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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

  • casting time change its color 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.

Sorcerer 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

S; Concentration

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

  • components 11th level (3d8)
  • duration and 17th level (4d8).

Sorcerer up to 1 minute

S; Instantaneous

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

  • components a cloud for rain
  • duration falling snowflakes for snow

and so on. This effect persists for 1 round.
• You instantly make a flower blossom

a seed pod open Whispering to the spirits of nature

S; Instantaneous

  • casting time the target takes 1d6 cold damage
  • range 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)

  • components 11th level (3d6)
  • duration and 17th level (4d6).

a seed pod open 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

S; Concentration

  • casting timeYou touch one willing creature. Once before the spell ends
  • range the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

a seed pod open up to 1 minute

S; Instantaneous

  • casting time such as causing leaves to rustle
  • range wind to slam shutters closed

  • components or your clothing to ripple in a breeze.
  • duration

a seed pod open You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

S

  • casting time(a living flea)You cause a cloud of mites
  • range fleas

  • components and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw
  • duration or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1

north: 2

south: 3 M; Instantaneous

S; 1 minute

  • casting time a pebble has a range of 60 feet. If someone else attacks with a pebble
  • range that attacker adds your spellcasting ability modifier

  • components not the attacker's
  • duration to the attack roll. On a hit

the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses

south: 3 You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. lf thrown

S

  • casting time(two lodestones)This spell repairs a single break or tear in an object you touch
  • range such as broken chain link

  • components two halves of a broken key
  • duration a torn clack

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

you mend it M; Instantaneous

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

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

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

  • components colors
  • duration or both to appear on the dirt or stone

spelling out words

creating images you can instantaneously excavate it

S; Instantaneous

  • casting time 11th level (3d12)
  • range and 17 level (4d12).

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

You channel primal magic to cause your teeth or fingernails to sharpen

  • casting time the target takes 1d10 acid damage. After you make the attack
  • range your teeth or fingernails return to normal.
    The spell's damage increases by 1d10 when you reach 5th level (2d10)

  • components 11th level (3d10)
  • duration a nd 17th level (4d10).

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

S; 10 minutes

  • casting time although doing so ends the spell. When you cast this spell
  • range or as an action on a later turn

  • components you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit
  • duration the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame

S

  • casting time up to 1 minute
  • range(a miniature cloak)You touch one willing creature. Once before the spell ends

  • components the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
  • duration

and 17th level (4d8). M; Concentration

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

  • casting time provided that there are no creatures in it. The water unfreezes in 1 hour.
    If you cast this spell multiple times
  • rangeyou can have no more than two of its non-instantaneous effects active at a time

  • components and you can dismiss such an effect as an action.
  • duration

and 17th level (4d8). 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

S

  • casting timeThe wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration
  • range you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon

  • components and the weapon's damage die becomes a d8. The weapon also becomes magical
  • duration if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

and 17th level (4d8). M; 1 minute

S

  • casting time(the stem of a plant with thorns)You create a long
  • range vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits

  • components the creature takes 1d6 piercing damage
  • duration and if the creature is Large or smaller

you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6) M; Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range

  • casting time must make a Constitution saving throw or take 1d6 thunder damage.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

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

11th level (3d6) other than you

0; Mold Earth; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below) 0; Mold Earth; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below)
0; Poison Spray; Conjuration cantrip; 1 action; 10 feet; V 0; Poison Spray; Conjuration cantrip; 1 action; 10 feet; V
0; Primal Savagery; Transmutation cantrip; 1 action; Self; S; Instantaneous 0; Primal Savagery; Transmutation cantrip; 1 action; Self; S; Instantaneous
0; Produce Flame; Conjuration cantrip; 1 action; Self; V 0; Produce Flame; Conjuration cantrip; 1 action; Self; V
0; Resistance; Abjuration cantrip; 1 action; Touch; V 0; Resistance; Abjuration cantrip; 1 action; Touch; V
0; Shape Water; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below) 0; Shape Water; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below)
0; Shillelagh; Transmutation cantrip; 1 bonus action; Touch; V 0; Shillelagh; Transmutation cantrip; 1 bonus action; Touch; V
0; Thorn Whip; Transmutation cantrip; 1 action; 30 feet; V 0; Thorn Whip; Transmutation cantrip; 1 action; 30 feet; V
0; Thunderclap; Evocation cantrip; 1 action; 5 feet; S; Instantaneous 0; Thunderclap; Evocation cantrip; 1 action; 5 feet; S; Instantaneous

S; 1 round

  • casting time skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit
  • range the target takes 1d8 necrotic damage

  • components and it can't regain hit points until the start of your next turn. Until then
  • duration the hand clings to the target.
    If you hit an undead target

it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8) You create a ghostly

which you take when you take acid

  • casting time fire
  • range lightning

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

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

11th level (3d8) cold

S

  • casting time(a morsel of food)This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher
  • range the spell fails. Otherwise

  • components the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target
  • duration the spell ends.
    At Higher Levels: When you cast this spell using a 2nd level spell slot or higher

you can affect one additional beast for each slot level above 1st.

11th level (3d8) M; 24 hours

S

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

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

and it can telepathically communicate simple emotions and concepts back to you. While the link is active

11th level (3d8) M; Concentration

S; 1 hour

  • casting time and does so with advantage if you or your companions are fighting it. If it fails the saving throw
  • range it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends

  • components the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

11th level (3d8) You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

S

  • casting time(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
    Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively
  • range the water falls as rain in a 30-foot cube within range

  • components extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively
  • duration you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

you create or destroy 10 additional gallons of water

11th level (3d8) M; Instantaneous

S; Instantaneous

  • casting time the healing increases by 1d8 for each slot level above 1st.
  • range

11th level (3d8) A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S; Concentration

  • casting timeFor the duration
  • range you sense the presence of magic within 30 feet of you. If you sense magic in this way

  • components you can use your action to see a faint aura around any visible creature or object in the area that bears magic
  • duration and you learn its school of magic

if any.
The spell can penetrate most barriers

but is blocked by 1 foot of stone up to 10 minutes

S

  • casting time up to 10 minutes
  • range(a yew leaf)For the duration

  • components you can sense the presence and location of poisons
  • duration poisonous creatures

and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature M; Concentration

0; Chill Touch; Necromancy cantrip; 1 action; 120 feet; V 0; Chill Touch; Necromancy cantrip; 1 action; 120 feet; V
0; Absorb Elements; 1st level Abjuration; 1 reaction 0; Absorb Elements; 1st level Abjuration; 1 reaction
0; Animal Friendship; 1st level Enchantment ; 1 action; 30 feet; V 0; Animal Friendship; 1st level Enchantment ; 1 action; 30 feet; V
0; Beast Bond; 1st level Divination; 1 action; Touch; V 0; Beast Bond; 1st level Divination; 1 action; Touch; V
0; Charm Person; 1st level Enchantment ; 1 action; 30 feet; V 0; Charm Person; 1st level Enchantment ; 1 action; 30 feet; V
0; Create or Destroy Water; 1st level Transmutation; 1 action; 30 feet; V 0; Create or Destroy Water; 1st level Transmutation; 1 action; 30 feet; V
0; Cure Wounds; 1st level Evocation; 1 action; Touch; V 0; Cure Wounds; 1st level Evocation; 1 action; Touch; V
0; Detect Magic (ritual); 1st level Divination; 1 action; Self; V 0; Detect Magic (ritual); 1st level Divination; 1 action; Self; V
0; Detect Poison and Disease; 1st level Divination; 1 action; Self; V 0; Detect Poison and Disease; 1st level Divination; 1 action; Self; V

S; Instantaneous

  • casting time a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone
  • range it becomes difficult terrain until cleared

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

poisonous creature 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

S; Concentration

  • casting timeGrasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration
  • range these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success

  • components it frees itself.
    When the spell ends
  • duration the conjured plants wilt away.

poisonous creature up to 1 minute

up to 1 minute

  • casting time green
  • range or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration

  • components objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it
  • duration and the affected creature or object can't benefit from being invisible.

poisonous creature Each object in a 20-foot cube within range is outlined in blue

S; Concentration

  • casting timeYou create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners
  • range and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the radius of the fog increases by 20 feet for each slot level above 1st.
  • duration

poisonous creature up to 1 hour

S

  • casting time(a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point
  • range and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

poisonous creature M; Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

poisonous creature the healing increases by 1d4 for each slot level above 1st.

M; Instantaneous

  • casting time the target takes 1d10 piercing damage. Hit or miss
  • range the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher

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

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

S

  • casting time(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.
  • range

poisonous creature M; 1 minute

S

  • casting time(a pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range you can target one additional creature for each slot level above 1st.

poisonous creature M; 1 hour

0; Earth Tremor; 1st level Evocation; 1 action; 10 feet; V 0; Earth Tremor; 1st level Evocation; 1 action; 10 feet; V
0; Entangle; 1st level Conjuration; 1 action; 90 feet; V 0; Entangle; 1st level Conjuration; 1 action; 90 feet; V
0; Faerie Fire; 1st level Evocation; 1 action; 60 feet; V; Concentration 0; Faerie Fire; 1st level Evocation; 1 action; 60 feet; V; Concentration
0; Fog Cloud; 1st level Conjuration; 1 action; 120 feet; V 0; Fog Cloud; 1st level Conjuration; 1 action; 120 feet; V
0; Goodberry; 1st level Transmutation; 1 action; Touch; V 0; Goodberry; 1st level Transmutation; 1 action; Touch; V
0; Healing Word; 1st level Evocation; 1 bonus action; 60 feet; V; Instantaneous 0; Healing Word; 1st level Evocation; 1 bonus action; 60 feet; V; Instantaneous
0; Ice Knife; 1st level Conjuration; 1 action; 60 feet; S 0; Ice Knife; 1st level Conjuration; 1 action; 60 feet; S
0; Jump; 1st level Transmutation; 1 action; Touch; V 0; Jump; 1st level Transmutation; 1 action; Touch; V
0; Longstrider; 1st level Transmutation; 1 action; Touch; V 0; Longstrider; 1st level Transmutation; 1 action; Touch; V

S; Instantaneous

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

M; 8 hours

  • casting time which the spell consumes)As you cast this spell
  • range you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting

  • components the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible
  • duration requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small

Medium

poisonous creature (25 feet of rope

S; 10 minutes

  • casting time but at minimum
  • range beasts can give you information about nearby locations and monsters

  • components including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you
  • duration at the DM's discretion.

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

S; Instantaneous

  • casting time a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save
  • range the creature takes half as much damage and isn't pushed.
    In addition

  • components unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect
  • duration and the spell emits a thunderous boom audible out to 300 feet.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d8 for each slot level above 1st.

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

S

  • casting time up to 10 minutes
  • range(holy water or powdered silver and iron

  • components which the spell consumes)Until the spell ends
  • duration one willing creature you touch is protected against certain types of creatures - aberrations

celestials

elementals M; Concentration

S; Instantaneous

  • casting time a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save
  • range or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    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.
  • duration

elementals As you hold your hands with thumbs touching and fingers spread

S; Instantaneous

  • casting time the healing increases by 1d8 for each slot level above 1st.
  • range

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

S

  • casting time(a morsel of food)By means of this spell
  • range you use an animal to deliver a message. Choose a Tiny beast you can see within range

  • components such as a squirrel
  • duration a blue ray

or a bird. You specify a location

which you must have visited M; 24 hours

S

  • casting time up to 1 hour
  • range(a handful of oak bark)You touch a willing creature. Until the spell ends

  • components the target's skin has a rough
  • duration bark-like appearance

and the target's AC can't be less than 16

which you must have visited M; Concentration

0; Purify Food and Drink (ritual); 1st level Transmutation; 1 action; 10 feet; V 0; Purify Food and Drink (ritual); 1st level Transmutation; 1 action; 10 feet; V
0; Snare; 1st level Abjuration; 1 minute; Touch; S 0; Snare; 1st level Abjuration; 1 minute; Touch; S
0; Speak with Animals (ritual); 1st level Divination; 1 action; Self; V 0; Speak with Animals (ritual); 1st level Divination; 1 action; Self; V
0; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V 0; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V
0; Protection from Evil and Good; 1st level Abjuration; 1 action; Touch; V 0; Protection from Evil and Good; 1st level Abjuration; 1 action; Touch; V
0; Burning Hands; 1st level Evocation; 1 action; Self (15-foot cone); V 0; Burning Hands; 1st level Evocation; 1 action; Self (15-foot cone); V
0; Cure Wounds; 1st level Evocation; 1 action; Touch; V 0; Cure Wounds; 1st level Evocation; 1 action; Touch; V
0; Animal Messenger (ritual); 2nd level Enchantment ; 1 action; 30 feet; V 0; Animal Messenger (ritual); 2nd level Enchantment ; 1 action; 30 feet; V
0; Barkskin; 2nd level Transmutation; 1 action; Touch; V 0; Barkskin; 2nd level Transmutation; 1 action; Touch; V

up to 1 hour

  • casting time you can use your action to see through the beast's eyes and hear what it hears
  • range and continue to do so until you use your action to return to your normal senses.

which you must have visited You touch a willing beast. For the duration of the spell

up to 1 minute

  • casting time shifting and wavering to all who can see you. For the duration
  • range any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight

  • components as with blindsight
  • duration or can see through illusions

as with truesight.

which you must have visited Your body becomes blurred

M; Concentration

  • casting time(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness
  • range and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried

  • components the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object
  • duration such as a bowl or a helm

blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower

which you must have visited up to 10 minutes

S

  • casting time(either a pinch of dried carrot or an agate)You touch a willing creature to grant it the ability to see in the dark. For the duration
  • range that creature has darkvision out to a range of 60 feet.

which you must have visited M; 8 hours

S

  • casting time up to 1 minute
  • range(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

  • components the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save
  • duration the creature takes half as much damage and isn't pushed.
    As a bonus action

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

dust M; Concentration

up to 1 minute

  • casting time 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.
  • range

dust 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

S

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

  • components which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks
  • duration and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target one additional creature for each slot level above 2nd.

dust M; Concentration

S; Instantaneous

  • casting time for the purpose of this spell
  • range includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable

  • components which was specifically intended as such by its creator. Thus
  • duration the spell would sense an area affected by the alarm spell

a glyph of warding

or a mechanical pit trap You sense the presence of any trap within range that is within line of sight. A trap

S

  • casting time up to 10 minutes
  • range(leaf of sumac)You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar

  • components and it lasts for the duration. If you let go of the blade
  • duration it disappears

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

or a mechanical pit trap M; Concentration

0; Beast Sense (ritual); 2nd level Divination; 1 action; Touch; S; Concentration 0; Beast Sense (ritual); 2nd level Divination; 1 action; Touch; S; Concentration
0; Blur; 2nd level Illusion; 1 action; Self; V; Concentration 0; Blur; 2nd level Illusion; 1 action; Self; V; Concentration
0; Darkness; 2nd level Evocation; 1 action; 60 feet; V 0; Darkness; 2nd level Evocation; 1 action; 60 feet; V
0; Darkvision; 2nd level Transmutation; 1 action; Touch; V 0; Darkvision; 2nd level Transmutation; 1 action; Touch; V
0; Dust Devil; 2nd level Conjuration; 1 action; 60 feet; V 0; Dust Devil; 2nd level Conjuration; 1 action; 60 feet; V
0; Earthbind; 2nd level Transmutation; 1 action; 300 feet; V; Concentration 0; Earthbind; 2nd level Transmutation; 1 action; 300 feet; V; Concentration
0; Enhance Ability; 2nd level Transmutation; 1 action; Touch; V 0; Enhance Ability; 2nd level Transmutation; 1 action; Touch; V
0; Find Traps; 2nd level Divination; 1 action; 120 feet; V 0; Find Traps; 2nd level Divination; 1 action; 120 feet; V
0; Flame Blade; 2nd level Evocation; 1 bonus action; Self; V 0; Flame Blade; 2nd level Evocation; 1 bonus action; Self; V

S

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

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

or half as much damage on a successful one.
As a bonus action

or a mechanical pit trap M; Concentration

S

  • casting time up to 1 minute
  • range(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor

  • components and it extinguishes candles
  • duration torches

and similar unprotected flames in the area. It causes protected flames

such as those of lanterns M; Concentration

S; Concentration

  • casting timeYou 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
  • range 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

  • components you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
    As a bonus action on your turn
  • duration 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

the healing increases by 1d6 for each slot level above 2nd.

such as those of lanterns up to 1 minute

S

  • casting time up to 1 minute
  • range(a piece of iron and a flame)Choose a manufactured metal object

  • components such as a metal weapon or a suit of heavy or medium metal armor
  • duration 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

you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it

such as those of lanterns M; Concentration

S

  • casting time up to 1 minute
  • range(a small

  • components straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns
  • duration the target can make another Wisdom saving throw. On a success

the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

such as those of lanterns M; Concentration

S

  • casting time up to 1 hour
  • range(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components you can target one additional creature for each slot level above 2nd.
  • duration

such as those of lanterns M; Concentration

S; Instantaneous

  • casting time deafened
  • range paralyzed

  • components or poisoned.
  • duration

such as those of lanterns You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

S

  • casting time(a bit of fur from a bloodhound)Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings
  • range you learn the direction and distance to the closest creature or plant of that kind within 5 miles

  • components if any are present.
  • duration

such as those of lanterns M; Instantaneous

S

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

  • components as long as that object is within 1
  • duration000 feet of you. If the object is in motion

you know the direction of its movement.
The spell can locate a specific object known to you

such as those of lanterns M; Concentration

0; Flaming Sphere; 2nd level Conjuration; 1 action; 60 feet; V 0; Flaming Sphere; 2nd level Conjuration; 1 action; 60 feet; V
0; Gust of Wind; 2nd level Evocation; 1 action; Self (60-foot line); V 0; Gust of Wind; 2nd level Evocation; 1 action; Self (60-foot line); V
0; Healing Spirit; 2nd level Conjuration; 1 bonus action; 60 feet; V 0; Healing Spirit; 2nd level Conjuration; 1 bonus action; 60 feet; V
0; Heat Metal; 2nd level Transmutation; 1 action; 60 feet; V 0; Heat Metal; 2nd level Transmutation; 1 action; 60 feet; V
0; Hold Person; 2nd level Enchantment ; 1 action; 60 feet; V 0; Hold Person; 2nd level Enchantment ; 1 action; 60 feet; V
0; Invisibility; 2nd level Illusion; 1 action; Touch; V 0; Invisibility; 2nd level Illusion; 1 action; Touch; V
0; Lesser Restoration; 2nd level Abjuration; 1 action; Touch; V 0; Lesser Restoration; 2nd level Abjuration; 1 action; Touch; V
0; Locate Animals or Plants (ritual); 2nd level Divination; 1 action; Self; V 0; Locate Animals or Plants (ritual); 2nd level Divination; 1 action; Self; V
0; Locate Object; 2nd level Divination; 1 action; Self; V 0; Locate Object; 2nd level Divination; 1 action; Self; V

S

  • casting time(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit
  • range the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss

  • components the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

such as those of lanterns M; Instantaneous

S; 1 minute

  • casting time the duplicates move with you and mimic your actions
  • range shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration

  • components roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates
  • duration you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates

you must roll an 8 or higher. With one duplicate

such as those of lanterns Three illusory duplicates of yourself appear in your space. Until the spell ends

Briefly surrounded by silvery mist

such as those of lanterns you teleport up to 30 feet to an unoccupied space that you can see.

S

  • casting time up to 1 minute
  • range(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius

  • components 40-foot-high cylinder centered on a point within range. Until the spell ends
  • duration dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

it is engulfed in ghostly flames that cause searing pain

such as those of lanterns M; Concentration

S

  • casting time up to 1 hour
  • range(ashes from a burned leaf of mistletoe and a sprig of spruce)A veil of shadows and silence radiates from you

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

such as those of lanterns M; Concentration

S; 1 hour

  • casting time you neutralize the poison. If more than one poison afflicts the target
  • range you neutralize on poison that you know is present

  • components or you neutralize one at random.
    For the duration
  • duration the target has advantage on saving throws against being poisoned

and it has resistance to poison damage.

such as those of lanterns You touch a creature. If it is poisoned

S; Concentration

  • casting timeFor the duration
  • range no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage

  • components and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
  • duration

such as those of lanterns up to 10 minutes

S; Concentration

  • casting timeYou 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.
  • range

such as those of lanterns up to 1 hour

S

  • casting time up to 1 hour
  • range(a drop of bitumen and a spider)Until the spell ends

  • components one willing creature you touch gains the ability to move up
  • duration down

and across vertical surfaces and upside down along ceilings

such as those of lanterns M; Concentration

0; Melf's Acid Arrow; 2nd level Evocation; 1 action; 90 feet; V 0; Melf's Acid Arrow; 2nd level Evocation; 1 action; 90 feet; V
0; Mirror Image; 2nd level Illusion; 1 action; Self; V 0; Mirror Image; 2nd level Illusion; 1 action; Self; V
0; Misty Step; 2nd level Conjuration; 1 bonus action; Self; V; Instantaneous 0; Misty Step; 2nd level Conjuration; 1 bonus action; Self; V; Instantaneous
0; Moonbeam; 2nd level Evocation; 1 action; 120 feet; V 0; Moonbeam; 2nd level Evocation; 1 action; 120 feet; V
0; Pass Without Trace; 2nd level Abjuration; 1 action; Self; V 0; Pass Without Trace; 2nd level Abjuration; 1 action; Self; V
0; Protection from Poison; 2nd level Abjuration; 1 action; Touch; V 0; Protection from Poison; 2nd level Abjuration; 1 action; Touch; V
0; Silence (ritual); 2nd level Illusion; 1 action; 120 feet; V 0; Silence (ritual); 2nd level Illusion; 1 action; 120 feet; V
0; Skywrite (ritual); 2nd level Transmutation; 1 action; Sight; V 0; Skywrite (ritual); 2nd level Transmutation; 1 action; Sight; V
0; Spider Climb; 2nd level Transmutation; 1 action; Touch; V 0; Spider Climb; 2nd level Transmutation; 1 action; Touch; V

S

  • casting time up to 10 minutes
  • range(seven sharp thorns or seven small twigs

  • components each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area
  • duration it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

such as those of lanterns M; Concentration

S

  • casting time up to 1 hour
  • range(a feather

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

choose an environment: Air

Land M; Concentration

up to 10 minutes

  • casting time 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
  • range gas

  • components 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.
  • duration

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

S

  • casting time up to 1 hour
  • range(a bit of spider web)You conjure a mass of thick

  • components sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor
  • duration wall

or ceiling

the conjured web collapses on itself M; Concentration

You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails

  • casting time the target can make a Constitution saving throw. On a success
  • range the spell ends.

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

  • components you can target 1 additional creature for each slot level above 2nd.
  • duration

the conjured web collapses on itself the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

S

  • casting time(a pinch of salt and one copper piece placed on each of the corpse's eyes
  • range which must remain there for the duration)You touch a corpse or other remains. For the duration

  • components the target is protected from decay and can't become undead.
    The spell also effectively extends the time limit on raising the target from the dead
  • duration since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

the conjured web collapses on itself M; 10 days

S

  • casting time(specially marked sticks
  • range bones

  • components or similar tokens worth at least 25 gp)By casting gem-inlaid sticks
  • duration rolling dragon bones

laying out ornate cards

or employing some other divining tool M; Instantaneous

S

  • casting time(ruby dust worth 50 gp
  • range which the spell consumes)A flame

  • components equivalent in brightness to a torch
  • duration springs forth from an object that you touch. The effect looks like a regular flame

but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

or employing some other divining tool M; Until dispelled

S

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

  • components it can make a Constitution saving throw. On a success
  • duration the spell has no effect.
    If the target is a creature

everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions

or employing some other divining tool M; Concentration

0; Spike Growth; 2nd level Transmutation; 1 action; 150 feet; V 0; Spike Growth; 2nd level Transmutation; 1 action; 150 feet; V
0; Summon Beast; 2nd-level conjuration; 1 action; 90 feet; V 0; Summon Beast; 2nd-level conjuration; 1 action; 90 feet; V
0; Warding Wind; 2nd level Evocation; 1 action; Self; V; Concentration 0; Warding Wind; 2nd level Evocation; 1 action; Self; V; Concentration
0; Web; 2nd level Conjuration; 1 action; 60 feet; V 0; Web; 2nd level Conjuration; 1 action; 60 feet; V
0; Blindness/Deafness; 2nd level Necromancy; 1 action; 30 feet; V; 1 minute 0; Blindness/Deafness; 2nd level Necromancy; 1 action; 30 feet; V; 1 minute
0; Gentle Repose (ritual); 2nd level Necromancy; 1 action; Touch; V 0; Gentle Repose (ritual); 2nd level Necromancy; 1 action; Touch; V
0; Augury (ritual); 2nd level Divination; 1 minute; Self; V 0; Augury (ritual); 2nd level Divination; 1 minute; Self; V
0; Continual Flame; 2nd level Evocation; 1 action; Touch; V 0; Continual Flame; 2nd level Evocation; 1 action; Touch; V
0; Enlarge/Reduce; 2nd level Transmutation; 1 action; 30 feet; V 0; Enlarge/Reduce; 2nd level Transmutation; 1 action; 30 feet; V

S

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

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

or half as much damage on a successful one.
As a bonus action

or employing some other divining tool M; Concentration

S; Instantaneous

  • casting time the target takes 2d6 fire damage.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you create one additional ray for each slot level above 2nd.

or employing some other divining tool You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

S; Concentration

  • casting timeA storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius
  • range centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example

  • components if you are in a room that can't accommodate the cloud).
    When you cast the spell
  • duration choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save

or half as much damage on a successful one. On each of your turns until the spell ends

or employing some other divining tool up to 10 minutes

S; Concentration

  • casting timeYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One beast of challenge rating 2 or lower
    • Two beasts of challenge rating 1 or lower
    • Four beasts of challenge rating 1/2 or lower
    • Eight beasts of challenge rating 1/4 or lower
    Each beast is also considered fey
  • range and it disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

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

but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots

or employing some other divining tool up to 1 hour

S; Instantaneous

  • casting time enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing
  • range and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

or employing some other divining tool You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

S; 1 hour

  • casting time the light shines from the object with and moves with it. Completely covering the affected object with an opaque object
  • range such as a bowl or a helm

  • components blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower
  • duration the spell that created the darkness is dispelled.

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

S; Instantaneous

  • casting time object
  • range or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target

  • components make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check
  • duration the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

or employing some other divining tool Choose any creature

S

  • casting time(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
  • range or half as much damage on a successful one. Additionally

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

or employing some other divining tool M; Instantaneous

S

  • casting time(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
    For the spell's duration
  • range or until you use an action to touch the target and dismiss the spell

  • components the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated
  • duration and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell

or becomes diseased or poisoned while under the spell's effect

or employing some other divining tool M; 1 hour

0; Flaming Sphere; 2nd level Conjuration; 1 action; 60 feet; V 0; Flaming Sphere; 2nd level Conjuration; 1 action; 60 feet; V
0; Scorching Ray; 2nd level Evocation; 1 action; 120 feet; V 0; Scorching Ray; 2nd level Evocation; 1 action; 120 feet; V
0; Call Lightning; 3rd level Conjuration; 1 action; 120 feet; V 0; Call Lightning; 3rd level Conjuration; 1 action; 120 feet; V
0; Conjure Animals; 3rd level Conjuration; 1 action; 60 feet; V 0; Conjure Animals; 3rd level Conjuration; 1 action; 60 feet; V
0; Create Food and Water; 3rd level Conjuration; 1 action; 30 feet; V 0; Create Food and Water; 3rd level Conjuration; 1 action; 30 feet; V
0; Daylight; 3rd level Evocation; 1 action; 60 feet; V 0; Daylight; 3rd level Evocation; 1 action; 60 feet; V
0; Dispel Magic; 3rd level Abjuration; 1 action; 120 feet; V 0; Dispel Magic; 3rd level Abjuration; 1 action; 120 feet; V
0; Erupting Earth; 3rd level Transmutation; 1 action; 120 feet; V 0; Erupting Earth; 3rd level Transmutation; 1 action; 120 feet; V
0; Feign Death (ritual); 3rd level Necromancy; 1 action; Touch; V 0; Feign Death (ritual); 3rd level Necromancy; 1 action; Touch; V

S; Concentration

  • casting timeYou 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
  • range the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses

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

or employing some other divining tool up to 1 hour

S

  • casting time up to 1 hour
  • range(a bit of gauze and a wisp of smoke)You transform a willing creature you touch

  • components along with everything it's wearing and carrying
  • duration into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form

the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength M; Concentration

S

  • casting time up to 1 minute
  • range(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends

  • components the target's speed is doubled
  • duration it gains a +2 bonus to AC

it has advantage on Dexterity saving throws

and it has advantage on Strength M; Concentration

S

  • casting time(a bit of fur and a rod of amber
  • range crystal

  • components or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save
  • duration or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d6 for each slot above 3rd.

and it has advantage on Strength M; Instantaneous

S; 8 hours

  • casting time melding yourself and all the equipment you carry with the stone for the duration. Using your movement
  • range you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone

  • components you can't see what occurs outside it
  • duration and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it

which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you

and it has advantage on Strength You step into a stone object or surface large enough to fully contain your body

S; Instantaneous

  • casting time granting either immediate or long-term benefits.
    If you cast this spell using 1 action
  • range choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours

  • components you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
  • duration

and it has advantage on Strength This spell channels vitality into plants within a specific area. There are two possible uses for the spell

S; Concentration

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

  • components cold
  • duration fire

lightning

or thunder. up to 1 hour

S

  • casting time up to 1 minute
  • range(a pinch of dust and a few drops of water)Until the spell ends

  • components freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured
  • duration and exposed flames in the area are doused.
    The ground in the area is covered with slick ice

making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

or thunder. M; Concentration

S

  • casting time up to 1 minute
  • range(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved

  • components it takes a -2 penalty to AC and Dexterity saving throws
  • duration and it can't use reactions. On its turn

it can use either an action or a bonus action

or thunder. M; Concentration

0; Flame Arrows; 3rd level Transmutation; 1 action; Touch; V 0; Flame Arrows; 3rd level Transmutation; 1 action; Touch; V
0; Gaseous Form; 3rd level Transmutation; 1 action; Touch; V 0; Gaseous Form; 3rd level Transmutation; 1 action; Touch; V
0; Haste; 3rd level Transmutation; 1 action; 30 feet; V 0; Haste; 3rd level Transmutation; 1 action; 30 feet; V
0; Lightning Bolt; 3rd level Evocation; 1 action; Self (100-foot line); V 0; Lightning Bolt; 3rd level Evocation; 1 action; Self (100-foot line); V
0; Meld into Stone (ritual); 3rd level Transmutation; 1 action; Touch; V 0; Meld into Stone (ritual); 3rd level Transmutation; 1 action; Touch; V
0; Plant Growth; 3rd level Transmutation; 1 action or 8 hours; 150 feet; V 0; Plant Growth; 3rd level Transmutation; 1 action or 8 hours; 150 feet; V
0; Protection from Energy; 3rd level Abjuration; 1 action; Touch; V 0; Protection from Energy; 3rd level Abjuration; 1 action; Touch; V
0; Sleet Storm; 3rd level Conjuration; 1 action; 150 feet; V 0; Sleet Storm; 3rd level Conjuration; 1 action; 150 feet; V
0; Slow; 3rd level Transmutation; 1 action; 120 feet; V 0; Slow; 3rd level Transmutation; 1 action; 120 feet; V

S; 10 minutes

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

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

causing vines and branches to hinder pursuers

or thunder. You imbue plants within 30 feet of you with limited sentience and animation

S

  • casting time up to 1 minute
  • range(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow

  • components nauseating gas centered on a point within range. The cloud spreads around corners
  • duration and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save

the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

or thunder. M; Concentration

S

  • casting time(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
  • range up to 10 feet wide

  • components and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save
  • duration a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save

a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

or thunder. M; Instantaneous

S

  • casting time up to 10 minutes
  • range(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

  • components 10 feet high
  • duration and 1 foot thick

or you can make a ringed wall up to 20 feet in diameter

20 feet high M; Concentration

S

  • casting time(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
  • range

20 feet high M; 24 hours

S

  • casting time(a piece of cork)This spell grants the ability to move across any liquid surface - such as water
  • range acid

  • components mud
  • duration snow

quicksand

20 feet high M; 1 hour

S

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

  • components 15 feet high
  • duration 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

each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

20 feet high M; Concentration

S

  • casting time(a drop of blood
  • range a piece of flesh

  • components and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life
  • duration raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns

you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures

20 feet high M; Instantaneous

S

  • casting time up to 1 hour
  • range(a bit of gauze and a wisp of smoke)You transform a willing creature you touch

  • components along with everything it's wearing and carrying
  • duration into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form

the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength M; Concentration

0; Speak with Plants; 3rd level Transmutation; 1 action; Self (30-foot radius); V 0; Speak with Plants; 3rd level Transmutation; 1 action; Self (30-foot radius); V
0; Stinking Cloud; 3rd level Conjuration; 1 action; 90 feet; V 0; Stinking Cloud; 3rd level Conjuration; 1 action; 90 feet; V
0; Tidal Wave; 3rd level Conjuration; 1 action; 120 feet; V 0; Tidal Wave; 3rd level Conjuration; 1 action; 120 feet; V
0; Wall of Water; 3rd level Evocation; 1 action; 60 feet; V 0; Wall of Water; 3rd level Evocation; 1 action; 60 feet; V
0; Water Breathing (ritual); 3rd level Transmutation; 1 action; 30 feet; V 0; Water Breathing (ritual); 3rd level Transmutation; 1 action; 30 feet; V
0; Water Walk (ritual); 3rd level Transmutation; 1 action; 30 feet; V 0; Water Walk (ritual); 3rd level Transmutation; 1 action; 30 feet; V
0; Wind Wall; 3rd level Evocation; 1 action; 120 feet; V 0; Wind Wall; 3rd level Evocation; 1 action; 120 feet; V
0; Animate Dead; 3rd level Necromancy; 1 minute; 10 feet; V 0; Animate Dead; 3rd level Necromancy; 1 minute; 10 feet; V
0; Gaseous Form; 3rd level Transmutation; 1 action; Touch; V 0; Gaseous Form; 3rd level Transmutation; 1 action; Touch; V

up to 1 minute

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

and it has advantage on Strength Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

S; Concentration

  • casting timeA nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. For the duration

and it has advantage on Strength up to 1 hour

S

  • casting time(diamonds worth 300 gp
  • range which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age

  • components nor can it restore any missing body parts.
  • duration

and it has advantage on Strength M; Instantaneous

S; Instantaneous

  • casting time granting either immediate or long-term benefits.
    If you cast this spell using 1 action
  • range choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours

  • components you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
  • duration

and it has advantage on Strength This spell channels vitality into plants within a specific area. There are two possible uses for the spell

S

  • casting time(diamonds worth 300 gp
  • range which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age

  • components nor can it restore any missing body parts.
  • duration

and it has advantage on Strength M; Instantaneous

S; Instantaneous

  • casting time draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save
  • range or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant

  • components it makes the saving throw with disadvantage
  • duration and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature

such as a tree or shrub

it doesn't make a saving throw Necromantic energy washes over a creature of your choice that you can see within range

S; 1 hour

  • casting time and it does so with advantage if you or your companions are fighting it. If it fails the saving throw
  • range it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends

  • components the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher
  • duration you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

it doesn't make a saving throw You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

S

  • casting time up to 1 minute
  • range(three nut shells)This spell assaults and twists creatures' minds

  • components spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction
  • duration roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach

the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns

it doesn't make a saving throw M; Concentration

S; Concentration

  • casting timeYou summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
    • One elemental of challenge rating 2 or lower
    • Two elementals of challenge rating 1 or lower
    • Four elementals of challenge rating 1/2 or lower
    • Eight elementals of challenge rating 1/4 or lower.
    An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

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

you choose one of the summoning options above

it doesn't make a saving throw up to 1 hour

0; Aura of Vitality; 3rd level Evocation; 1 action; Self (30-foot radius); V; Concentration 0; Aura of Vitality; 3rd level Evocation; 1 action; Self (30-foot radius); V; Concentration
0; Elemental Weapon; 3rd level Transmutation; 1 action; Touch; V 0; Elemental Weapon; 3rd level Transmutation; 1 action; Touch; V
0; Revivify; 3rd level Necromancy; 1 action; Touch; V 0; Revivify; 3rd level Necromancy; 1 action; Touch; V
0; Plant Growth; 3rd level Transmutation; 1 action or 8 hours; 150 feet; V 0; Plant Growth; 3rd level Transmutation; 1 action or 8 hours; 150 feet; V
0; Revivify; 3rd level Necromancy; 1 action; Touch; V 0; Revivify; 3rd level Necromancy; 1 action; Touch; V
0; Blight; 4th level Necromancy; 1 action; 30 feet; V 0; Blight; 4th level Necromancy; 1 action; 30 feet; V
0; Charm Monster; 4th level Enchantment ; 1 action; 30 feet; V 0; Charm Monster; 4th level Enchantment ; 1 action; 30 feet; V
0; Confusion; 4th level Enchantment ; 1 action; 90 feet; V 0; Confusion; 4th level Enchantment ; 1 action; 90 feet; V
0; Conjure Minor Elementals; 4th level Conjuration; 1 minute; 90 feet; V 0; Conjure Minor Elementals; 4th level Conjuration; 1 minute; 90 feet; V

S

  • casting time up to 1 hour
  • range(one holly berry per creature summoned)You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
    A summoned creature disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

  • components which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them
  • duration they defend themselves from hostile creatures

but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots

it doesn't make a saving throw M; Concentration

S

  • casting time up to 10 minutes
  • range(a drop of water and a pinch of dust)Until the spell ends

  • components you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn
  • 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 the area includes a shore

the flooding water spills over onto dry land.
If you choose an area in a large body of water

it doesn't make a saving throw M; Concentration

S

  • casting time(incense and a sacrificial offering appropriate to your religion
  • range together worth at least 25 gp

  • components which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal
  • duration event

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

a cryptic rhyme M; Instantaneous

S; Concentration

  • casting timeYou attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it
  • range it has advantage on the saving throw.
    While the beast is charmed

  • components you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)
  • duration which it does its best to obey. You can specify a simple and general course of action

such as Attack that creature

Run over there up to 1 minute

S; Concentration

  • casting timeChoose one creature you can see within range
  • range and choose one of the following damage types - acid

  • components cold
  • duration fire

lightning

Run over there up to 1 minute

S

  • casting time(a leather strap
  • range bound around the arm or a similar appendage)You touch a willing creature. For the duration

  • components the target's movement is unaffected by difficult terrain
  • duration and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints

such as manacles or a creature that has it grappled. Finally

Run over there M; 1 hour

S; Concentration

  • casting timeYou transform up to ten centipedes
  • range three spiders

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

a spider becomes a giant spider

a wasp becomes a giant wasp up to 10 minutes

S; Concentration

  • casting timeYou conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell
  • range you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends

  • components you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
  • duration

a wasp becomes a giant wasp up to 1 minute

S; Concentration

  • casting timeYou or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
  • range

a wasp becomes a giant wasp up to 1 minute

0; Conjure Woodland Beings; 4th level Conjuration; 1 action; 60 feet; V 0; Conjure Woodland Beings; 4th level Conjuration; 1 action; 60 feet; V
0; Control Water; 4th level Transmutation; 1 action; 300 feet; V 0; Control Water; 4th level Transmutation; 1 action; 300 feet; V
0; Divination (ritual); 4th level Divination; 1 action; Self; V 0; Divination (ritual); 4th level Divination; 1 action; Self; V
0; Dominate Beast; 4th level Enchantment ; 1 action; 60 feet; V 0; Dominate Beast; 4th level Enchantment ; 1 action; 60 feet; V
0; Elemental Bane; 4th level Transmutation; 1 action; 90 feet; V 0; Elemental Bane; 4th level Transmutation; 1 action; 90 feet; V
0; Freedom of Movement; 4th level Abjuration; 1 action; Touch; V 0; Freedom of Movement; 4th level Abjuration; 1 action; Touch; V
0; Giant Insect; 4th level Transmutation; 1 action; 30 feet; V 0; Giant Insect; 4th level Transmutation; 1 action; 30 feet; V
0; Grasping Vine; 4th level Conjuration; 1 bonus action; 30 feet; V 0; Grasping Vine; 4th level Conjuration; 1 bonus action; 30 feet; V
0; Greater Invisibility; 4th level Illusion; 1 action; Touch; V 0; Greater Invisibility; 4th level Illusion; 1 action; Touch; V

up to 1 minute

  • casting time your facial features become feral
  • range 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

  • components leaves sprout from your hair
  • duration 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

the ground within 15 feet of you is difficult terrain for your enemies.

a wasp becomes a giant wasp 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

S

  • casting time(a stone
  • range a twig

  • components and a bit of green plant)You make natural terrain in a 150-foot cube in range look
  • duration sound

and smell like some other sort of natural terrain. Thus

a wasp becomes a giant wasp M; 24 hours

S

  • casting time(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius
  • range 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save

  • components or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher
  • duration the bludgeoning damage increases by 1d8 for each slot level above 4th.

a wasp becomes a giant wasp M; Instantaneous

S

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

  • components as long as that creature is within 1
  • duration000 feet of you. If the creature is moving

you know the direction of its movement.
The spell can locate a specific creature known to you

a wasp becomes a giant wasp M; Concentration

S

  • casting time up to 1 hour
  • range(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration

  • components or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level
  • duration if it doesn't have a challenge rating). The target's game statistics

including mental ability scores

a wasp becomes a giant wasp M; Concentration

S

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

  • components for example
  • duration you could shape a large rock into a weapon

idol

or coffer M; Instantaneous

S

  • casting time up to 1 hour
  • range(diamond dust worth 100 gp

  • components which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends
  • duration the target has resistance to nonmagical bludgeoning

piercing

and slashing damage. M; Concentration

S

  • casting time up to 1 hour
  • range(air

  • components a pebble
  • duration ash

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

choose an element: Air M; Concentration

S

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

  • components 20 feet high
  • duration and 1 foot think

or a ringed wall up to 20 feet in diameter

20 feet high M; Concentration

0; Guardian of Nature; 4th level Transmutation; 1 bonus action; Self; V; Concentration 0; Guardian of Nature; 4th level Transmutation; 1 bonus action; Self; V; Concentration
0; Hallucinatory Terrain; 4th level Illusion; 10 minutes; 300 feet; V 0; Hallucinatory Terrain; 4th level Illusion; 10 minutes; 300 feet; V
0; Ice Storm; 4th level Evocation; 1 action; 300 feet; V 0; Ice Storm; 4th level Evocation; 1 action; 300 feet; V
0; Locate Creature; 4th level Divination; 1 action; Self; V 0; Locate Creature; 4th level Divination; 1 action; Self; V
0; Polymorph; 4th level Transmutation; 1 action; 60 feet; V 0; Polymorph; 4th level Transmutation; 1 action; 60 feet; V
0; Stone Shape; 4th level Transmutation; 1 action; Touch; V 0; Stone Shape; 4th level Transmutation; 1 action; Touch; V
0; Stoneskin; 4th level Abjuration; 1 action; Touch; V 0; Stoneskin; 4th level Abjuration; 1 action; Touch; V
0; Summon Elemental; 4th-level conjuration; 1 action; 90 feet; V 0; Summon Elemental; 4th-level conjuration; 1 action; 90 feet; V
0; Wall of Fire; 4th level Evocation; 1 action; 120 feet; V 0; Wall of Fire; 4th level Evocation; 1 action; 120 feet; V

S

  • casting time up to 1 minute
  • range(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save

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

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

20 feet high M; Concentration

S; Instantaneous

  • casting time draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save
  • range or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant

  • components it makes the saving throw with disadvantage
  • duration and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature

such as a tree or shrub

it doesn't make a saving throw Necromantic energy washes over a creature of your choice that you can see within range

S

  • casting time up to 1 minute
  • range(3 nut shells)This spell assaults and twists creatures' minds

  • components spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction
  • duration roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach

the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns

it doesn't make a saving throw M; Concentration

S

  • casting time(incense and a sacrificial offering appropriate to your religion
  • range together worth at least 25 gp

  • components which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal
  • duration event

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

a cryptic rhyme M; Instantaneous

S

  • casting time(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration
  • range shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield

  • components as you choose. The warm shield grants you resistance to cold damage
  • duration and the chill shield grants you resistance to fire damage.
    In addition

whenever a creature within 5 feet of you hits you with a melee attack

a cryptic rhyme M; 10 minutes

up to 10 minutes

  • casting time the aura moves with you
  • range centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage

  • components and its hit point maximum can't be reduced. In addition
  • duration a non-hostile

living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

a cryptic rhyme Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

S

  • casting time(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration
  • range shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield

  • components as you choose. The warm shield grants you resistance to cold damage
  • duration and the chill shield grants you resistance to fire damage.
    In addition

whenever a creature within 5 feet of you hits you with a melee attack

a cryptic rhyme M; 10 minutes

S; Concentration

  • casting timeA shimmering barrier extends out from you in a 10-foot radius and moves with you
  • range remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier

  • components the spell ends.
  • duration

a cryptic rhyme up to 1 hour

S

  • casting time(an agate worth at least 1
  • range000 gp

  • components which the spell consumes)After spending the casting time tracing magical pathways within a precious gemstone
  • duration you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant

it gains the ability to move its limbs

roots M; Instantaneous

0; Watery Sphere; 4th level Conjuration; 1 action; 90 feet; V 0; Watery Sphere; 4th level Conjuration; 1 action; 90 feet; V
0; Blight; 4th level Necromancy; 1 action; 30 feet; V 0; Blight; 4th level Necromancy; 1 action; 30 feet; V
0; Confusion; 4th level Enchantment ; 1 action; 90 feet; V 0; Confusion; 4th level Enchantment ; 1 action; 90 feet; V
0; Divination (ritual); 4th level Divination; 1 action; Self; V 0; Divination (ritual); 4th level Divination; 1 action; Self; V
0; Fire Shield; 4th level Evocation; 1 action; Self; V 0; Fire Shield; 4th level Evocation; 1 action; Self; V
0; Aura of Life; 4th level Abjuration; 1 action; Self (30-foot radius); V; Concentration 0; Aura of Life; 4th level Abjuration; 1 action; Self (30-foot radius); V; Concentration
0; Fire Shield; 4th level Evocation; 1 action; Self; V 0; Fire Shield; 4th level Evocation; 1 action; Self; V
0; Antilife Shell; 5th level Abjuration; 1 action; Self (10-foot radius); V 0; Antilife Shell; 5th level Abjuration; 1 action; Self (10-foot radius); V
0; Awaken; 5th level Transmutation; 8 hours; Touch; V 0; Awaken; 5th level Transmutation; 8 hours; Touch; V

S; Concentration

  • casting timeYou create a 20-foot-radius sphere of poisonous
  • range yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog

  • components ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save

or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns

roots up to 10 minutes

S; Instantaneous

  • casting time the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings
  • range the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction

  • components such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants
  • duration minerals

animals

roots You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

S

  • casting time(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save
  • range or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the damage increases by 1d8 for each slot level above 5th.
  • duration

roots M; Instantaneous

S

  • casting time up to 1 hour
  • range(burning incense for air

  • components soft clay for earth
  • duration sulfur and phosphorus for fire

or water and sand for water)You call forth an elemental servant. Choose an area of air

earth M; Concentration

S; 7 days

  • casting time you afflict the creature with a disease of your choice from any of the ones described below.
    At the end of each of the target's turns
  • range it must make a Constitution saving throw. After failing three of these saving throws

  • components the disease's effects last for the duration
  • duration and the creature stops making these saves. After succeeding on three of these saving throws

the creature recovers from the disease

earth Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

S; Concentration

  • casting timeYou 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
  • range 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

  • components continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm
  • duration moderate

or strong. If the wind is moderate or strong

earth up to 1 hour

S

  • casting time(a handful of sand
  • range a dab of ink

  • components and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep
  • duration such as elves

can't be contacted by this spell. You

or a willing creature you touch M; 8 hours

You place a magical command on a creature that you can see within range

  • casting time it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you
  • range it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions

  • components but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose
  • duration short of an activity that would result in certain death. Should you issue a suicidal command

the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse

greater restoration forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

S

  • casting time(diamond dust worth 100 gp
  • range which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one

  • components or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse
  • duration including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum

greater restoration M; Instantaneous

0; Cloudkill; 5th level Conjuration; 1 action; 120 feet; V 0; Cloudkill; 5th level Conjuration; 1 action; 120 feet; V
0; Commune with Nature (ritual); 5th level Divination; 1 minute; Self; V 0; Commune with Nature (ritual); 5th level Divination; 1 minute; Self; V
0; Cone of Cold; 5th level Evocation; 1 action; Self (60-foot cone); V 0; Cone of Cold; 5th level Evocation; 1 action; Self (60-foot cone); V
0; Conjure Elemental; 5th level Conjuration; 1 minute; 90 feet; V 0; Conjure Elemental; 5th level Conjuration; 1 minute; 90 feet; V
0; Contagion; 5th level Necromancy; 1 action; Touch; V 0; Contagion; 5th level Necromancy; 1 action; Touch; V
0; Control Winds; 5th level Transmutation; 1 action; 300 feet; V 0; Control Winds; 5th level Transmutation; 1 action; 300 feet; V
0; Dream; 5th level Illusion; 1 minute; Special; V 0; Dream; 5th level Illusion; 1 minute; Special; V
0; Geas; 5th level Enchantment ; 1 minute; 60 feet; V; 30 days 0; Geas; 5th level Enchantment ; 1 minute; 60 feet; V; 30 days
0; Greater Restoration; 5th level Abjuration; 1 action; Touch; V 0; Greater Restoration; 5th level Abjuration; 1 action; Touch; V

S

  • casting time up to 10 minutes
  • range(a few grains of sugar

  • components some kernels of grain
  • duration and a smear of fat)Swarming

biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

greater restoration M; Concentration

S

  • casting time up to 1 minute
  • range(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 ground or in a body of water. Until the spell ends

  • components that area is difficult terrain
  • duration 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.

greater restoration M; Concentration

S; Instantaneous

  • casting time the healing increases by 1d8 for each slot level above 5th.
  • range

greater restoration A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

S

  • casting time(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden
  • range plaster

  • components or stone surface (such as a wall
  • duration a ceiling

or a floor) within range

greater restoration M; 1 hour

S

  • casting time(a jewel worth at least 1
  • range000 gp

  • components which the spell consumes)With this spell
  • duration you attempt to bind a celestial

an elemental

a fey M; 24 hours

S

  • casting time(rare oils and unguents worth at least 1
  • range000 gp

  • components which the spell consumes)You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days
  • duration the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so

the spell fails.
The magic fashions a new body for the creature to inhabit

a fey M; Instantaneous

S

  • casting time up to 10 minutes
  • range(a focus worth at least 1

  • components000 gp
  • duration such as a crystal ball

a silver mirror

a fey M; Concentration

S

  • casting time(clay and water)You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range
  • range and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick

  • components flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement
  • duration and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save

a creature sinks into the mud and is restrained

a fey M; Until dispelled

S; Concentration

  • casting timeYou 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
  • range as part of the move used to enter the tree

  • components 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
  • duration using another 5 feet of movement. If you have no movement left

you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

a fey up to 1 minute

0; Insect Plague; 5th level Conjuration; 1 action; 300 feet; V 0; Insect Plague; 5th level Conjuration; 1 action; 300 feet; V
0; Maelstrom; 5th level Evocation; 1 action; 120 feet; V 0; Maelstrom; 5th level Evocation; 1 action; 120 feet; V
0; Mass Cure Wounds; 5th level Evocation; 1 action; 60 feet; V 0; Mass Cure Wounds; 5th level Evocation; 1 action; 60 feet; V
0; Passwall; 5th level Transmutation; 1 action; 30 feet; V 0; Passwall; 5th level Transmutation; 1 action; 30 feet; V
0; Planar Binding; 5th level Abjuration; 1 hour; 60 feet; V 0; Planar Binding; 5th level Abjuration; 1 hour; 60 feet; V
0; Reincarnate; 5th level Transmutation; 1 hour; Touch; V 0; Reincarnate; 5th level Transmutation; 1 hour; Touch; V
0; Scrying; 5th level Divination; 10 minutes; Self; V 0; Scrying; 5th level Divination; 10 minutes; Self; V
0; Transmute Rock; 5th level Transmutation; 1 action; 120 feet; V 0; Transmute Rock; 5th level Transmutation; 1 action; 120 feet; V
0; Tree Stride; 5th level Conjuration; 1 action; Self; V 0; Tree Stride; 5th level Conjuration; 1 action; Self; V

S

  • casting time up to 10 minutes
  • range(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively

  • components 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
  • duration the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)

that creature can make a Dexterity saving throw. On a success

a fey M; Concentration

S; Concentration

  • casting timeYou 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
  • range rocks

  • components 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
  • duration 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

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

a fey up to 1 minute

S; Concentration

  • casting timeYou create a 20-foot-radius sphere of poisonous
  • range yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog

  • components ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save

or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns

a fey up to 10 minutes

S; 7 days

  • casting time you afflict the creature with a disease of your choice from any of the ones described below.
    At the end of each of the target's turns
  • range it must make a Constitution saving throw. After failing three of these saving throws

  • components the disease's effects last for the duration
  • duration and the creature stops making these saves. After succeeding on three of these saving throws

the creature recovers from the disease

a fey Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

S

  • casting time(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save
  • range or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the damage increases by 1d8 for each slot level above 5th.
  • duration

a fey M; Instantaneous

S

  • casting time(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius
  • range 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save

  • components or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • duration the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

a fey M; Instantaneous

S; Instantaneous

  • casting time the healing increases by 1d8 for each slot level above 5th.
  • range

a fey A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

S; Instantaneous

  • casting time and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points
  • range a pillar crumbles into rubble

  • components 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
  • duration 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

a creature on the pillar takes 6d6 bludgeoning damage and is restrained

a fey 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

S; Concentration

  • casting timeYou summon a fey creature of challenge rating 6 or lower
  • range or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
    The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature

  • components which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)
  • duration as long as they don't violate its alignment. If you don't issue any commands to the fey creature

it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken

a fey up to 1 hour

0; Wall of Stone; 5th level Evocation; 1 action; 120 feet; V 0; Wall of Stone; 5th level Evocation; 1 action; 120 feet; V
0; Wrath of Nature; 5th level Evocation; 1 action; 120 feet; V 0; Wrath of Nature; 5th level Evocation; 1 action; 120 feet; V
0; Cloudkill; 5th level Conjuration; 1 action; 120 feet; V 0; Cloudkill; 5th level Conjuration; 1 action; 120 feet; V
0; Contagion; 5th level Necromancy; 1 action; Touch; V 0; Contagion; 5th level Necromancy; 1 action; Touch; V
0; Cone of Cold; 5th level Evocation; 1 action; Self (60-foot cone); V 0; Cone of Cold; 5th level Evocation; 1 action; Self (60-foot cone); V
0; Flame Strike; 5th level Evocation; 1 action; 60 feet; V 0; Flame Strike; 5th level Evocation; 1 action; 60 feet; V
0; Mass Cure Wounds; 5th level Evocation; 1 action; 60 feet; V 0; Mass Cure Wounds; 5th level Evocation; 1 action; 60 feet; V
0; Bones of the Earth; 6th level Transmutation; 1 action; 120 feet; V 0; Bones of the Earth; 6th level Transmutation; 1 action; 120 feet; V
0; Conjure Fey; 6th level Conjuration; 1 minute; 90 feet; V 0; Conjure Fey; 6th level Conjuration; 1 minute; 90 feet; V

S

  • casting time(mistletoe
  • range which the spell consumes

  • components that was harvested with a golden sickle under the light of a full moon)You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year
  • duration the spell lasts until dispelled.
    The spell creates the following effects within the area. When you cast this spell

you can specify creatures as friends who are immune to the effects. You can also specify a password that

when spoken aloud M; 24 hours

S

  • casting time up to 1 day
  • range(a set of divinatory tools - such as bones

  • components ivory sticks
  • duration cards

teeth

when spoken aloud M; Concentration

S; Instantaneous

  • casting time causing it to regain 70 hit points. The spell also ends blindness
  • range deafness

  • components and any diseases affecting the target. This spell has no effect on constructs or undead.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
  • duration the amount of healing increases by 10 for each slot level above 6th.

when spoken aloud Choose a creature that you can see within range. A surge of positive energy washes through the creature

S

  • casting time(a gem-encrusted bowl worth at least 1
  • range000 gp

  • components which the spell consumes)You bring forth a great feast
  • duration including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time

and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

when spoken aloud M; Instantaneous

S; Concentration

  • casting timeFlames race across your body
  • range 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

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

when spoken aloud up to 10 minutes

S; Concentration

  • casting timeUntil the spell ends
  • range ice rimes your body

  • components 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 terra in 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
  • duration or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

when spoken aloud up to 10 minutes

S; Concentration

  • casting timeUntil the spell ends
  • range bits of rock spread across your body

  • components and you gain the following benefits:
    • You have resistance to bludgeoning
  • duration piercing

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

when spoken aloud up to 10 minutes

S; Concentration

  • casting timeUntil the spell ends
  • range wind whirls around you

  • components 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
  • duration you fall

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 ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

when spoken aloud up to 10 minutes

S

  • casting time up to 2 hours
  • range(an iron blade and a small bag containing a mixture of soils - clay

  • components loam
  • duration and sand)Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt

sand

when spoken aloud M; Concentration

0; Druid Grove; 6th level Abjuration; 10 minutes; Touch; V 0; Druid Grove; 6th level Abjuration; 10 minutes; Touch; V
0; Find the Path; 6th level Divination; 1 minute; Self; V 0; Find the Path; 6th level Divination; 1 minute; Self; V
0; Heal; 6th level Evocation; 1 action; 60 feet; V 0; Heal; 6th level Evocation; 1 action; 60 feet; V
0; Heroes' Feast; 6th level Conjuration; 10 minutes; 30 feet; V 0; Heroes' Feast; 6th level Conjuration; 10 minutes; 30 feet; V
0; Investiture of Flame; 6th level Transmutation; 1 action; Self; V 0; Investiture of Flame; 6th level Transmutation; 1 action; Self; V
0; Investiture of Ice; 6th level Transmutation; 1 action; Self; V 0; Investiture of Ice; 6th level Transmutation; 1 action; Self; V
0; Investiture of Stone; 6th level Transmutation; 1 action; Self; V 0; Investiture of Stone; 6th level Transmutation; 1 action; Self; V
0; Investiture of Wind; 6th level Transmutation; 1 action; Self; V 0; Investiture of Wind; 6th level Transmutation; 1 action; Self; V
0; Move Earth; 6th level Transmutation; 1 action; 120 feet; V 0; Move Earth; 6th level Transmutation; 1 action; 120 feet; V

S; Concentration

  • casting timeYou have resistance to acid
  • range cold

  • components fire
  • duration lightning

and thunder damage for the spell's duration.
When you take damage of one of those types

when spoken aloud up to 1 minute

S

  • casting time up to 1 minute
  • range(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide

  • components 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save
  • duration a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save

it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration

when spoken aloud M; Concentration

S; 1 round

  • casting time at any distance
  • range on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration

  • components any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
  • duration

when spoken aloud This spell creates a magical link between a Large or larger inanimate plant within range and another plant

S

  • casting time up to 10 minutes
  • range(a handful of thorns)You create a wall of tough

  • components pliable
  • duration tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long

10 feet high

when spoken aloud M; Concentration

S

  • casting time(fire and holy water)You and up to ten willing creatures you can see within range assume a gaseous form for the duration
  • range appearing as wisps of cloud. While in this cloud form

  • components a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute
  • duration during which time a creature is incapacitated and can't move. Until the spell ends

a creature can revert to cloud form

when spoken aloud M; 8 hours

S

  • casting time up to 1 minute
  • range(a pinch of lime

  • components water
  • duration and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh

the creature must make a Constitution saving throw. On a failed save

when spoken aloud M; Concentration

S; Instantaneous

  • casting time which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save
  • range or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose

  • components plant life in the area is unaffected by this spell.
  • duration

when spoken aloud A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes

S; 10 days

  • casting time sound
  • range smell

  • components and even feel like some other sort of terrain. The terrain's general shape remains the same
  • duration however. Open fields or a road could be made to resemble a swamp

hill

crevasse You make terrain in an area up to 1 mile square look

S

  • casting time(a forked
  • range metal rod worth at least 250 gp

  • components attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms
  • duration such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells

and you appear in or near that destination. If you are trying to reach the City of Brass

for example M; Instantaneous

0; Primordial Ward; 6th level Abjuration; 1 action; Self; V 0; Primordial Ward; 6th level Abjuration; 1 action; Self; V
0; Sunbeam; 6th level Evocation; 1 action; Self (60-foot line); V 0; Sunbeam; 6th level Evocation; 1 action; Self (60-foot line); V
0; Transport via Plants; 6th level Conjuration; 1 action; 10 feet; V 0; Transport via Plants; 6th level Conjuration; 1 action; 10 feet; V
0; Wall of Thorns; 6th level Conjuration; 1 action; 120 feet; V 0; Wall of Thorns; 6th level Conjuration; 1 action; 120 feet; V
0; Wind Walk; 6th level Transmutation; 1 action; 30 feet; V 0; Wind Walk; 6th level Transmutation; 1 action; 30 feet; V
0; Flesh to Stone; 6th level Transmutation; 1 action; 60 feet; V 0; Flesh to Stone; 6th level Transmutation; 1 action; 60 feet; V
0; Fire Storm; 7th level Evocation; 1 action; 150 feet; V 0; Fire Storm; 7th level Evocation; 1 action; 150 feet; V
0; Mirage Arcane; 7th level Illusion; 10 minutes; Sight; V 0; Mirage Arcane; 7th level Illusion; 10 minutes; Sight; V
0; Plane Shift; 7th level Conjuration; 1 action; Touch; V 0; Plane Shift; 7th level Conjuration; 1 action; Touch; V

S

  • casting time(a prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell
  • range the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers

  • components legs
  • duration tails

and so on)

if any M; 1 hour

S

  • casting time up to 1 minute
  • range(a lodestone and iron filings)This spell reverses gravity in a 50-foot-radius

  • components 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach
  • duration thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall

falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there M; Concentration

M; Concentration

  • casting time(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
  • range 30-foot-high cylinder centered on that point. Until the spell ends

  • components 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
  • duration including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save

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

it remains there up to 1 minute

S

  • casting time(Mercury
  • range phosphorus

  • components and powdered diamond and opal with a total value of at least 1
  • duration000 gp

Consumed)When you cast this spell

it remains there M; Until dispelled or triggered

S; Concentration

  • casting timeYour magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns
  • range you can use your actions to transform affected creatures into new forms.
    The transformation lasts for the duration for each target

  • components or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast
  • duration though the target retains its alignment and Intelligence

Wisdom

it remains there up to 24 hours

S

  • casting time(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range
  • range either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature

  • components such as red dragons
  • duration goblins

or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it

it remains there M; 10 days

S

  • casting time up to 8 hours
  • range(burning incense and bits of earth and wood mixed in water)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
    When you cast the spell

  • components you change the current weather conditions
  • duration which are determined by the DM based on the climate and season.
    You can change precipitation

temperature

it remains there M; Concentration

S

  • casting time up to 1 minute
  • range(a pinch of dirt

  • components a piece of rock
  • duration and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration

an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

it remains there M; Concentration

S

  • casting time(a handful of clay
  • range crystal

  • components glass
  • duration or mineral spheres)You blast the mind of a creature that you can see within range

attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save

it remains there M; Instantaneous

0; Regenerate; 7th level Transmutation; 1 minute; Touch; V 0; Regenerate; 7th level Transmutation; 1 minute; Touch; V
0; Reverse Gravity; 7th level Transmutation; 1 action; 100 feet; V 0; Reverse Gravity; 7th level Transmutation; 1 action; 100 feet; V
0; Whirlwind; 7th level Evocation; 1 action; 300 feet; V 0; Whirlwind; 7th level Evocation; 1 action; 300 feet; V
0; Symbol; 7th level Abjuration; 1 minute; Touch; V 0; Symbol; 7th level Abjuration; 1 minute; Touch; V
0; Animal Shapes; 8th level Transmutation; 1 action; 30 feet; V 0; Animal Shapes; 8th level Transmutation; 1 action; 30 feet; V
0; Antipathy/Sympathy; 8th level Enchantment ; 1 hour; 60 feet; V 0; Antipathy/Sympathy; 8th level Enchantment ; 1 hour; 60 feet; V
0; Control Weather; 8th level Transmutation; 10 minutes; Self (5-mile radius); V 0; Control Weather; 8th level Transmutation; 10 minutes; Self (5-mile radius); V
0; Earthquake; 8th level Evocation; 1 action; 500 feet; V 0; Earthquake; 8th level Evocation; 1 action; 500 feet; V
0; Feeblemind; 8th level Enchantment ; 1 action; 150 feet; V 0; Feeblemind; 8th level Enchantment ; 1 action; 150 feet; V

S

  • casting time(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save
  • range a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save

  • components it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save
  • duration it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell.

it remains there M; Instantaneous

S; Concentration

  • casting timeA wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long
  • range 300 feet high

  • components and 50 feet thick. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. On a failed save

a creature takes 6d10 bludgeoning damage

it remains there up to 6 rounds

S; Concentration

  • casting timeA swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    When the cloud appears
  • range each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save

  • components or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
  • duration

it remains there up to 1 minute

S

  • casting time(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration
  • range the target can't be surprised and has advantage on attack rolls

  • components ability checks
  • duration and saving throws. Additionally

other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.

it remains there M; 8 hours

S

  • casting time up to 1 hour
  • range(a jade circlet worth at least 1

  • components500 gp
  • duration which you must place on your head before you cast the spell)You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead

and you must have seen the sort of creature at least once. You transform into an average example of that creature

it remains there M; Concentration

S; Concentration

  • casting timeA churning storm cloud forms
  • range centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area

  • components thunder booms
  • duration and strong winds roar. Each creature under the cloud (no more than 5

000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save

it remains there up to 1 minute

S

  • casting time(a sprinkle of holy water and diamonds worth at least 25
  • range000 gp

  • components 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. If the creature's soul is free and willing
  • duration the creature is restored to life with all its hit points.
    This spell closes all wounds

neutralizes any poison

cures all diseases M; Instantaneous

0; Sunburst; 8th level Evocation; 1 action; 150 feet; V 0; Sunburst; 8th level Evocation; 1 action; 150 feet; V
0; Tsunami; 8th level Conjuration; 1 minute; Sight; V 0; Tsunami; 8th level Conjuration; 1 minute; Sight; V
0; Incendiary Cloud; 8th level Conjuration; 1 action; 150 feet; V 0; Incendiary Cloud; 8th level Conjuration; 1 action; 150 feet; V
0; Foresight; 9th level Divination; 1 minute; Touch; V 0; Foresight; 9th level Divination; 1 minute; Touch; V
0; Shapechange; 9th level Transmutation; 1 action; Self; V 0; Shapechange; 9th level Transmutation; 1 action; Self; V
0; Storm of Vengeance; 9th level Conjuration; 1 action; Sight; V 0; Storm of Vengeance; 9th level Conjuration; 1 action; Sight; V
0; True Resurrection; 9th level Necromancy; 1 hour; Touch; V 0; True Resurrection; 9th level Necromancy; 1 hour; Touch; V