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

  • casting time an inanimate object
  • range or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times

  • components you can have up to three non-instantaneous effects created by it active at a time
  • duration and you can dismiss such an effect as an action.,Druid (XGE)

Other change its color or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature

S,Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).,Druid (XGE)
  • duration

Other up to 1 minute,You create a bonfire on ground that you can see within range. Until the spells ends

S,Instantaneous,Whispering to the spirits of nature

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

  • components falling snowflakes for snow
  • duration and so on. This effect persists for 1 round.
    Bloom. You instantly make a flower blossom

a seed pod open

Other you create one of the following effects within range.
Weather Sensor. You create a Tiny

S,Instantaneous,You exert control over the elements

  • casting time stir dust
  • range rustle leaves

  • components and close open doors and shutters
  • duration all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
    Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area

or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored

Other creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth

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

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

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

Other the target takes 1d6 cold damage

S,Concentration

  • casting time the creature adds 1d4 to any ability check using the chosen skill.,Druid
  • range

Other up to 1 minute,You touch a willing creature and choose a skill. Until the spell ends

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

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.,Druid (XGE)

Other such as causing leaves to rustle

S

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

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

south: 3

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

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

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

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

the spell then ends on the stone.
If you cast this spell again

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

0,Control Flames,Transmutation cantrip,1 action,60 feet,S,Instantaneous or 1 hour (see below),You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0,Control Flames,Transmutation cantrip,1 action,60 feet,S,Instantaneous or 1 hour (see below),You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0,Create Bonfire,Conjuration cantrip,1 action,60 feet,V 0,Create Bonfire,Conjuration cantrip,1 action,60 feet,V
0,Druidcraft,Transmutation cantrip,1 action,30 feet,V 0,Druidcraft,Transmutation cantrip,1 action,30 feet,V
0,Elementalism,Transmutation cantrip,1 action,30 feet,V 0,Elementalism,Transmutation cantrip,1 action,30 feet,V
0,Frostbite,Evocation cantrip,1 action,60 feet,V 0,Frostbite,Evocation cantrip,1 action,60 feet,V
0,Guidance,Divination cantrip,1 action,Touch,V 0,Guidance,Divination cantrip,1 action,Touch,V
0,Gust,Transmutation cantrip,1 action,30 feet,V 0,Gust,Transmutation cantrip,1 action,30 feet,V
0,Infestation,Conjuration cantrip,1 action,30 feet,V 0,Infestation,Conjuration cantrip,1 action,30 feet,V
0,Magic Stone,Transmutation cantrip,1 bonus action,Touch,V 0,Magic Stone,Transmutation cantrip,1 bonus action,Touch,V

S

  • casting time such as a broken chain link
  • range two halves of a broken key

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

you mend it

east: or 4 M,Instantaneous,(two lodestones)This spell repairs a single break or tear in an object you touch

S

  • casting time 1 foot of stone
  • range metal

  • components or wood
  • duration or a thin sheet of lead blocks the spell.,Druid

east: or 4 M,1 round,(a copper wire)You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

you can instantaneously excavate it

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

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

creating images

east: or 4 move it along the ground

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

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

east: or 4 the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12)

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

  • casting time your teeth or fingernails return to normal.
    The spell's damage increases by 1d10 when you reach 5th level (2d10)
  • range 11th level (3d10)

  • components a nd 17th level (4d10).,Druid (XGE)
  • duration

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

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

  • casting time and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
    Until the spell ends
  • range you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit

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

and 17 (4d8).,Druid

east: or 4 the flame emits no heat and ignites nothing

S,Concentration

  • casting time Bludgeoning
  • range Cold

  • components Fire
  • duration Lightning

Necrotic

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

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

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

Piercing provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

S

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

  • components it can be Force damage or the weapon’s normal damage type (your choice).
    The spell ends early if you cast it again or if you let go of the weapon.
    Cantrip Upgrade. The damage die changes when you reach levels 5 (d10)
  • duration 11 (d12)

and 17 (2d6).,Druid

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

0,Mending,Transmutation cantrip,1 minute,Touch,V 0,Mending,Transmutation cantrip,1 minute,Touch,V
0,Message,Transmutation cantrip,1 action,120 feet,V 0,Message,Transmutation cantrip,1 action,120 feet,V
0,Mold Earth,Transmutation cantrip,1 action,30 feet,S,Instantaneous or 1 hour (see below),You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0,Mold Earth,Transmutation cantrip,1 action,30 feet,S,Instantaneous or 1 hour (see below),You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0,Poison Spray,Necromancy cantrip,1 action,30 feet,V 0,Poison Spray,Necromancy cantrip,1 action,30 feet,V
0,Primal Savagery,Transmutation cantrip,1 action,Self,S,Instantaneous,You channel primal magic to cause your teeth or fingernails to sharpen 0,Primal Savagery,Transmutation cantrip,1 action,Self,S,Instantaneous,You channel primal magic to cause your teeth or fingernails to sharpen
0,Produce Flame,Conjuration cantrip,1 bonus action,Self,V 0,Produce Flame,Conjuration cantrip,1 bonus action,Self,V
0,Resistance,Abjuration cantrip,1 action,Touch,V 0,Resistance,Abjuration cantrip,1 action,Touch,V
0,Shape Water,Transmutation cantrip,1 action,30 feet,S,Instantaneous or 1 hour (see below),You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0,Shape Water,Transmutation cantrip,1 action,30 feet,S,Instantaneous or 1 hour (see below),You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0,Shillelagh,Transmutation cantrip,1 bonus action,Touch,V 0,Shillelagh,Transmutation cantrip,1 bonus action,Touch,V

S,Instantaneous,Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet)

  • casting time and 17 (120 feet).,Druid
  • range

Piercing 11 (60 feet)

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

  • casting time and until the end of your next turn
  • range it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
    Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8)

  • components 11 (3d8)
  • duration and 17 (4d8).,Druid

Piercing the target takes 1d8 Radiant damage

S

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

  • components you can pull it up to 10 feet closer to you.
    Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).,Druid

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

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).,Druid

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

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage,Self,S,1 round,The spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

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

Piercing cold

S

  • casting time the spells ends.
    Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.,Druid
  • range

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

S

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

  • components the beast can understand your telepathic messages to it
  • duration and it can telepathically communicate simple emotions and concepts back to you. While the link is active

the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.,Druid (XGE)

Piercing M,Concentration

S,1 hour,One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time the target knows it was Charmed by you.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.,Druid
  • range

Piercing the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends

S

  • casting time the water falls as rain in a 30-foot Cube within range
  • range extinguishing exposed flames there.Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot Cube within range.
    Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water
  • duration or the size of the Cube increases by 5 feet

for each spell slot level above 1.,Druid

Piercing M,Instantaneous,(a mix of water and sand)You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively

0,Spare the Dying,Necromancy cantrip,1 action,15 feet,V 0,Spare the Dying,Necromancy cantrip,1 action,15 feet,V
0,Starry Wisp,Evocation cantrip,1 action,60 feet,V 0,Starry Wisp,Evocation cantrip,1 action,60 feet,V
0,Thorn Whip,Transmutation cantrip,1 action,30 feet,V 0,Thorn Whip,Transmutation cantrip,1 action,30 feet,V
0,Thunderclap,Evocation cantrip,1 action,5 feet,S,Instantaneous,You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0,Thunderclap,Evocation cantrip,1 action,5 feet,S,Instantaneous,You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
1,Absorb Elements,1st level Abjuration,1 reaction 1,Absorb Elements,1st level Abjuration,1 reaction
1,Animal Friendship,1st level Enchantment ,1 action,30 feet,V 1,Animal Friendship,1st level Enchantment ,1 action,30 feet,V
1,Beast Bond,1st level Divination,1 action,Touch,V 1,Beast Bond,1st level Divination,1 action,Touch,V
1,Charm Person,1st level Enchantment ,1 action,30 feet,V 1,Charm Person,1st level Enchantment ,1 action,30 feet,V
1,Create or Destroy Water,1st level Transmutation,1 action,30 feet,V 1,Create or Destroy Water,1st level Transmutation,1 action,30 feet,V

S,Instantaneous,A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.,Druid

Piercing

S,Concentration

  • casting time you sense the presence of magical effects within 30 feet of yourself. If you sense such effects
  • range you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic

  • components and if an effect was created by a spell
  • duration you learn the spell’s school of magic.
    The spell is blocked by 1 foot of stone

dirt

or wood up to 10 minutes,For the duration

S

  • casting time up to 10 minutes,(a yew leaf)For the duration
  • range you sense the location of poisons

  • components poisonous or venomous creatures
  • duration and magical contagions within 30 feet of yourself. You sense the kind of poison

creature

or wood M,Concentration

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

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.,Druid (XGE)
  • duration

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

S,Concentration

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

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

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

  • casting time or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
    Attack rolls against an affected creature or object have Advantage if the attacker can see it.,Druid

or wood green

S,Concentration

or wood up to 1 hour,You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.,Druid

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    Uneaten berries disappear when the spell ends.,Druid
  • range

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

S,1 round,You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against it before the end of your next turn has Advantage.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.,Druid (Stars)
  • range

or wood it takes 4d6 Radiant damage

1,Cure Wounds,1st level Evocation,1 action,Touch,V 1,Cure Wounds,1st level Evocation,1 action,Touch,V
1,Detect Magic (ritual),1st level Divination,1 action,Self (30 feet),V 1,Detect Magic (ritual),1st level Divination,1 action,Self (30 feet),V
1,Detect Poison and Disease,1st level Divination,1 action,Self,V 1,Detect Poison and Disease,1st level Divination,1 action,Self,V
1,Earth Tremor,1st level Evocation,1 action,10 feet,V 1,Earth Tremor,1st level Evocation,1 action,10 feet,V
1,Entangle,1st level Conjuration,1 action,90 feet,V 1,Entangle,1st level Conjuration,1 action,90 feet,V
1,Faerie Fire,1st level Evocation,1 action,60 feet,V,Concentration 1,Faerie Fire,1st level Evocation,1 action,60 feet,V,Concentration
1,Fog Cloud,1st level Conjuration,1 action,120 feet,V 1,Fog Cloud,1st level Conjuration,1 action,120 feet,V
1,Goodberry,1st level Conjuration,1 action,Touch,V 1,Goodberry,1st level Conjuration,1 action,Touch,V
1,Guiding Bolt,1st level Evocation,1 action,120 feet,V 1,Guiding Bolt,1st level Evocation,1 action,120 feet,V

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

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
    Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.,Druid
  • range

or wood the target takes 1d10 Piercing damage. Hit or miss

S

  • casting time that creature can jump up to 30 feet by spending 10 feet of movement.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.,Druid
  • range

or wood M,1 minute,(a grasshopper’s hind leg)You touch a willing creature. Once on each of its turns until the spell ends

S

or wood M,1 hour,(a pinch of dirt)You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.,Druid

S

  • casting time up to 10 minutes,(a flask of Holy Water worth 25+ GP
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against creatures that are Aberrations
  • duration Celestials

Elementals

Fey M,Concentration

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

Fey

M,8 hours,(25 feet of rope

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

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

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

Fey which the spell consumes)As you cast this spell

S,10 minutes,For the duration

  • casting time and you can use any of the Influence action’s skill options with them.
    Most Beasts have little to say about topics that don’t pertain to survival or companionship
  • range but at minimum

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

Fey you can comprehend and verbally communicate with Beasts

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

  • casting time a creature takes half as much damage only.
    In addition
  • range unsecured objects that are entirely within the Cube are pushed 10 feet away from you

  • components and a thunderous boom is audible within 300 feet.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.,Druid
  • duration

Fey a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save

S

Fey M,8 hours,(a strip of white cloth)Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.,Druid

1,Ice Knife,1st level Conjuration,1 action,60 feet,S 1,Ice Knife,1st level Conjuration,1 action,60 feet,S
1,Jump,1st level Transmutation,1 bonus action,Touch,V 1,Jump,1st level Transmutation,1 bonus action,Touch,V
1,Longstrider,1st level Transmutation,1 action,Touch,V 1,Longstrider,1st level Transmutation,1 action,Touch,V
1,Protection from Evil and Good,1st level Abjuration,1 action,Touch,V 1,Protection from Evil and Good,1st level Abjuration,1 action,Touch,V
1,Purify Food and Drink (ritual),1st level Transmutation,1 action,10 feet,V 1,Purify Food and Drink (ritual),1st level Transmutation,1 action,10 feet,V
1,Snare,1st level Abjuration,1 minute,Touch,S 1,Snare,1st level Abjuration,1 minute,Touch,S
1,Speak with Animals (ritual),1st level Divination,1 action,Self,V 1,Speak with Animals (ritual),1st level Divination,1 action,Self,V
1,Thunderwave,1st level Evocation,1 action,Self (15-foot cube),V 1,Thunderwave,1st level Evocation,1 action,Self (15-foot cube),V
2,Aid,2nd level Abjuration,1 action,30 feet,V 2,Aid,2nd level Abjuration,1 action,30 feet,V

S

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

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

it delivers your message to the creature that you described

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

S

  • casting time bones
  • range cards

  • components or other divinatory tokens worth 25+ GP)You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
    Weal
  • duration Good results
    Woe

Bad results
Weal and woe

Fey M,Instantaneous,(specially marked sticks

S

  • casting time up to 1 hour,(a handful of oak bark)You touch a willing creature. Until the spell ends
  • range the target’s skin assumes a bark-like appearance

  • components and the target has an Armor Class of 17 if its AC is lower than that.,Druid
  • duration

Fey M,Concentration

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

  • casting time you benefit from any special senses it has.,Druid
  • range

Fey you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses

S

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

Fey M,Until dispelled,(ruby dust worth 50+ GP

S

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

Fey M,8 hours,(a dried carrot)For the duration

S

  • casting time up to 1 minute,(a pinch of dust)Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
    Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save
  • range the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save

  • components the creature takes half as much damage and isn't pushed.
    As a bonus action
  • duration you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand

dust

loose dirt M,Concentration

up to 1 minute,Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

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

S

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

  • components Intelligence
  • duration Wisdom

or Charisma. For the duration

loose dirt M,Concentration

2,Animal Messenger (ritual),2nd level Enchantment ,1 action,30 feet,V 2,Animal Messenger (ritual),2nd level Enchantment ,1 action,30 feet,V
2,Augury (ritual),2nd level Divination,1 minute,Self,V 2,Augury (ritual),2nd level Divination,1 minute,Self,V
2,Barkskin,2nd level Transmutation,1 bonus action,Touch,V 2,Barkskin,2nd level Transmutation,1 bonus action,Touch,V
2,Beast Sense (ritual),2nd level Divination,1 action,Touch,S,Concentration 2,Beast Sense (ritual),2nd level Divination,1 action,Touch,S,Concentration
2,Continual Flame,2nd level Evocation,1 action,Touch,V 2,Continual Flame,2nd level Evocation,1 action,Touch,V
2,Darkvision,2nd level Transmutation,1 action,Touch,V 2,Darkvision,2nd level Transmutation,1 action,Touch,V
2,Dust Devil,2nd level Conjuration,1 action,60 feet,V 2,Dust Devil,2nd level Conjuration,1 action,60 feet,V
2,Earthbind,2nd level Transmutation,1 action,300 feet,V,Concentration 2,Earthbind,2nd level Transmutation,1 action,300 feet,V,Concentration
2,Enhance Ability,2nd level Transmutation,1 action,Touch,V 2,Enhance Ability,2nd level Transmutation,1 action,Touch,V

S

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

  • components it can make a Constitution saving throw. On a successful save
  • duration the spell has no effect.
    Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
    Enlarge. The target’s size increases by one category—from Medium to Large

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

loose dirt M,Concentration

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

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

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

or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense,Druid

loose dirt for the purpose of this spell

S

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

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

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

loose dirt M,Concentration

S

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

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

that creature makes the save against the sphere

loose dirt M,Concentration

S

  • casting time up to 1 minute,(a legume seed)A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
    Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles and similar unprotected flames in the area. It causes protected flames

  • components such as those of lanterns
  • duration to dance wildly and has a 50 percent chance to extinguish them.
    As a Bonus Action on your later turns

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

loose dirt M,Concentration

S,Concentration

  • casting time whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there
  • range you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
    As a bonus action on your turn

  • components you can move the spirit up to 30 feet to a space you can see.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • duration the healing increases by 1d6 for each slot level above 2nd.,Druid (XGE)

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

S

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

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

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

loose dirt M,Concentration

S

  • casting time up to 1 minute,(a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns
  • range the target repeats the save

  • components ending the spell on itself on a success.
    Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.,Druid
  • duration

loose dirt M,Concentration

S,Instantaneous,You touch a creature and end one condition on it: Blinded

  • casting time Paralyzed
  • range or Poisoned.,Druid

loose dirt Deafened

2,Enlarge/Reduce,2nd level Transmutation,1 action,30 feet,V 2,Enlarge/Reduce,2nd level Transmutation,1 action,30 feet,V
2,Find Traps,2nd level Divination,1 action,120 feet,V 2,Find Traps,2nd level Divination,1 action,120 feet,V
2,Flame Blade,2nd level Evocation,1 bonus action,Self,V 2,Flame Blade,2nd level Evocation,1 bonus action,Self,V
2,Flaming Sphere,2nd level Conjuration,1 action,60 feet,V 2,Flaming Sphere,2nd level Conjuration,1 action,60 feet,V
2,Gust of Wind,2nd level Evocation,1 action,Self,V 2,Gust of Wind,2nd level Evocation,1 action,Self,V
2,Healing Spirit,2nd level Conjuration,1 bonus action,60 feet,V 2,Healing Spirit,2nd level Conjuration,1 bonus action,60 feet,V
2,Heat Metal,2nd level Transmutation,1 action,60 feet,V 2,Heat Metal,2nd level Transmutation,1 action,60 feet,V
2,Hold Person,2nd level Enchantment ,1 action,60 feet,V 2,Hold Person,2nd level Enchantment ,1 action,60 feet,V
2,Lesser Restoration,2nd level Abjuration,1 bonus action,Touch,V 2,Lesser Restoration,2nd level Abjuration,1 bonus action,Touch,V

S

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

  • components if any are present.,Druid
  • duration

loose dirt M,Instantaneous,(fur from a bloodhound)Describe or name a specific kind of Beast

S

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

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

such as a certain kind of apparel

jewelry M,Concentration

you teleport up to 30 feet to an unoccupied space you can see.,High Elf

jewelry

S

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

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

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

a creature takes 2d10 Radiant damage M,Concentration

S

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

a creature takes 2d10 Radiant damage M,Concentration

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

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

a creature takes 2d10 Radiant damage the target has Advantage on saving throws to avoid or end the Poisoned condition

S,Concentration

a creature takes 2d10 Radiant damage up to 1 hour,You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.,Druid (XGE)

S

  • casting time up to 10 minutes,(seven thorns)The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area
  • range it takes 2d4 Piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.,Druid

a creature takes 2d10 Radiant damage M,Concentration

S

  • casting time up to 1 hour,(a feather
  • range tuft of fur

  • components and fish tail inside a gilded acorn worth 200+ GP)You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell
  • duration choose an environment: Air

Land

a creature takes 2d10 Radiant damage M,Concentration

2,Locate Animals or Plants (ritual),2nd level Divination,1 action,Self,V 2,Locate Animals or Plants (ritual),2nd level Divination,1 action,Self,V
2,Locate Object,2nd level Divination,1 action,Self,V 2,Locate Object,2nd level Divination,1 action,Self,V
2,Misty Step,2nd level Conjuration,1 bonus action,Self,V,Instantaneous,Briefly surrounded by silvery mist 2,Misty Step,2nd level Conjuration,1 bonus action,Self,V,Instantaneous,Briefly surrounded by silvery mist
2,Moonbeam,2nd level Evocation,1 action,120 feet,V 2,Moonbeam,2nd level Evocation,1 action,120 feet,V
2,Pass Without Trace,2nd level Abjuration,1 action,Self,V 2,Pass Without Trace,2nd level Abjuration,1 action,Self,V
2,Protection from Poison,2nd level Abjuration,1 action,Touch,V 2,Protection from Poison,2nd level Abjuration,1 action,Touch,V
2,Skywrite (ritual),2nd level Transmutation,1 action,Sight,V 2,Skywrite (ritual),2nd level Transmutation,1 action,Sight,V
2,Spike Growth,2nd level Transmutation,1 action,150 feet,V 2,Spike Growth,2nd level Transmutation,1 action,150 feet,V
2,Summon Beast,2nd-level conjuration,1 action,90 feet,V 2,Summon Beast,2nd-level conjuration,1 action,90 feet,V

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

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

a creature takes 2d10 Radiant damage remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor

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

a creature takes 2d10 Radiant damage you can restore 2d6 Hit Points to one creature in it.,Druid

S,Concentration

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

  • components you can take a Magic action to call down lightning in that way again
  • duration targeting the same point or a different one.
    If you’re outdoors in a storm when you cast this spell

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

a creature takes 2d10 Radiant damage up to 10 minutes,A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell

S,Concentration

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

  • components such as wolves
  • duration serpents

or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack

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

S,1 hour,For the duration

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

  • components such as a bowl or helm
  • duration blocks the sunlight.
    If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower

that other spell is dispelled.,Druid

and when you move on your turn sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively

S,Instantaneous,Choose one creature

  • casting time or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target
  • range make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check

  • components the spell ends.
    Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.,Druid
  • duration

and when you move on your turn object

S,Concentration

  • casting time Cold
  • range Fire

  • components Lightning
  • duration or Thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot

and when you move on your turn up to 1 hour,A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid

S

  • casting time or half as much damage on a successful one. Additionally
  • range the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components the damage increases by 1d12 for each slot level above 3rd.,Druid (XGE)
  • duration

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

S

  • casting time the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions
  • range and its Speed is 0.
    The target also has Resistance to all damage except Psychic damage

  • components and it has Immunity to the Poisoned condition.,Druid
  • duration

and when you move on your turn M,1 hour,(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration

2,Warding Wind,2nd level Evocation,1 action,Self,V,Concentration 2,Warding Wind,2nd level Evocation,1 action,Self,V,Concentration
3,Aura of Vitality,3rd level Evocation,1 action,Self (30-foot radius),V,Concentration 3,Aura of Vitality,3rd level Evocation,1 action,Self (30-foot radius),V,Concentration
3,Call Lightning,3rd level Conjuration,1 action,120 feet,V 3,Call Lightning,3rd level Conjuration,1 action,120 feet,V
3,Conjure Animals,3rd level Conjuration,1 action,60 feet,V 3,Conjure Animals,3rd level Conjuration,1 action,60 feet,V
3,Daylight,3rd level Evocation,1 action,60 feet,V 3,Daylight,3rd level Evocation,1 action,60 feet,V
3,Dispel Magic,3rd level Abjuration,1 action,120 feet,V 3,Dispel Magic,3rd level Abjuration,1 action,120 feet,V
3,Elemental Weapon,3rd level Transmutation,1 action,Touch,V 3,Elemental Weapon,3rd level Transmutation,1 action,Touch,V
3,Erupting Earth,3rd level Transmutation,1 action,120 feet,V 3,Erupting Earth,3rd level Transmutation,1 action,120 feet,V
3,Feign Death (ritual),3rd level Necromancy,1 action,Touch,V 3,Feign Death (ritual),3rd level Necromancy,1 action,Touch,V

S,Concentration

  • casting time the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses
  • range and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

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

and when you move on your turn up to 1 hour,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver

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

  • casting time you can’t see what occurs outside it
  • range and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it

  • components which ends the spell. You otherwise can’t move.
    Minor physical damage to the stone doesn’t harm you
  • duration but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled

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

and when you move on your turn merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone

S,Instantaneous,(Action (Overgrowth) or 8 hours (Enrichment))This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.,Druid

and when you move on your turn

S,Concentration

  • casting time the willing creature you touch has Resistance to one damage type of your choice: Acid
  • range Cold

  • components Fire
  • duration Lightning

or Thunder.,Druid

and when you move on your turn up to 1 hour,For the duration

S

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

and when you move on your turn M,Instantaneous,(a diamond worth 300+ GP

S

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

  • components 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured
  • duration and exposed flames in the area are doused.
    Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there

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

and when you move on your turn M,Concentration

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

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

  • components and other circumstances.
    You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.
    The spell doesn’t enable plants to uproot themselves and move about
  • duration but they can move their branches

tendrils

and when you move on your turn giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day

S

  • casting time up to 1 hour,(a gilded flower worth 300+ GP)You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell
  • range choose a mood: Fuming

  • components Mirthful
  • duration or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood

which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat

and when you move on your turn M,Concentration

S

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

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

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

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

3,Flame Arrows,3rd level Transmutation,1 action,Touch,V 3,Flame Arrows,3rd level Transmutation,1 action,Touch,V
3,Meld into Stone (ritual),3rd level Transmutation,1 action,Touch,V 3,Meld into Stone (ritual),3rd level Transmutation,1 action,Touch,V
3,Plant Growth,3rd level Transmutation,1 action or 8 hours,150 feet,V 3,Plant Growth,3rd level Transmutation,1 action or 8 hours,150 feet,V
3,Protection from Energy,3rd level Abjuration,1 action,Touch,V 3,Protection from Energy,3rd level Abjuration,1 action,Touch,V
3,Revivify,3rd level Necromancy,1 action,Touch,V 3,Revivify,3rd level Necromancy,1 action,Touch,V
3,Sleet Storm,3rd level Conjuration,1 action,150 feet,V 3,Sleet Storm,3rd level Conjuration,1 action,150 feet,V
3,Speak with Plants,3rd level Transmutation,1 action,Self,V 3,Speak with Plants,3rd level Transmutation,1 action,Self,V
3,Summon Fey,3rd-level conjuration,1 action,90 feet,V 3,Summon Fey,3rd-level conjuration,1 action,90 feet,V
3,Tidal Wave,3rd level Conjuration,1 action,120 feet,V 3,Tidal Wave,3rd level Conjuration,1 action,120 feet,V

S

  • casting time up to 10 minutes,(a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

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

20 feet high

and then it vanishes.,Druid (XGE) M,Concentration

S

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

S

  • casting time acid
  • range mud

  • components snow
  • duration quicksand

or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa

and then it vanishes.,Druid (XGE) M,1 hour,(a piece of cork)This spell grants the ability to move across any liquid surface—such as water

S

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

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature in its area makes a Strength saving throw

taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog

smoke M,Concentration

S,Instantaneous,Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

smoke draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S,1 hour,You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.,Druid (XGE)
  • duration

smoke and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time up to 1 minute,(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

smoke M,Concentration

S,Concentration

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

  • components but otherwise take no actions.
    The DM has the creatures' statistics.
    At Higher Levels: When you cast this spell using certain higher-level spell slots
  • duration you choose one of the summoning options above

and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .,Druid

smoke up to 1 hour,You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group

S

  • casting time up to 1 hour,(one holly berry per creature summoned)You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower
    A summoned creature disappears when it drops to 0 hit points or when the spell ends.
    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group
  • range which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

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

you choose one of the summoning options above

smoke M,Concentration

3,Wall of Water,3rd level Evocation,1 action,60 feet,V 3,Wall of Water,3rd level Evocation,1 action,60 feet,V
3,Water Breathing (ritual),3rd level Transmutation,1 action,30 feet,V 3,Water Breathing (ritual),3rd level Transmutation,1 action,30 feet,V
3,Water Walk (ritual),3rd level Transmutation,1 action,30 feet,V 3,Water Walk (ritual),3rd level Transmutation,1 action,30 feet,V
3,Wind Wall,3rd level Evocation,1 action,120 feet,V 3,Wind Wall,3rd level Evocation,1 action,120 feet,V
4,Blight,4th level Necromancy,1 action,30 feet,V 4,Blight,4th level Necromancy,1 action,30 feet,V
4,Charm Monster,4th level Enchantment ,1 action,30 feet,V 4,Charm Monster,4th level Enchantment ,1 action,30 feet,V
4,Confusion,4th level Enchantment ,1 action,90 feet,V 4,Confusion,4th level Enchantment ,1 action,90 feet,V
4,Conjure Minor Elementals,4th level Conjuration,1 minute,90 feet,V 4,Conjure Minor Elementals,4th level Conjuration,1 minute,90 feet,V
4,Conjure Woodland Beings,4th level Conjuration,1 action,60 feet,V 4,Conjure Woodland Beings,4th level Conjuration,1 action,60 feet,V

S

  • casting time up to 10 minutes,(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

smoke M,Concentration

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

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

a cryptic rhyme

smoke M,Instantaneous,(incense and a sacrificial offering appropriate to your religion

S,Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

smoke up to 1 minute,You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S,Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

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

smoke up to 1 minute,Choose one creature you can see within range

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ,Druid (XGE)

smoke M,1 hour,(a leather strap

S,Concentration

  • casting time three spiders
  • range five wasps

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

a wasp becomes a giant wasp

smoke up to 10 minutes,You transform up to ten centipedes

S,Concentration

  • casting time you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
    Until the spell ends
  • range you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. ,Druid

smoke up to 1 minute,You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell

S,Concentration

smoke up to 1 minute,You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.,Druid (Underdark)

up to 1 minute,A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body

  • casting time and you gain the following benefits:
    • Your walking speed increases by 10 feet.
    • You gain darkvision with a range of 120 feet.
    • You make Strength-based attack rolls with advantage.
    • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
    Great Tree: Your skin appears barky
  • range leaves sprout from your hair

  • components and you gain the following benefits:
    • You gain 10 temporary hit points.
    • You make Constitution saving throws with advantage.
    • You make Dexterity- and Wisdom-based attack rolls with advantage.
    • While you are on the ground
  • duration the ground within 15 feet of you is difficult terrain for your enemies.,Druid (XGE)

smoke your facial features become feral

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

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M,24 hours,(a stone

S

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ,Druid (*)(Arctic)
  • duration

hill M,Instantaneous,(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

S

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

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

hill M,Concentration

S

  • casting time up to 1 hour,(a caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

hill M,Concentration

S

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

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M,Instantaneous,(soft clay

S

  • casting time up to 1 hour,(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.,Druid (*)(Mountain)

or make a small passage through a wall M,Concentration

S

  • casting time up to 1 hour,(air
  • range a pebble

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

choose an element: Air

Earth M,Concentration

S

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

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

20 feet high

Earth M,Concentration

S

  • casting time up to 1 minute,(a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

Earth M,Concentration

4,Hallucinatory Terrain,4th level Illusion,10 minutes,300 feet,V 4,Hallucinatory Terrain,4th level Illusion,10 minutes,300 feet,V
4,Ice Storm,4th level Evocation,1 action,300 feet,V 4,Ice Storm,4th level Evocation,1 action,300 feet,V
4,Locate Creature,4th level Divination,1 action,Self,V 4,Locate Creature,4th level Divination,1 action,Self,V
4,Polymorph,4th level Transmutation,1 action,60 feet,V 4,Polymorph,4th level Transmutation,1 action,60 feet,V
4,Stone Shape,4th level Transmutation,1 action,Touch,V 4,Stone Shape,4th level Transmutation,1 action,Touch,V
4,Stoneskin,4th level Abjuration,1 action,Touch,V 4,Stoneskin,4th level Abjuration,1 action,Touch,V
4,Summon Elemental,4th-level conjuration,1 action,90 feet,V 4,Summon Elemental,4th-level conjuration,1 action,90 feet,V
4,Wall of Fire,4th level Evocation,1 action,120 feet,V 4,Wall of Fire,4th level Evocation,1 action,120 feet,V
4,Watery Sphere,4th level Conjuration,1 action,90 feet,V 4,Watery Sphere,4th level Conjuration,1 action,90 feet,V

S,Instantaneous,Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

Earth draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S

  • casting time up to 1 minute,(3 nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

Earth M,Concentration

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal

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

a cryptic rhyme

Earth M,Instantaneous,(incense and a sacrificial offering appropriate to your religion

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

Earth M,10 minutes,(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

up to 10 minutes,Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.,Druid (Wildfire)

Earth the aura moves with you

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

Earth M,10 minutes,(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S,Concentration

  • casting time remaining centered on you and hedging out creatures other than undead and constructs.
    The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
    If you move so that an affect creature is forced to pass through the barrier
  • range the spell ends. ,Druid

Earth up to 1 hour,A shimmering barrier extends out from you in a 10-foot radius and moves with you

S

  • casting time000 gp
  • range which the spell consumes)After spending the casting time tracing magical pathways within a precious gemstone

  • components you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant
  • duration it gains the ability to move its limbs

roots

vines M,Instantaneous,(an agate worth at least 1

S,Concentration

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes,You create a 20-foot-radius sphere of poisonous

4,Blight,4th level Necromancy,1 action,30 feet,V 4,Blight,4th level Necromancy,1 action,30 feet,V
4,Confusion,4th level Enchantment ,1 action,90 feet,V 4,Confusion,4th level Enchantment ,1 action,90 feet,V
4,Divination (ritual),4th level Divination,1 action,Self,V 4,Divination (ritual),4th level Divination,1 action,Self,V
4,Fire Shield,4th level Evocation,1 action,Self,V 4,Fire Shield,4th level Evocation,1 action,Self,V
4,Aura of Life,4th level Abjuration,1 action,Self (30-foot radius),V,Concentration 4,Aura of Life,4th level Abjuration,1 action,Self (30-foot radius),V,Concentration
4,Fire Shield,4th level Evocation,1 action,Self,V 4,Fire Shield,4th level Evocation,1 action,Self,V
5,Antilife Shell,5th level Abjuration,1 action,Self (10-foot radius),V 5,Antilife Shell,5th level Abjuration,1 action,Self (10-foot radius),V
5,Awaken,5th level Transmutation,8 hours,Touch,V 5,Awaken,5th level Transmutation,8 hours,Touch,V
5,Cloudkill,5th level Conjuration,1 action,120 feet,V 5,Cloudkill,5th level Conjuration,1 action,120 feet,V

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

  • casting time the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants

  • components minerals
  • duration animals

or peoples
• powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ,Druid (Arctic)

fey M,Instantaneous,(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time up to 1 hour,(burning incense for air
  • range soft clay for earth

  • components sulfur and phosphorus for fire
  • duration or water and sand for water)You call forth an elemental servant. Choose an area of air

earth

fire M,Concentration

S,7 days,Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

fire you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S,Concentration

  • casting time unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
    Gusts: A wind picks up within the cube
  • range continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm

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

ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong

fire up to 1 hour,You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration

S

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

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M,8 hours,(a handful of sand

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

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

enters a trance state it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ,Druid
  • duration

enters a trance state M,Instantaneous,(diamond dust worth 100 gp

S

  • casting time up to 10 minutes,(a few grains of sugar
  • range some kernels of grain

  • components and a smear of fat)Swarming
  • duration biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration

and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears

enters a trance state M,Concentration

5,Commune with Nature (ritual),5th level Divination,1 minute,Self,V 5,Commune with Nature (ritual),5th level Divination,1 minute,Self,V
5,Cone of Cold,5th level Evocation,1 action,Self (60-foot cone),V 5,Cone of Cold,5th level Evocation,1 action,Self (60-foot cone),V
5,Conjure Elemental,5th level Conjuration,1 minute,90 feet,V 5,Conjure Elemental,5th level Conjuration,1 minute,90 feet,V
5,Contagion,5th level Necromancy,1 action,Touch,V 5,Contagion,5th level Necromancy,1 action,Touch,V
5,Control Winds,5th level Transmutation,1 action,300 feet,V 5,Control Winds,5th level Transmutation,1 action,300 feet,V
5,Dream,5th level Illusion,1 minute,Special,V 5,Dream,5th level Illusion,1 minute,Special,V
5,Geas,5th level Enchantment ,1 minute,60 feet,V,30 days,You place a magical command on a creature that you can see within range 5,Geas,5th level Enchantment ,1 minute,60 feet,V,30 days,You place a magical command on a creature that you can see within range
5,Greater Restoration,5th level Abjuration,1 action,Touch,V 5,Greater Restoration,5th level Abjuration,1 action,Touch,V
5,Insect Plague,5th level Conjuration,1 action,300 feet,V 5,Insect Plague,5th level Conjuration,1 action,300 feet,V

S

  • casting time up to 1 minute,(paper or leaf in the shape of a funnel)A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends
  • range that area is difficult terrain

  • components and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.,Druid (XGE)
  • duration

enters a trance state M,Concentration

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

enters a trance state the healing increases by 1d8 for each slot level above 5th. ,Druid

S

  • casting time plaster
  • range or stone surface (such as a wall

  • components a ceiling
  • duration or a floor) within range

and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide

8 feet tall M,1 hour,(a pinch of sesame seeds)A passage appears at a point of your choice that you can see on a wooden

S

  • casting time000 gp
  • range which the spell consumes)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

8 feet tall M,24 hours,(a jewel worth at least 1

S

  • casting time000 gp
  • range which the spell consumes)You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days

  • components the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so
  • duration the spell fails.
    The magic fashions a new body for the creature to inhabit

which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life

8 feet tall M,Instantaneous,(rare oils and unguents worth at least 1

S

  • casting time up to 10 minutes,(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

8 feet tall M,Concentration

S

  • casting time and choose one of the following effects.
    Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick
  • range flowing mud that remains for the spell's duration.
    The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement

  • components and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save
  • duration a creature sinks into the mud and is restrained

though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling

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

S,Concentration

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

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ,Druid (*)(Forest)

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

S

  • casting time up to 10 minutes,(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

8 feet tall M,Concentration

5,Maelstrom,5th level Evocation,1 action,120 feet,V 5,Maelstrom,5th level Evocation,1 action,120 feet,V
5,Mass Cure Wounds,5th level Evocation,1 action,60 feet,V 5,Mass Cure Wounds,5th level Evocation,1 action,60 feet,V
5,Passwall,5th level Transmutation,1 action,30 feet,V 5,Passwall,5th level Transmutation,1 action,30 feet,V
5,Planar Binding,5th level Abjuration,1 hour,60 feet,V 5,Planar Binding,5th level Abjuration,1 hour,60 feet,V
5,Reincarnate,5th level Transmutation,1 hour,Touch,V 5,Reincarnate,5th level Transmutation,1 hour,Touch,V
5,Scrying,5th level Divination,10 minutes,Self,V 5,Scrying,5th level Divination,10 minutes,Self,V
5,Transmute Rock,5th level Transmutation,1 action,120 feet,V 5,Transmute Rock,5th level Transmutation,1 action,120 feet,V
5,Tree Stride,5th level Conjuration,1 action,Self,V 5,Tree Stride,5th level Conjuration,1 action,Self,V
5,Wall of Stone,5th level Evocation,1 action,120 feet,V 5,Wall of Stone,5th level Evocation,1 action,120 feet,V

S,Concentration

  • casting time rocks
  • range and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
    Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
    Trees: At the start of each of your turns

  • components each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
    Roots and Vines: At the end of each of your turns
  • duration one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC

ending the effect on itself on a success.
Rocks: As a bonus action on your turn

8 feet tall up to 1 minute,You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees

S,Concentration

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air up to 10 minutes,You create a 20-foot-radius sphere of poisonous

S,7 days,Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

being heavier than air you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ,Druid (TCE)

being heavier than air M,Instantaneous,(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ,Druid (Wildfire)
  • duration

being heavier than air M,Instantaneous,(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

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

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

being heavier than air the healing increases by 1d8 for each slot level above 5th. ,Druid (Wildfire)

S,Instantaneous,You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter

  • casting time a pillar crumbles into rubble
  • range which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
    If a pillar is created under a creature

  • components that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
    If a pillar is prevented from reaching its full height because of a ceiling or other obstacle
  • duration a creature on the pillar takes 6d6 bludgeoning damage and is restrained

pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success

being heavier than air and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points

S,Concentration

  • casting time or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
    The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the fey creature
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    If your concentration is broken

the fey creature doesn't disappear. Instead

you lose control of the fey creature up to 1 hour,You summon a fey creature of challenge rating 6 or lower

S

  • casting time which the spell consumes
  • range that was harvested with a golden sickle under the light of a full moon)You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year

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

when spoken aloud

you lose control of the fey creature M,24 hours,(mistletoe

5,Wrath of Nature,5th level Evocation,1 action,120 feet,V 5,Wrath of Nature,5th level Evocation,1 action,120 feet,V
5,Cloudkill,5th level Conjuration,1 action,120 feet,V 5,Cloudkill,5th level Conjuration,1 action,120 feet,V
5,Contagion,5th level Necromancy,1 action,Touch,V 5,Contagion,5th level Necromancy,1 action,Touch,V
5,Cone of Cold,5th level Evocation,1 action,Self (60-foot cone),V 5,Cone of Cold,5th level Evocation,1 action,Self (60-foot cone),V
5,Flame Strike,5th level Evocation,1 action,60 feet,V 5,Flame Strike,5th level Evocation,1 action,60 feet,V
5,Mass Cure Wounds,5th level Evocation,1 action,60 feet,V 5,Mass Cure Wounds,5th level Evocation,1 action,60 feet,V
6,Bones of the Earth,6th level Transmutation,1 action,120 feet,V 6,Bones of the Earth,6th level Transmutation,1 action,120 feet,V
6,Conjure Fey,6th level Conjuration,1 minute,90 feet,V 6,Conjure Fey,6th level Conjuration,1 minute,90 feet,V
6,Druid Grove,6th level Abjuration,10 minutes,Touch,V 6,Druid Grove,6th level Abjuration,10 minutes,Touch,V

S

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

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

you lose control of the fey creature M,Concentration

S,Instantaneous,Choose a creature that you can see within range. A surge of positive energy washes through the creature

  • casting time deafness
  • range and any diseases affecting the target. This spell has no effect on constructs or undead.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher

  • components the amount of healing increases by 10 for each slot level above 6th. ,Druid
  • duration

you lose control of the fey creature causing it to regain 70 hit points. The spell also ends blindness

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

you lose control of the fey creature M,Instantaneous,(a gem-encrusted bowl worth at least 1

S,Concentration

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

  • components or half as much damage on a successful one.,Druid (XGE)
  • duration

you lose control of the fey creature up to 10 minutes,Flames race across your body

S,Concentration

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

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

you lose control of the fey creature up to 10 minutes,Until the spell ends

S,Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

you lose control of the fey creature up to 10 minutes,Until the spell ends

S,Concentration

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

you lose control of the fey creature up to 10 minutes,Until the spell ends

S

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

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

or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation

create or fill in a trench M,Concentration

S,Concentration

  • casting time cold
  • range fire

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

you can use your reaction to gain immunity to that type of damage

create or fill in a trench up to 1 minute,You have resistance to acid

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

S

  • casting time up to 1 minute,(a magnifying glass)A beam of brilliant light flashes out from your hand in a 5-foot-wide
  • range 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save

  • components a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save
  • duration it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    You can create a new line of radiance as your action on any turn until the spell ends.
    For the duration

a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ,Druid

create or fill in a trench M,Concentration

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

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

create or fill in a trench at any distance

S

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

  • components tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long
  • duration 10 feet high

and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears

create or fill in a trench M,Concentration

S

  • casting time appearing as wisps of cloud. While in this cloud form
  • range a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute

  • components during which time a creature is incapacitated and can't move. Until the spell ends
  • duration a creature can revert to cloud form

which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends

create or fill in a trench M,8 hours,(fire and holy water)You and up to ten willing creatures you can see within range assume a gaseous form for the duration

S

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

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

create or fill in a trench M,Concentration

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

  • casting time or half as much damage on a successful one.
    The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose
  • range plant life in the area is unaffected by this spell. ,Druid

create or fill in a trench which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save

S,10 days,You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

create or fill in a trench sound

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

create or fill in a trench M,Instantaneous,(a forked

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

create or fill in a trench M,1 hour,(a prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

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

S

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

  • components thus avoiding the fall.
    If some solid object (such as a ceiling) is encountered in this fall
  • duration falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything

it remains there

oscillating slightly M,Concentration

M,Concentration

  • casting time 30-foot-high cylinder centered on that point. Until the spell ends
  • range you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
    A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space

  • components including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save
  • duration or half as much damage on a successful one. In addition

a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind

oscillating slightly up to 1 minute,(a piece of straw)A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration Consumed)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M,Until dispelled or triggered,(Mercury

S,Concentration

  • casting time you can use your actions to transform affected creatures into new forms.
    The transformation lasts for the duration for each target
  • range or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast

  • components though the target retains its alignment and Intelligence
  • duration Wisdom

and Charisma scores. The target assumes the hit points of its new form

and when it reverts to its normal form up to 24 hours,Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

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

the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target

and when it reverts to its normal form M,10 days,(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

S

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

  • components which are determined by the DM based on the climate and season.
    You can change precipitation
  • duration temperature

and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so

and when it reverts to its normal form M,Concentration

S

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

  • components and a lump of clay)You create a seismic disturbance at a point on the ground that you can see within range. For the duration
  • duration an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save

the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it

and when it reverts to its normal form M,Concentration

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M,Instantaneous,(a handful of clay

S

  • casting time a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save
  • range it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded.
    This spell dispels any darkness in its area that was created by a spell. ,Druid
  • duration

activate magic items M,Instantaneous,(fire and a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save

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

S,Concentration

  • casting time 300 feet high
  • range and 50 feet thick. The wall lasts for the duration.
    When the wall appears

  • components each creature within its area must make a Strength saving throw. On a failed save
  • duration a creature takes 6d10 bludgeoning damage

or half as much damage on a successful save.
At the start of each of your turns after the wall appears

the wall up to 6 rounds,A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long

S,Concentration

  • casting time each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save
  • range or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
    The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. ,Druid (TCE)

the wall up to 1 minute,A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ,Druid

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

S

  • casting time up to 1 hour,(a jade circlet worth at least 1
  • range500 gp

  • components which you must place on your head before you cast the spell)You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
  • duration and you must have seen the sort of creature at least once. You transform into an average example of that creature

one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature

the wall M,Concentration

S,Concentration

  • casting time centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area
  • range thunder booms

  • components and strong winds roar. Each creature under the cloud (no more than 5
  • duration000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save

a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell

the wall up to 1 minute,A churning storm cloud forms

S

  • casting time000 gp
  • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing

  • components the creature is restored to life with all its hit points.
    This spell closes all wounds
  • duration neutralizes any poison

cures all diseases

the wall M,Instantaneous,(a sprinkle of holy water and diamonds worth at least 25

S

  • casting time worth at least 500 gp),Concentration
  • range up to 1 minute,With a roar

  • components you draw on the magic of dragons to transform yourself
  • duration taking on draconic features. You gain the following benefits until the spell ends:
    Blindsight. You have blindsight with a range of 30 feet. Within that range

you can effectively see anything that isn’t behind total cover

the wall M (a statuette of a dragon

S

  • casting time worth at least 500 gp),Concentration
  • range up to 1 hour,You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell

  • components choose a family of dragon: chromatic
  • duration gem

or metallic. The creature resembles a dragon of the chosen family

the wall M (an object with the image of a dragon engraved on it

8,Tsunami,8th level Conjuration,1 minute,Sight,V 8,Tsunami,8th level Conjuration,1 minute,Sight,V
8,Incendiary Cloud,8th level Conjuration,1 action,150 feet,V 8,Incendiary Cloud,8th level Conjuration,1 action,150 feet,V
9,Foresight,9th level Divination,1 minute,Touch,V 9,Foresight,9th level Divination,1 minute,Touch,V
9,Shapechange,9th level Transmutation,1 action,Self,V 9,Shapechange,9th level Transmutation,1 action,Self,V
9,Storm of Vengeance,9th level Conjuration,1 action,Sight,V 9,Storm of Vengeance,9th level Conjuration,1 action,Sight,V
9,True Resurrection,9th level Necromancy,1 hour,Touch,V 9,True Resurrection,9th level Necromancy,1 hour,Touch,V
7,Draconic Transformation,7th Level Transmutation,1 bonus action,Self (60-foot cone),V 7,Draconic Transformation,7th Level Transmutation,1 bonus action,Self (60-foot cone),V
5,Summon Draconic Spirit,5th Level Conjuration,1 action,60 feet,V 5,Summon Draconic Spirit,5th Level Conjuration,1 action,60 feet,V