the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, 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. Enlarge/Reduce,PHB,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Sorcerer, Wizard,Bard, Druid,You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.If the
target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1)., Erupting
Earth,XGE,3rd,Action,Instantaneous,Transmutation,120 feet,V, S, M (a piece of obsidian),Druid, Sorcerer, Wizard,,Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evard's Black Tentacles,PHB,4th,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a piece of tentacle from a giant octopus or a giant squid),Wizard,,Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6
bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself., Expeditious Retreat,PHB,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action., Fabricate,PHB,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however,
the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects., False Life,PHB,1st,Action,1 hour,Necromancy,Self,V, S, M (a small amount of alcohol or distilled spirits),Artificer, Sorcerer, Wizard,,Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. Far Step,XGE,5th,Bonus,Concentration, up to 1 minute,Conjuration,Self,V,Sorcerer, Warlock, Wizard,,You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again., Fast Friends,AI,3rd,Action,Concentration, up to 1 hour,Enchantment,30
feet,V,Bard, Cleric, Wizard,,When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.When the spell ends, the creature knows it was charmed by you., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above
3rd. Fear,PHB,3rd,Action,Concentration, up to 1 minute,Illusion,Self (30-foot cone),V, S, M (a white feather or the heart of a hen),Bard, Sorcerer, Warlock, Wizard,,You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature., Feather Fall,PHB,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or a piece of down),Artificer, Bard, Sorcerer, Wizard,,Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature., Feign Death,PHB,3rd,Action,1 hour,Necromancy (ritual),Touch,V, S, M (a pinch of graveyard
dirt),Bard, Cleric, Druid, Wizard,,You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, 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, the disease and poison have no effect until the spell ends., Find Familiar,PHB,1st,1 Hr.,Instantaneous,Conjuration (ritual),10 feet,V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier),Wizard,,You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.Additional
animal form choices may be available at the DM's discretion.Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.You can't have more than one familiar at a time. If you cast this spell while
you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll., Fire Bolt,PHB,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)., Fire Shield,PHB,4th,Action,10 minutes,Evocation,Self,V, S, M (a bit of phosphorus or a firefly),Wizard,Druid, Sorcerer,Thin and wispy flames wreathe your body for the duration, 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, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield., Fireball,PHB,3rd,Action,Instantaneous,Evocation,150 feet,V, S, M (a tiny ball of bat guano and sulfur),Sorcerer, Wizard,,A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It 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 level above 3rd. Flame Arrows,XGE,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Ranger,
Sorcerer, Wizard,,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Flaming Sphere,PHB,2nd,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron),Druid, Wizard,Sorcerer,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, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the
sphere stops moving this turn.When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet., At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Fly,PHB,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a wing feather from any bird),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Fog Cloud,PHB,1st,Action,Concentration, up to 1 hour,Conjuration,120 feet,V, S,Druid, Ranger, Sorcerer, Wizard,,You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, 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, the radius of the fog increases by 20 feet for each slot level above 1st. Fortune's Favor,EGW,2nd,1 Min.,1 hour,Divination,60 feet,V, S, M (a white pearl worth at least 100 gp, which the spell consumes)You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll., 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. Friends,PHB,Cantrip,Action,Concentration, up to 1
minute,Enchantment,Self,S, M (a small amount of makeup applied to the face as this spell is cast),Bard, Sorcerer, Warlock, Wizard,,For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it., Frost Fingers,IDRotF,1st,Action,Instantaneous,Evocation,Self (15-foot cone),V, S,Wizard,,Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.The cold freezes nonmagical liquids 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, the damage increases by 1d8 for each slot level above 1st. Frostbite,XGE,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You cause numbing frost to form
on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Gaseous Form,PHB,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (a bit of gauze and a wisp of smoke),Sorcerer, Warlock, Wizard,,You transform a willing creature you touch, along with everything it's wearing and carrying, 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, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise
incapacitated.While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells., Geas,PHB,5th,1 Min.,30 days,Enchantment,60 feet,V,Bard, Cleric, Druid, Paladin, Wizard,,You place a magical command on a creature that you can see within range, 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, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, 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, 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, or wish spell also ends it., At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. Gentle Repose,PHB,2nd,Action,10 days,Necromancy (ritual),Touch,V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration),Cleric, Wizard,Paladin,You touch a corpse or other remains. For the duration, 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, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead., Gift of Alacrity,EGW,1st,1 Min.,8 hours,Divination,Touch,V, SYou touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls., Gift of Gab,AI,2nd,Reaction,Instantaneous,Enchantment,Self,V, S, R (2 gp),Bard, Wizard,,“When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.”— MôrgænJim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the
local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell., Glyph of Warding,PHB,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes),Artificer, Bard, Cleric, Wizard,,When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you
cast this spell, the glyph is broken, and the spell ends without being triggered.The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph
erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can
store any spell of up to the same level as the slot you use for the glyph of warding. Gravity Sinkhole,EGW,4th,Action,Instantaneous,Evocation,120 feet,V, S, M (a black marble)A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Grease,PHB,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Wizard,Sorcerer,Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there
must also succeed on a Dexterity saving throw or fall prone., Greater Invisibility,PHB,4th,Action,Concentration, up to 1 minute,Illusion,Touch,V, S,Bard, Sorcerer, Wizard,,You 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., Green-Flame Blade,TCE,Cantrip,Action,Instantaneous,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Warlock, Wizard,Sorcerer, Warlock, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and
2d8) and 17th level (3d8 and 3d8)., Gust,XGE,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You seize the air and compel it to create one of the following effects at a point you can see within range:One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze., Gust of Wind,PHB,2nd,Action,Concentration, up to 1 minute,Evocation,Self (60-foot line),V, S, M (a legume seed),Druid, Sorcerer, Wizard,Ranger,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, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you., Hallucinatory Terrain,PHB,4th,10 Min.,24 hours,Illusion,300 feet,V, S, M (a stone, a twig, and a bit of green plant),Bard, Druid, Warlock, Wizard,,You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion
can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain., Haste,PHB,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it., Hold Monster,PHB,5th,Action,Concentration, up to 1 minute,Enchantment,90 feet,V, S, M (a small, straight piece of iron),Bard, Sorcerer, Warlock, Wizard,,Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, 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 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Hold Person,PHB,2nd,Action,Concentration, up to 1 minute,Enchantment,60 feet,V, S, M (a small, straight piece of iron),Bard, Cleric, Druid, Sorcerer, Warlock, Wizard,,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, 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, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Hypnotic Pattern,PHB,3rd,Action,Concentration, up to 1 minute,Illusion,120 feet,S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material),Bard, Sorcerer, Warlock, Wizard,,You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The
pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor., Ice Knife,XGE,1st,Action,Instantaneous,Conjuration,60 feet,S, M (a drop of water or piece of ice),Druid, Sorcerer, Wizard,,You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Ice Storm,PHB,4th,Action,Instantaneous,Evocation,300 feet,V, S, M (a pinch of dust and a few drops of water),Druid, Sorcerer, Wizard,,A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 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, 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, the bludgeoning damage increases by 1d8 for each slot level above 4th. Identify,PHB,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth at least 100 gp and an owl feather),Artificer, Bard, Wizard,,You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it., Illusory Script,PHB,1st,1 Min.,10 days,Illusion (ritual),Touch,S, M (a lead-based ink worth at least 10
gp, which the spell consumes),Bard, Warlock, Wizard,,You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.Should the spell be dispelled, the original script and the illusion both disappear.A creature with truesight can read the hidden message., Immolation,XGE,5th,Action,Concentration, up to 1 minute,Evocation,90 feet,V,Sorcerer, Wizard,,Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30
feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.If damage from this spell kills a target, the target is turned to ash., Immovable Object,EGW,2nd,Action,1 hour,Transmutation,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes)You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet., At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a
spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled. Incite Greed,AI,3rd,Action,Concentration, up to 1 minute,Enchantment,30 feet,V, S, M (a gem worth at least 50 gp),Cleric, Warlock, Wizard,,When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target., Infernal Calling,XGE,5th,1 Min.,Concentration, up to 1 hour,Conjuration,90 feet,V, S, M (a ruby worth at least 999 gp),Warlock, Wizard,,Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating
6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your
command—such as attack my enemies, explore the room ahead, or bear this message to the queen—until it completes the activity, at which point it returns to you to report having done so.If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Infestation,XGE,Cantrip,Action,Instantaneous,Conjuration,30 feet,V, S, M (a living flea),Druid, Sorcerer, Warlock, Wizard,,You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north