You temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute /1 successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
You cloak yourself in a protective field that absorbs incoming magic, rejuvenating your spell slots. When you are the target of a spell (including spells that affect multiple targets, but not area spells such as fireball), make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell has no effect on you and is absorbed by the field. You regain a spell slot of the same level as the spell that was cast against you. If you have no expended spell slots of that level, you don't regain a spell slot, but this spell remains in effect.Even if the spell manages to bypass the field, you gain advantage on your saving throw.
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Wisdom check of its choice. It can roll the die before or after making the check. The spell then ends.
You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony
A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Charisma check of its choice. It can roll the die before or after making the check. The spell then ends.
When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy's spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.
You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).
You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair /1he bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.
At Higher Levels. When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and
second sleeping area can each accommodate eight persons.
This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone /1he same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.
You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.
Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.
You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can't be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.
You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast, using its vision, hearing, smell, taste, and touch, and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely. This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you. While you experience the world through the beast's senses, your body is motionless, unaware of the outside world and effectively unconscious.The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast's senses when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing its death.
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.
Myriad Tiny objects animate at your command, forming a swarm. The objects' abilities conform to the rules stated in the animate objects spell, except that you animate only Tiny objects, which gather together into a Medium swarm. The area of the swarm is considered difficult terrain, and creatures in it are lightly obscured. The swarm has the following statistics: Armor Class 18Hit Points 20Str 4 /1ex 18Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Melee Weapon Attack +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 6 (1d4 + 4) damage.
The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).
This spell creates a link between you and a nearby source of arcane power, allowing you to draw on its strength to bolster your spellcasting ability. When you cast a spell, you can use a bonus action to draw on the link. Doing so means you expend no spell slots to cast the spell, the energy instead comes from the external power. The more you draw on the link, the harder it is to maintain. Each spell you cast in this manner decreases the duration of the arcane parasite spell by 10 minutes per level of the spell you cast using the link. For example, if you cast a fireball spell using the link, you would not expend a spell slot in the casting, but the duration of this spell would decrease by 30 minutes. If you cast a spell using the link and your remaining duration is equal to or less than the spell's level times
The recipient of this spell gains the benefits of both true seeing and detect magic until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spell's duration
When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body /1he spell fails if the target is normally noncorporeal.If as you were is cast on a corpse, its effect is identical to that of gentle repose, except that the corpse's appearance is restored to that of a healthy, uninjured (albeit dead) person.If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.This spell doesn't confer the ability to speak on undead that normally can't speak. The creature eats, drinks, and breathes as a living creature does /1t can mimic sleep, but it has no more need for it than it had before. The
effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early.Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.If this spell is cast on an undead creature that isn't your ally or under your control, it makes a Charisma saving throw to resist the effect.
You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.
You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree's branches (or in a similar area, at the GM's discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot.
You take on the aspect of a firebird (Tome of Beasts, p.201), including some physical attributes. A fiery mantle descends upon you, resembling feathery wings and an expansive tail. You gain immunity to fire and a flying speed of 60 feet. Any creatures within 5 feet of you gain immunity to natural, environmental cold.As an action, you can emit a blast of light 5 feet wide and 50 feet long. All creatures in its path take 6d6 fire damage and are blinded for 1d4 rounds. A successful Dexterity saving throw reduces the damage by half and negates the blindness. Each time you use this feature of the spell, its duration is reduced by 1 hour. When you expend the last hour of the duration, the spell ends at the start of your next turn.
You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head. You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal 1d6 bludgeoning damage on a hit.If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet.
A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature /1it: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.
You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell.
When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence /1ntil the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence /1ntil the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.
You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell. When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically. A creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell
is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.
After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.An awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.An awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically
repaired.
For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.
You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):
•One ally gains advantage on its next attack roll, saving throw, or ability check.
•An enemy has disadvantage on the next attack roll it makes against you or an ally.
•You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.
•Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns /1ou choose the benefit individually
for each ally. An ally must use the benefit on its turn, or the benefit is lost.
You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible /1ou could make a Dexterity (Acrobatics) check to perform a backflip /1r you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action, it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute, it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the
creature wins the contest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.
You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw /1 creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target's attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can't be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.This spell has no effect on undead or constructs.
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.
You temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the bestow curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details. The curse effect of binding oath can't be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature's breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.
You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.The orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube's area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.
You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally's space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends. The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon's inherent magical bonus, if any /1t receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.
You create a sound on a point within range. The sound's volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell's effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can't be charmed are immune to this spell.
Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage). Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.
You place a benediction upon a creature, ensuring it a healthy rest. If the target takes a short rest, it can reroll any Hit Die spent for regaining hit points and take the higher roll. If the target takes a long rest, it regains up to two extra Hit Dice when resting, up to its maximum Hit Dice. For example, if the target has eight Hit Dice, it can regain six spent Hit Dice upon finishing a long rest.Once the target has taken one rest (long or short), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for every two slot levels above 2nd.
You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can't become undead. The spell has no effect on living creatures or the undead.
You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes 1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes half as much damage and is not blinded. A cure wounds or healing word spell cast on the target ends this spell, in addition to its regular effects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
You touch the corpse of a creature that isn't undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 times /1he creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.
You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration.
You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.
Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8 hours.
The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.
You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell. D6EFFECT
1 2d10 acid damage to all creatures within 10 feet of the target
2 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target
3 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user's next turn
4 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon
5 2d10 force damage to the target, and the target is pushed 20 feet
6 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user's next turn
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.
You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl.Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, your Strength is considered to be 21, and the bludgeoning damage increases to 3d10. If you cast this spell using a spell slot of 6th level or higher, your Strength is considered to be 23, and the bludgeoning damage increases to 4d10.
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Strength check of its choice. It can roll the die before or after making the check. The spell then ends.
When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn't need to be a location you've been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn't avoid enemies or hostile creatures.
When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe's course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st
The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage
Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon's glow.The glow does not make invisible creatures visible, but it does indicate an invisible creature's general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell's area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell's effect.
Candle's insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it's extinguished normally or by the spell's effect. While the candle burns, the caster can question the spell's target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth /1he flame burns steadily through even an outrageously false statement, as long as the target believes it's true.Candle's insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle's insight without the consent of the spell's target is considered a serious breach of hospitality.
At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.The spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.
You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.
Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.
You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that's restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.As an action, you can scan the mind of the creature that's restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.
A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell's duration. The weapon can be wielded only by the caster /1he spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.
A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action.You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire /1ntil someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the fire damage and radiant damage increase by 1d6 for every two slot levels above 4th.
You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can't be affected by the phrase for 1 minute afterward. You can end the spell early by making a final utterance of the phrase (even if you've used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.
A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it. For the duration of the spell, you gain resistance to poison damage and immunity to the poisoned condition. In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes 2d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. A successful saving throw halves the damage and negates the poisoned effect.
You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker. As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.
You summon clockwork minions to fight for you. Choose one of the following options for what appears (refer to Tome of Beasts, p. 62-65, for statistics):
•One clockwork huntsman
•Two clockwork hounds
•Four clockwork watchmen. The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don't issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures of your choice appear: twice as many with a 6th-level slot, three times as many with a 7th-level slot, and four times as many with an 8th-level slot.
You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target /1pinning blades materialize on the missile after it strikes to further mutilate your enemy.As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile's shaft. Afterward, the projectile reverts to normal.This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn't removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.
Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it's in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
You temporarily make a creature within range less dexterous. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Dexterity check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage. If the target doesn't have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target's bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn't understand your language, or if your command is directly harmful to it.
Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one's turn, their bodies fuse together. Fused creatures still take their own turns, but they can't move, can't use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it's within 5 feet of a creature that's still under the spell's effect at the end of either creature's turn.Compelled movement doesn't affect a creature that can't be charmed or that is incorporeal.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.
You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature's actions. This has the following effects:
•You have advantage on attack rolls against the target.
•For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target's turn when it has completed its movement. This is deducted from your next turn's movement.
•As a reaction at the start of the target's turn, you can warn yourself and allies that can hear you of the target's offensive intentions /1ny creature targeted by the target's next attack gains a +2 bonus to AC or to its saving throw against that attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.
Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn't a telepathic link /1ou simply understand each other's verbal communication, similar to the effect of a speak with animals spell. This effect doesn't allow a druid in beast shape to cast spells.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.
This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage.Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.
You summon a fey hound to fight by your side. A hound of the night (Tome of Beasts, p. 251) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.
When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender (see below). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don't issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time
You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:
•One wraith
•One spectral guardian (Tome of Beasts, p. 358)
•One swarm of wolf spirits (Tome of Beasts, p. 377)Summoned creatures disappear when they drop to 0 hit points or when the spell ends.The summoned creature doesn't attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature's turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn't disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win
the fight or to inflict meaningful harm /1therwise it flees. You can't dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a deathwisp (Tome of Beasts, p. 72) or two ghosts instead.
You summon a transparent, faintly luminous barrier with a single arrow slit. The magical mantelet provides you with three-quarters cover for the duration of the spell. If you move on your turn, the mantelet moves with you.
You summon fey spirits that take the outward appearance of animals, but merely to serve as a distraction and trap for the unwary. The spell functions as conjure animals, but each mock animal has only 1 hit point and deals only 1 damage on a hit regardless of its appearance.When a mock animal is dropped to 0 hit points, it explodes in a flash of light, dealing 2d4 radiant damage to all creatures within 5 feet of it. Each creature that takes damage must make a Dexterity saving throw. On a failed save, the creature is blinded for 1 round. Exploding mock animals do not deal this damage to other mock animals.
You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.
You summon a shroud (Tome of Beasts, p. 348) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, you can choose to summon two shrouds or one specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o'-wisp.
You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.
At Higher Levels. When you cast this spell using a 4th-level spell slot, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a ghost, a shadow, or a wight.
You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.As part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends.If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action. In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn.At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell's duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame. If the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning /1he creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.
After you cast create thunderstaff on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.After 60 days, the staff is fully charged and can't absorb any more sound. At that point, it becomes a thunderstaff, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a thunderwave spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.If the final charge is not expended within 60 days, the staff becomes nonmagical again.
Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of crushing trample.
A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.
You cast a curse on a creature within range that you're familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn't merely an issue of perception /1he target physically can't draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply.
•In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets.
•A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter.
•The target has disadvantage on any Charisma-based checks made against creatures of the chosen type.A remove curse spell ends this effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th-level spell slot, the
spell lasts until dispelled.
By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure.D4RESULT
1Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll.
2 Target stands transfixed and blinking, takes no action.
3Target flees or fights (50 percent chance of each).
4Target charges directly at caster, enraged.
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature's soul.Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
•The target fails death saving throws on any roll but a 20.
•If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
•The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
Cursed gift imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect's duration has not expired.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.
When daggerhawk is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it's invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can't attack again until after your next turn.
Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you /1 creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.
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.
Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A 30-foot cube centered on you, fills with sticky, night-black webbing. The webs are difficult terrain and lightly obscure the area. You are unaffected by the aforementioned effects of the webs and gain a climbing speed of 30 feet when moving on the webs.If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.Each creature that starts its turn in the webs or that enters the webs during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained for as long as it remains in the webs or until it breaks free.Each turn that you are in the webs, you can use a bonus action to siphon life force from every creature restrained by the webs. Each creature takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt.A creature restrained by the webs can use its action to make a Strength check against your spell save DC. On a successful check, it is no longer restrained.The webs are not flammable, but are susceptible to radiant damage. Any 5-foot cube of webs exposed to
radiant damage dissipates to nothing in 1 round.
As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for all targets if one target attacks or casts a spell.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn't being worn or carried by a creature, it automatically takes maximum damage from the spell.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.
You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.
Sharp quills grow from your skin. You can end the spell early by using an action to dismiss it. You gain a +1 bonus to AC for the duration. If a creature hits you with an attack made by a light weapon, a natural attack, or an unarmed strike, it takes 2d8 piercing damage from your quills. A creature that grapples you takes damage from the quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you, it takes damage from the quills each round at the start of your turn.
You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.
At Higher Levels. When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.
Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.
This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can't reappear inside a solid object or not on solid ground /1nstead, it reappears in the nearest safe, unoccupied space along the path of travel.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.
You divine the weak points in your foes' defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.
Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.
A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell's or item's effect.
At Higher Levels. When you cast this spell using a 9th-level spell slot, the cube is 20 feet on a side.
Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy's spell fails and has no effect /1he enemy's action is used up but the spell slot isn't expended.
With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.
You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell.The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell's area.
An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it.Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.
You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained /1 restrained creature whose saving throw fails is paralyzed /1nd a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.Creatures turned to crystal can see, hear, and smell normally, but they don't need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster's spell save DC or be killed.Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.
You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th-level slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.
When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack /1ou take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can't parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don't require an attack roll affect you normally and don't destroy any illusory weapons.If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.The spell ends when its duration expires or when all your illusory weapons are destroyed or expended.An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.
When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you. The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can't cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it's affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.
You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. On a failed save, a target doesn't suffer the poison's usual effect /1nstead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours.Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by protection from poison or comparable magic.
Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target's nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn't use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn't use armor or a shield, the spell is expended with no effect.
The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn't become restrained.Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren't holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.
You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.The pit's radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal. The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage
/1hen the spell ends and you are incapacitated for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is stunned for 2 rounds after the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the depth of the pit by 10 feet for each slot level above 3rd.
A doom of the slippery rogue spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.
You touch a magic item and cause its magical energies to drain away. If the item is currently carried or held by another creature, you must make a melee spell attack to touch the item, against the wielder's AC. On a hit, the item loses 1d3 charges. If this reduction drops the item's charges to 0, any effects that occur when the item loses all its charges immediately take effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: 1d4 for a 5th-level slot, 1d6 for a 6th-level slot, 1d8 for a 7th-level slot, or 2d6 for an 8th- or 9th-level slot.
A swarm of flying, bat-like shapes swirl into existence in a 20-foot-radius cloud around the point you target your spell. Each round a creature begins its turn in the swarm, it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or become frightened for 1d4 rounds. Creatures that are immune to necrotic damage are not susceptible to the frightened effect.You can use an action on your turn to move the swarm up to 40 feet in any direction.
You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can't speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don't require air. A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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.
You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage /1 successful Wisdom saving throw negates the damage but doesn't prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a greater restoration or blight spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.
At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.
You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet.You cannot use the blindsight ability while deafened. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.
You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn't knocked prone on a succesful one.
You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path. The earth rises in a 15-foot-high, 15-foot-radius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. You use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn.Natural obstacles do not impede the spell's movement /1rees, rocks, and other natural obstacles simply rise up and around the swell and settle back into place behind it. The wave can travel up or down natural slopes with angles as great as 60 degrees. You can direct the wave to surge over man-made obstacles and creatures in its path. The swell washes over walls and other manufactured obstacles up to 15 feet high and 10 feet thick with no loss of movement, dealing 6d6 bludgeoning damage to an object as it passes. Resolve this damage against larger, rigid objects, such as walls, vehicles, or other
similar structures /1maller or malleable objects such as unsecured ropes or cloth are simply buried by the swell's passing. Larger objects are subject to the damage, but the wave cannot move over them unless the damage is enough to destroy the object. Creatures of Large size or smaller in the path of the wave take 6d6 bludgeoning damage and are buried. Buried creatures are considered restrained and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out.You can cast earth wave only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor.
You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.For the spell's duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.
When you cast this spell, you can recall any piece of information you've ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.
The target of this spell must be a creature that has horns, or the spell fails. Elemental horns causes the touched creature's horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature's gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals.Although commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt / decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state.
You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell's duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don't need to maintain concentration on the spell /1he recipient creature retains the transferred ability score points for the remainder of the hour.The spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful dispel magic spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can't regain the stolen attribute points, even with greater restoration or comparable magic.
At Higher Levels. If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a
9th-level spell slot, the duration is 24 hours.
A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.If the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended /1n a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.
When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.
You temporarily imbue your familiar with power, making it larger, tougher, and more vicious. While the spell lasts, your familiar has all the statistics of the giant version of its type, except for the fish (quipper), which has the statistics of a reef shark. Your familiar retains all its special abilities as described in the find familiar spell.If your familiar drops to 0 hit points and disappears, or you dismiss your familiar, the spell ends, and your familiar is returned to its normal form when you next summon it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration is 1 hour and does not require concentration. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 24 hours.
You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.
You are able to divine the exact amount of a number of like objects in a 10-foot-cube centered on a point within range. You can be general (How many coins in this chest?) or specific (How many silver coins in this chest?) but can receive only one number as a response from the casting of this spell. If, for example, you want to know the number of coins of each denomination in a chest, you must cast the spell anew for each type of coin to be counted (copper, silver, gold, and so forth).
You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.Creatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells.The aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell's presence can be detected on the original target). Protection from poison negates the spell's effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Intelligence check of its choice. It can roll the die before or after making the check. The spell then ends.
By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell /1f the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief, no more than a sentence, and very specific to the framed question. It doesn't matter whether the creature was your friend or enemy /1he spell compels it to answer in any case.
You cause your body to produce a caustic acid. You and anything you were holding or carrying when the spell is cast is immune to the acid. While the spell is active, you can make a melee attack roll against a target, dealing 4d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round on your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by physical means (ropes, chains, or similar restraints), the creature or the restraints takes the acid damage each round.
The ground thrusts sharply upward along a 5-foot-wide, 60-foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn't damage permanent structures.
A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.
At Higher Levels. When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.
The target of feather travel (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd
By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown
You lay a glamer upon a touched creature that makes it more interesting, attractive, and compelling. For the duration of the spell, the target has advantage on all Charisma checks.
You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.
When this spell is cast on any fire that's at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.
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.
You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.
The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.
You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.
A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save /1n a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.
A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can't cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.
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
You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies. If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it, friend or foe, the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. Each round, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.
The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your next initiative roll. The spell ends if you attack or cast a spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any other target of this spell attacks or casts a spell.
While in a forest, you touch a willing creature and infuse it with the forest's energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.
A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range. Creatures in the area take 5d8 piercing damage and are restrained. A successful Dexterity saving throw reduces the damage by half and negates the restrained condition. A creature that starts its turn in the area and is already restrained by the spears takes an extra 2d8 damage from the pain of being held aloft as well as bleeding from its wounds. A creature restrained by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself.For the duration of the spell, the area is difficult terrain. The spears (AC 14) can be damaged /1hey are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot-square section of spears takes 15 damage, that's enough to free a restrained creature or clear the section of spears.
While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, or meteor swarm. Such spells can't be cast while the spellcaster is in the cube. You can create a permanently protected area by casting this spell at the same location every day for one year.
By drawing on the energy of the gods, you can temporarily assume the form of your patron's avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the avatar form stat block).
•Your size becomes Large, unless you were already at least that big.
•You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.
•You gain a Multiattack action option, allowing you to make two slam attacks and a bite.
•Your ability scores change to reflect your new form, as shown in the stat block.You remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Constitution check of its choice. It can roll the die before or after making the check. The spell then ends.
You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold /1ny creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.
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.
Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.
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.
You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target's Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.
You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.
You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:
•Its Armor Class increases by 2, to a maximum of 20.
•When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.
•It is immune to necrotic damage and radiant damage.
•It can't be reduced to less than 1 hit point.
At Higher Levels. When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn't require concentration.
This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.
You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected by the gift of luck, the spell ends.
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.
A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires.
At Higher Levels. When you cast this spell using a spell slot of 5th, 6th, or 7th level, the maximum duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the maximum duration increases to 72 hours.
Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow's Strength Drain, or its hit point maximum, such as a specter's Life Drain. This spell doesn't prevent damage from those attacks /1t prevents only the reduction in ability score or hit point maximum.
You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage. The target gains advantage on Dexterity (Stealth) checks, but has disadvantage on any Charisma checks made while under the glamer.
Provided you're not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.
When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent, lightly obscuring the area beyond it, from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature's next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.
You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.The glyph disappears after being triggered or when the spell's duration expires.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.
A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.
You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain. When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell.If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.
You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it's distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw /1n a failed save, the attack is made with disadvantage. Only a creature's first attack in a round is affected this way /1ubsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.
You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell.
At Higher Levels. At the GM's discretion, casting grain of truth using a 4th-level spell slot can provide advice equivalent to a divination spell /1 5th-level spell slot can provide advice equivalent to a single answer from a commune spell /1nd a 6th-level spell slot can provide advice equivalent to three answers from a contact other plane spell.
This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim's available spell slots are transferred to you, to be used as your own. Roll a d6 /1he result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots. For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target's highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. If the target has no available spell slots of an appropriate level, for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots, then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you're able to use,
treat it as of the highest level you can use.Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of remove curse, greater restoration, or comparable magic.
You discover all mechanical properties, mechanisms, and functions of a single construct, clockwork device, mechanical trap, or magic item, including how to activate or deactivate those functions, if appropriate.
This spell functions as maze, but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.Escaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.
You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature is affected for each slot level above 1st.
This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn't the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a -2 penalty on that roll.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.
You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can't take reactions until the end of its next turn.The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw /1 creature can choose to fail this saving throw unless it's currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration /1f it's currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell's duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.
You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can't take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.
When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-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.When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn't traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can't safely move in the opposite direction from your chosen direction, it cowers in place,
defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell's effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.
You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one's eyes or wearing a blindfold.
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself, if it's a thrown weapon, seeks its target's vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.
For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.
You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.
You slow the beating of a willing target's heart to the rate of one beat per minute. The creature's breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.
The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.
A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.
You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout Pull! When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.
You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you're casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:
•The target's most common name (if any).
•The target's creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).
•The target's current status (alive, dead, sick, wounded, healthy, etc.).
•The circumstances of the target shedding the blood you're holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target's location at the time you cast this spell. While moving toward the location, if you are presented with a choice of
paths, the spell automatically indicates which path provides the shortest and most direct route to the location.
You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon's wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon's wielder currently has, it becomes frightened instead /1 frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.
You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.
When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.
You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.
You willingly take a vow to complete a task or carry out a service. This task or service cannot conflict with your alignment or your sacred oath. While you serve under the vow, for as long as the spell lasts, your hit point maximum and current hit points increase by 10. Whenever you make an attack roll or a saving throw, roll a d4 and add the result to the attack roll or saving throw. These benefits apply only when you are involved in activities that directly relate to your avowed task, or to situations you encounter that interfere with your ability to carry out that task (such as random encounters while traveling).If you willingly forsake your vow, the spell ends, and you take 4d10 psychic damage. At the GM's discretion, you might suffer other penalties and need to atone for your decision. See the Breaking Your Oath sidebar in the paladin class description for more details. Failing to complete the task does not incur any penalties as long as you remain true to your vow, nor are you penalized if some form of outside coercion, magical or otherwise, leads you to forsake your vow (being charmed, for instance, or if a villain threatens the lives of innocents if you do not break the vow).
You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the allies you have chosen have resistance to normal weapon attacks, including bludgeoning, piercing, and slashing damage. If a target moves farther than 30 feet from you, the effect ends for that creature.
You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.
You grant a creature you touch preternatural senses and insight into its immediate environment. Until the spell ends, the target gains advantage on Wisdom (Perception)and Wisdom (Survival) checks and ignores the effect of natural (nonmagical) difficult terrain.
You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.
You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants /1 creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.
You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant /1he enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance. During combat, a creature so enthralled can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation. In nonthreatening conditions, the creature can make a new saving throw against the effects every hour. Once a creature has made a successful save, it recognizes the magical compulsion that has affected it. This does not provide immunity from the spell, however, and if the creature reads the words again, it must make another save or fall under the spell's
effects once more.
You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts. Ice soldiers have the statistics shown below.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier
One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant.The petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with greater restoration or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.If the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.
You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.
You create the illusion of a trap upon an object you touch, such as a door, a chest, or a 5-foot-square area of floor. A creature specifically looking for traps that examines the object must make a Wisdom saving throw. On a successful save, the creature takes 1d10 psychic damage, the spell ends, and the creature realizes that the trap was not real. On a failed save, the creature believes the object contains a trap. If the creature then tries to disarm or otherwise interact with the trap in order to set it off, it must make a Dexterity check against your spell save DC. On a successful check, the creature takes 1d10 psychic damage and realizes the trap is not real. On a failed check, the creature takes 5d10 psychic damage and is stunned for 1 round, believing that it accidentally set off the trap and was injured by it.
You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it's considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.
You temporarily weaken a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Strength check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be overcome with indecision. On a failed save, the target takes its entire turn to perform its next action due to the creature's hesitation. If the creature fails the saving throw by 5 or more, it takes no action that round. If the creature has moved before taking an action, its action does not occur until the start of its next turn. Each round, the creature can attempt another saving throw at the start of its turn. On a successful save, the spell ends.This spell has no effect on a creature with an Intelligence score of 5 or lower.
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. The creatures must be within 30 feet of each other when you target them.
With a flash of insight, you know how to take advantage of your foe's vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.
The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time /1ubsequent, overlapping castings have no additional effect and don't extend the spell's duration.
Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof).Each wall has two arrow slits. One wall also includes a metal door with an arcane lock effect on it. You designate at the time of the fort's creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.
With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don't need to be the actual components a siege weapon is normally built from /1hey just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon's hit points. For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.
At Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made /1t 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots' worth of ammunition.
You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare's location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping
awakens you if you are sleeping.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.
You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion's attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.Whichever version of the spell is cast, if the distance between the
champion and its designated ally increases to more than 60 feet, the spell ends
An ire of the mountain spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.
Iron hand is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you're protected by iron hand, you have resistance to fire damage until the start of your next turn.
One willing creature you touch becomes immune to psychic damage and mind-altering effects for the spell's duration.
You subtly alter the digestive system of the creature you touch, allowing it to safely eat and extract nutrition from any organic matter it eats. As long as the creature eats at least 1 pound of organic matter per day, it does not suffer from hunger. If it eats organic matter that is poisonous, or that has been poisoned with an organic substance (serpent venom, for example), it has advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line that is 5 feet wide. Each creature in that line and up to 100 feet above it takes 2d8 thunder damage plus 2d8 piercing damage /1 successful Dexterity saving throw negates the piercing damage.On a failed save, a creature is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a DC 13 Strength check. On a successful check, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.
Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.
You light a specially prepared candle and place it beneath an open potion as you cast this spell. The potion is vaporized into a cloud that extends out five feet from you in all directions. All creatures in range, including yourself, that breathe in the magical vapors can benefit from the effects of the potion. The duration is divided equally among those partaking, rounding down any fractions. If the spell is used with a potion of healing, all creatures in the area receive the average number of hit points that would be healed by a potion of that type.
You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can't include manufactured structures and if such a structure exists in the area, the spell ends.While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.Killing fields creates the following effects within the area.Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally
isn't incapacitated.Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature.Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature. You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell.
You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person. The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken /1his reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route. In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.You gain a perfect memory of all portions of the structure you move through during the spell's duration. If you revisit such a portion, you recognize that you've been there before and automatically notice any changes to the environment.Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.
You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance. On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage.You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack.
You instill up to six creatures within range with the ability to laugh at something that would normally frighten them. An affected creature has advantage on saving throws against any spell or effect that causes the frightened condition. When a creature protected by this spell succeeds on such a saving throw, it can, if it has the mentality and capability to do so, laugh at the creature that caused the frightened condition. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of the one who laughed. The frightened condition lasts as long as that creature can see or hear the creature who laughed, or until the spell's duration expires.
When you cast lava stone on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn't used immediately
A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.
While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a swarm of poisonous snakes, except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don't issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the legion's poison damage increases by 1d6 for each slot level above 3rd.
This spell functions as maze, but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.
Liar's gift makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you're saying. On a failed check, the creature knows that you tried to manipulate it with magic. If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling.
The touch of your hand can siphon energy from the undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of its hit point maximum. This effect can't heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.
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.
For the duration, you can sense the location of any creature that isn't a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn't sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can't sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.
You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects /1ou choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.
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This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.
You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces /1or example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area.
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.
You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.
This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. 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.d10Behavior
1-3The creature spends its turn moping like a lovelorn teenager /1t doesn't move or take actions.
4-5The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
6The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1.
7-8The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action.
9The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined
creature.
10The creature can act and move normally.At the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
You briefly drop the veil of reality for selected targets, allowing a brief glimpse into the deep nothing beyond this realm to shatter their minds. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw or take 8d10 psychic damage and be driven insane for 10 minutes, per the symbol spell. On a successful saving throw, a creature takes half the damage and is stunned for 1 round. Creatures already suffering from insanity are immune to this spell. Blindness, however, is not a defense, since the experience is not sight-based, but an internal awareness.
You magnetize a large piece of metal or stone (such as a door, a stone pillar, or a 5-foot-square section of floor) that you touch, giving it a powerful attraction to ferrous metal. Any iron objects within 50 feet of the target that are not fastened down or being held or worn are pulled toward it, moving against or up to the target and remaining there. Any creature located between such an object and the magnet might be struck /1oll a ranged spell attack against the target's AC. On a hit, the target takes 2d10 damage of the appropriate type (bludgeoning for a hammer, slashing or piercing for a sword, and so forth).Objects held by or in the possession of a creature are also attracted. The creature must succeed on a Strength saving throw to retain a grip on any held or worn objects. On a successful save, the creature retains possession of the object, but is dragged 5 feet closer to the magnet. A creature can voluntarily release a metal object in its possession and forgo a save.Creatures garbed in mostly metal armor, or made of metal, are also attracted to the magnet, and have disadvantage on their saving throws to avoid being pulled toward it. If such a creature succeeds on its saving throw, it can move away from the
magnet on its turn, but the area within 50 feet of the magnet is considered difficult terrain. If the creature is still in this area at the start of its next turn, it must make another successful saving throw to avoid being drawn toward the magnet. A creature that comes into contact with the magnet is restrained. It can negate this condition by using an action and succeeding on a Strength check against your spell save DC to remove itself from the magnet.
Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.Lower Limb. The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by remove curse, greater restoration, or similar magic.
You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.
You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that's in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature's choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.A creature that's restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can't breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn't need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it's still in the ash pit at the start of its
next turn.The diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.
You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.
You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.
At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage
You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that's in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.
You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.
This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity's Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity 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, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.
While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness.Any creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.The glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.
A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn't have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn't have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn't have all of its hit points. The spell has no effect on creatures that don't have blood.
This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher
This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.
Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. You can use an action to dismiss this spell. Nature's aegis gives you an Armor Class of 14 + your Dexterity modifier. The armor weighs 8 pounds and provides you with advantage on Dexterity (Stealth) checks made to hide in the terrain from which you used the vegetation.
You channel destructive energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks for a number of rounds equal to the spell slot you expended. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.
You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell's range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by night terrors.
You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.
You touch a willing subject. Once before the spell ends, the target can roll a d6 and add the result to one Dexterity check of its choice. It can roll the die before or after making the check. The spell then ends
You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.
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. NOT DEAD YET
The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single not this day! spell at one time /1 second casting on the same target cancels the preexisting protection.
You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is eaten. If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points.If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours.
You temporarily cloud the mind of a creature within range, inhibiting its decision-making skills. If the target succeeds on a Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Wisdom check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect.
This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.
You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn't make d20 rolls, to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.
You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw.The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.
A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn't a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage.If the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.
By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You make your flesh and blood poisonous, deterring creatures that might want to devour you. For the duration, any creature that hits you with a bite attack must make a Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned. Creatures with an Intelligence of 5 or lower will not willingly bite you again, seeking other prey instead. If such a creature is unable to disengage from combat with you, it will use other attack actions to deal damage if possible, but will continue to use its bite attack if it has no other option.If you are swallowed by a creature, immediately after you take whatever damage is dealt by the creature's digestion, the creature takes 4d8 poison damage and is poisoned for 1 hour. A successful Constitution saving throw negates the poisoned condition. On its next turn, the creature uses an action to spit you out.
You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell's duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends.
At Higher
Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.
You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:
•Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.
•Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.
•Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker's allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn't incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by
1 minute for each slot level above 3rd.
When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.
When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.
You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:
•You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.
•You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn't incapacitated.
•Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.
•You gain a +2 bonus to AC.
•You have proficiency on Constitution saving throws.
A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray's effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8. D8COLOREFFECTSAVING THROW
1Red 8d10 fire damage. Dexterity
2Orange 8d10 acid damage. Dexterity
3Yellow 8d10 lightning damage Dexterity
4Green Target poisoned. Constitution
5Blue Target deafened. Constitution
6Indigo Target frightened Wisdom
7Violet Target stunned. Constitution
8Shifting ray Target blinded. Constitution. A target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target /1n a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.
You cause a fist-sized chunk of stone to appear and hurl itself against the spell's target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool's radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.
You extinguish all nonmagical fires in a 30-foot-radius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a Wisdom check. The DC equals 10 + the spell's level. On a successful check, the spell ends.Fire elementals in the area take 8d6 cold damage. A successful Constitution saving throw reduces the damage by half.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the area increases by 10 feet, and the damage against fire elementals increases by 1d6, for each slot level above 3rd.
You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.
You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a greater restoration spell or comparable magic.This spell has no effect on constructs or undead.
By handling an object and reading the psychic residue on it, you can divine information about the item's history. After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item's ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions. The following are examples of information you can obtain through use of this spell:
•The item's name, if it has one
•A visual image of the last creature to handle the item
•An impression of the emotional state of the creature that last used the item
•If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it
•A visual image of the item's owner or crafter
•Information regarding the item's historical significance, if any
You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws /1esistance to bludgeoning, piercing, and slashing damage from nonmagical attacks /1nd a +2 bonus to damage with melee weapons.When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.
You draw magical energy through yourself as a conduit to recharge a magic item. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in question is capable of a retributive strike. If such an item is charged past its capacity, it explodes as if you had used an action to enact the retributive strike, with all the resulting effects.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you restore 1 additional charge for each slot level above 5th.
You magically remove strong odors from an area, person, or object. Up to a 40-foot cube or a single creature or object of up to Large size can be affected. A room full of garbage or carrion ceases to smell, for example, or someone sprayed by a skunk no longer bears the odor. If there is still material producing odors