 6 Conjuration;10 minutes;Self;V 6;Heroes' Feast;Level 6 Conjuration;10 minutes;Self;V

    S;Concentration

    • casting time and it looks like a Fey creature of your choice. When the spirit appears
    • range you can make one melee spell attack against a creature within 5 feet of it. On a hit

    • components the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier
    • duration and the target has the Frightened condition until the start of your next turn

    with both you and the spirit as the source of the fear.

    As a Bonus Action on your later turns

    Sorcerer up to 10 minutes;You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration

    S;Conc. up to 1 minute;You have resistance to acid

    • casting time fire
    • range lightning

    • components and thunder damage for the spell's duration.

      When you take damage of one of those types
    • duration you can use your reaction to gain immunity to that type of damage

    including against the triggering damage. If you do so

    the resistances end cold

    S

    • casting time up to 2 hours;(a miniature shovel)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt
    • range sand

    • components or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation
    • duration create or fill in a trench

    erect or flatten a wall

    the resistances end M;Concentration

    S

    • casting time up to 10 minutes;(a handful of thorns)You create a wall of 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 60ft. long
    • range 10ft. high

    • components and 5ft. thick or a circle that has a 20ft. diameter and is up to 20ft. high and 5ft. thick. The wall blocks line of sight.
      - When the wall appears
    • duration each creature in its area makes a Dexterity saving throw

    taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
    - A creature can move through the wall

    the resistances end M;Concentration

    S;Conc. up to 10 minutes;Until the spell ends

    • casting time and you gain the following benefits:

      - You have resistance to bludgeoning
    • range piercing

    • components and slashing damage from nonmagical attacks.
      - You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
      - You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it
    • duration but you can't end your movement there. If you do so

    you are ejected to the nearest unoccupied space

    this spell ends bits of rock spread across your body

    S;Conc. up to 10 minutes;Until the spell ends

    • casting time and you gain the following benefits:

      - You are immune to cold damage and have resistance to fire damage.
      - You can move across difficult terrain created by ice or snow without spending extra movement.
      - The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
      - You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save
    • range or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Druid

    • components Sorcerer
    • duration Warlock

    Wizard (XGE)

    this spell ends ice rimes your body

    S;Instantaneous;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

    • casting time a pillar crumbles into rubble
    • range 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

    • components that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

      If a pillar is prevented from reaching its full height because of a ceiling or other obstacle
    • duration 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

    this spell ends and you can target the 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

    S;Conc. up to 10 minutes;Until the spell ends

    • casting time and you gain the following benefits:

      - Ranged weapon attacks made against you have disadvantage on the attack roll.
      - You gain a flying speed of 60 feet. If you are still flying when the spell ends
    • range you fall

    • components unless you can somehow prevent it.
      - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save
    • duration or half as much damage on a successful one. If a Large or smaller creature fails the save

    that creature is also pushed up to 10 feet away from the center of the cube.;Druid

    Sorcerer wind whirls around you

    S;Conc. up to 10 minutes;Flames race across your body

    • casting time you gain the following benefits:

      - You are immune to fire damage and have resistance to cold damage.
      - Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
      - You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save
    • range or half as much damage on a successful one.;Druid

    • components Sorcerer
    • duration Warlock

    Wizard (XGE)

    Sorcerer shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends

    6;Conjure Fey;Level 6 Conjuration;Action;60 feet;V 6;Conjure Fey;Level 6 Conjuration;Action;60 feet;V
    6;Primordial Ward;Level 6 Abjuration;Action;Self;V 6;Primordial Ward;Level 6 Abjuration;Action;Self;V
    6;Move Earth;Level 6 Transmutation;Action;120 feet;V 6;Move Earth;Level 6 Transmutation;Action;120 feet;V
    6;Wall of Thorns;Level 6 Conjuration;Action;120 feet;V 6;Wall of Thorns;Level 6 Conjuration;Action;120 feet;V
    6;Investiture of Stone;Level 6 Transmutation;Action;Self;V 6;Investiture of Stone;Level 6 Transmutation;Action;Self;V
    6;Investiture of Ice;Level 6 Transmutation;Action;Self;V 6;Investiture of Ice;Level 6 Transmutation;Action;Self;V
    6;Bones of the Earth;Level 6 Transmutation;Action;120 feet;V 6;Bones of the Earth;Level 6 Transmutation;Action;120 feet;V
    6;Investiture of Wind;Level 6 Transmutation;Action;Self;V 6;Investiture of Wind;Level 6 Transmutation;Action;Self;V
    6;Investiture of Flame;Level 6 Transmutation;Action;Self;V 6;Investiture of Flame;Level 6 Transmutation;Action;Self;V

    S

    • casting time up to 1 minute;(a magnifying glass)You launch a sunbeam in a 5-foot-wide
    • range 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save

    • components a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save
    • duration it takes half as much damage only.

      Until the spell ends

    you can take a Magic action to create a new Line of radiance.

    For the duration

    Sorcerer M;Concentration

    S

    • casting time up to 1 day;(a set of divination tools—such as cards or runes—worth 100+ GP)You magically sense the most direct physical route to a location you name. You must be familiar with the location
    • range and the spell fails if you name a destination on another plane of existence

    • components a moving destination (such as a mobile fortress)
    • duration or an unspecific destination (such as “a green dragon's lair”).

      For the duration

    as long as you are on the same plane of existence as the destination

    Sorcerer M;Concentration

    S

    • casting time which the spell consumes)For the duration
    • range the willing creature you touch has Truesight with a range of 120 feet.;Cleric

    • components Druid(2024)
    • duration

    Sorcerer M;1 hour;(mushroom powder worth 25+ GP

    S;1 minute;This spell creates a magical link between a Large or larger inanimate plant within range and another plant

    • casting time on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration
    • range any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.;Druid(2024)

    Sorcerer at any distance

    M;Conc. 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

    • casting time 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
    • range including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save

    • components or half as much damage on a successful one. In addition
    • duration 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

    Sorcerer 30-foot-high cylinder centered on that point. Until the spell ends

    S;Instantaneous;A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes

    • casting time taking 7d10 Fire damage on a failed save or half as much damage on a successful one.

      Flammable objects in the area that aren't being worn or carried start burning.;Cleric
    • range Druid

    • components Sorcerer(2024)
    • duration

    Sorcerer which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw

    S

    • casting time the target regains 1 Hit Point at the start of each of its turns
    • range and any severed body parts regrow after 2 minutes.;Bard

    • components Cleric
    • duration Druid(2024)

    Sorcerer M;1 hour;(a prayer wheel)A creature you touch regains 4d8 + 15 Hit Points. For the duration

    S

    • casting time up to 1 minute;(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius
    • range 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach

    • components thus avoiding the fall upward.

      If a ceiling or an anchored object is encountered in this upward fall
    • duration creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything

    it hovers there for the duration. When the spell ends

    Sorcerer M;Concentration

    S

    • casting time worth at least 500 gp)With a roar
    • range you draw on the magic of dragons to transform yourself

    • components taking on draconic features. You gain the following benefits until spell ends:

      Blindsight. You have blindsight with a range of 30 feet. Within that range
    • duration you can effectively see anything that isn't behind total cover

    even if you're blinded or in darkness. Moreover

    you can see an invisible creature M;Conc. up to 1 minute;(a statuette of a dragon

    6;Sunbeam;Level 6 Evocation;Action;Self;V 6;Sunbeam;Level 6 Evocation;Action;Self;V
    6;Find the Path;Level 6 Divination;1 minute;Self;V 6;Find the Path;Level 6 Divination;1 minute;Self;V
    6;True Seeing;Level 6 Divination;Action;Touch;V 6;True Seeing;Level 6 Divination;Action;Touch;V
    6;Transport via Plants;Level 6 Conjuration;Action;10 feet;V 6;Transport via Plants;Level 6 Conjuration;Action;10 feet;V
    7;Whirlwind;Level 7 Evocation;Action;300 feet;V 7;Whirlwind;Level 7 Evocation;Action;300 feet;V
    7;Fire Storm;Level 7 Evocation;Action;150 feet;V 7;Fire Storm;Level 7 Evocation;Action;150 feet;V
    7;Regenerate;Level 7 Transmutation;1 minute;Touch;V 7;Regenerate;Level 7 Transmutation;1 minute;Touch;V
    7;Reverse Gravity;Level 7 Transmutation;Action;100 feet;V 7;Reverse Gravity;Level 7 Transmutation;Action;100 feet;V
    7;Draconic Transformation;Level 7 Transmutation;Bonus;Self;V 7;Draconic Transformation;Level 7 Transmutation;Bonus;Self;V

    S

    • casting time up to 6 rounds;(not actually M!! had to do this to fix format)A wall of water springs into existence at a point you choose within range. You can make the wall up to 300ft long
    • range 300ft high

    • components and 50ft thick. The wall lasts for the duration.
      - When the wall appears
    • duration each creature in its area makes a Strength saving throw

    taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
    - At the start of each of your turns after the wall appears

    the wall M**;Concentration

    S

    • casting time up to 1 minute;(a fractured rock)Choose a point on the ground that you can see in range. For the duration
    • range an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground is Difficult Terrain.
      - When you cast this spell and at the end of each of your turns for the duration

    • components each creature on the ground in the area makes a Dexterity saving throw. On a failed save
    • duration a creature has the Prone condition

    and its Concentration is broken.

    You can also cause the effects below.
    - Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations

    the wall M;Concentration

    S

    • casting time choose whether it creates antipathy or sympathy
    • range and target one creature or object that is Huge or smaller. Then specify a kind of creature

    • components such as red dragons
    • duration goblins

    or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:

    Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target

    the wall M;10 days;(a mix of vinegar and honey)As you cast the spell

    S

    • casting time the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days
    • range the target repeats the save

    • components ending the effect on a success. The effect can also be ended by the Greater Restoration
    • duration Heal

    or Wish spell.

    On a successful save

    the wall M;Instantaneous;(a key ring with no keys)You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.

    On a failed save

    S

    • casting time a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save
    • range it takes half as much damage only.

      A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns

    • components ending the effect on itself on a success.

      This spell dispels Darkness in its area that was created by any spell.;Cleric
    • duration Druid

    Sorcerer

    Wizard(2024) M;Instantaneous;(a piece of sunstone)Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save

    S;Concentration

    • casting time each creature in it makes a Dexterity saving throw
    • range taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

      The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.;Druid

    • components Sorcerer
    • duration Wizard(2024)

    Wizard(2024) up to 1 minute;A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.

    When the cloud appears

    S

    • casting time000+ GP
    • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.

      This spell closes all wounds

    • components neutralizes any poison
    • duration cures all magical contagions

    and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead

    Wizard(2024) M;Instantaneous;(diamonds worth 25

    S

    • casting time the target has Advantage on D20 Tests
    • range and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.;Bard

    • components Druid
    • duration Warlock

    Wizard(2024)

    Wizard(2024) M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

    you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way

    • casting time including costly components. The spell simply takes effect.
      Alternatively
    • range you can create one of the following effects of your choice:
      - Object Creation. You create one object of up to 25

    • components000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension
    • duration and it appears in an unoccupied space that you can see on the ground.
      - Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
      - Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.
      - Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.
      - Roll Redo. You undo a single recent event by forcing a reroll of any die 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 ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage

    Wizard(2024) you don't need to meet any requirements to cast that spell

    8;Tsunami;Level 8 Conjuration;1 minute;1 mile;V 8;Tsunami;Level 8 Conjuration;1 minute;1 mile;V
    8;Earthquake;Level 8 Transmutation;Action;500 feet;V 8;Earthquake;Level 8 Transmutation;Action;500 feet;V
    8;Antipathy/Sympathy;Level 8 Enchantment;1 hour;60 feet;V 8;Antipathy/Sympathy;Level 8 Enchantment;1 hour;60 feet;V
    8;Befuddlement;Level 8 Enchantment;Action;150 feet;V 8;Befuddlement;Level 8 Enchantment;Action;150 feet;V
    8;Sunburst;Level 8 Evocation;Action;150 feet;V 8;Sunburst;Level 8 Evocation;Action;150 feet;V
    8;Incendiary Cloud;Level 8 Conjuration;Action;150 feet;V 8;Incendiary Cloud;Level 8 Conjuration;Action;150 feet;V
    9;True Resurrection;Level 9 Necromancy;1 hour;Touch;V 9;True Resurrection;Level 9 Necromancy;1 hour;Touch;V
    9;Foresight;Level 9 Divination;1 minute;Touch;V 9;Foresight;Level 9 Divination;1 minute;Touch;V
    9;Wish;Level 9 Conjuration;Action;Self;V;Instantaneous;Wish is the mightiest spell a mortal can cast. By simply speaking aloud 9;Wish;Level 9 Conjuration;Action;Self;V;Instantaneous;Wish is the mightiest spell a mortal can cast. By simply speaking aloud

    S;Concentration

    • casting time centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
      - At the start of each of your later turns
    • range the storm produces different effects

    • components as detailed below:

      Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.

      Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw
    • duration taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.

      Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends

    the area is Difficult Terrain and Heavily Obscured

    Wizard(2024) up to 1 minute;A churning storm cloud forms for the duration

    9;Storm of Vengeance;Level 9 Conjuration;Action;1 mile;V 9;Storm of Vengeance;Level 9 Conjuration;Action;1 mile;V