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S,Concentration (up to 1 minute),You can rob a creature of one of its inherent aptitudes and give that capability to an ally. Choose one ability score. One creature of your choice within range makes a saving throw with that ability score. On a failure, the target has disadvantage on checks and saving throws with the chosen ability score. In ,

Paladin

S

  • casting time green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage. Cast at Higher Levels Increase this spell's initial and ongoing damage by 1d4 per slot level above 3rd. Rare Versions Kreven's Insidious Acid Arrow. The acid stinks and disorients as it burns. A creature damaged by this spell makes a Constitution saving throw with advantage or it is poisoned until the end of its next turn. Gabal's Blinding Acid Arrow. The arrow flies to the target's sensory organs seeking to damage its sight. A creature damaged by this spell makes a Dexterity saving throw or it is blinded until the end of its next turn.,
  • range

Paladin M (flint arrowhead),Instantaneous,A jet of acid streaks towards the target like a hissing

S,Instantaneous,A stinking bubble of acid is conjured out of thin air to fly at the targets

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

Paladin dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6)

S

  • casting time imbuing the targets with fortitude. Until the spell ends
  • range each target increases its hit point maximum and current hit points by 5. Cast at Higher Levels The granted hit points increase by an additional 5 for each slot level above 2nd. Rare Versions Stekart's Fortifying Aid. Once per round each target gains an expertise die on its first saving throw made to resist or end a condition.,

Paladin M (measure of spirits),8 hours,You draw upon divine power

your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding

  • casting time you may make two melee weapon attacks against the target.,
  • range

Paladin your attack deals slashing damage. Cast at Higher Levels The spell's range increases by 30 feet for each slot level above 1st. Rare Versions Aurana's Rapid Air Wave. If you have the Extra Attack feature

S

  • casting time choose any number of creatures. These creatures don't set off the alarm. Choose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet. Area: Object or area up to 20-foot cube Cast at Higher Levels You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet
  • range but you must be familiar with the locations you ward

  • components and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms. You may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting. Increased Duration. The spell's duration increases to 24 hours. Improved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away. Improved Mental Alarm. The mental alarm alerts you regardless of your location
  • duration even if you and the alarm are on different planes of existence.,

Paladin M (miniature trip wire),8 hours,You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell

S,Concentration (1 hour),You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends

  • casting time including but not limited to: your heritage
  • range 1 foot of height

  • components weight
  • duration clothing

tattoos

piercings you can use an action to choose a different option. Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed. Altered State: You decide what you look like. None of your gameplay statistics change but you can alter anything about your body's appearance

S

  • casting time making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls
  • range and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone

  • components bronze
  • duration cold iron

steel

stone M (piece of the desired material),1 round,You briefly transform your weapon or fist into another material and strike with it

deific source

  • casting time or 50 damage and until dispelled when using a 9th-level spell slot.,
  • range

stone immediately taking 40 radiant damage. This spell ignores resistances but does not ignore immunities. A creature killed by this spell does not decay and cannot become undead for the spell's duration. Days spent under the influence of this spell don't count against the time limit of spells such as raise dead. This effect ends early if the corpse takes necrotic damage.Cast at Higher LevelsThe damage and duration increase to 45 radiant damage and 1 year when using an 8th-level spell slot

4th,Ability Rip,Necromancy,1 action,5 feet,V 4th,Ability Rip,Necromancy,1 action,5 feet,V
2nd,Acid Arrow,Evocation,1 action,Long (120 feet),V 2nd,Acid Arrow,Evocation,1 action,Long (120 feet),V
Cantrip,Acid Splash,Conjuration,1 action,Medium (60 feet),V Cantrip,Acid Splash,Conjuration,1 action,Medium (60 feet),V
2nd,Aid,Abjuration,1 action,Medium (60 feet),V 2nd,Aid,Abjuration,1 action,Medium (60 feet),V
1st,Air Wave,Conjuration,1 action,Short (30 feet),V,Instantaneous,Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand 1st,Air Wave,Conjuration,1 action,Short (30 feet),V,Instantaneous,Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand
1st,Alarm (Ritual),Abjuration,1 minute,Medium (60 feet),V 1st,Alarm (Ritual),Abjuration,1 minute,Medium (60 feet),V
2nd,Alter Self,Transmutation,1 action,Self,V 2nd,Alter Self,Transmutation,1 action,Self,V
Cantrip,Altered Strike,Transmutation,1 action,Self,V Cantrip,Altered Strike,Transmutation,1 action,Self,V
7th,Angel Paradox,Evocation,1 action,Short (30 feet),V,7 days,The target is bombarded with a fraction of energy stolen from some slumbering 7th,Angel Paradox,Evocation,1 action,Short (30 feet),V,7 days,The target is bombarded with a fraction of energy stolen from some slumbering

S

  • casting time the target is charmed by you.Cast at Higher LevelsChoose one additional target for each slot level above 1st.Rare VersionsSidoneth's Lasting Animal Friendship. So long as the target has a CR equal to or less than half your proficiency bonus
  • range the spell's duration becomes permanent until it is dispelled or you cast this spell again.,

stone M (red ribbon),24 hours,You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner)

S

  • casting time whisper a message to it
  • range and then give it directions to the message's recipient. It is now your messenger.Specify a location you have previously visited and a recipient who matches a general description

  • components such as a person wearing a pointed red hat in Barter Town or a half-orc in a wheelchair at the Striped Lion Inn. Speak a message of up to 25 words. For the duration of the spell
  • duration the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed

or else 25 miles without.When the messenger arrives

stone M (tightly rolled strip of paper),24 hours,You call a Tiny beast to you

you can use your action to transform targets into new forms

  • casting time the target's game statistics (including its hit points) are replaced by the statistics of the chosen beast excepting its Intelligence
  • range Wisdom

  • components and Charisma scores. The target is limited to actions that it is physically capable of doing
  • duration and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.When the target reverts to its normal form

it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points

stone gaining new hit points when they do so. Until the spell ends or it is dropped to 0 hit points

S

  • casting time and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead's statistics.While it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell
  • range you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn

  • components or you can issue a general command
  • duration such as guarding an area. If not given a command

the undead only defends itself. The undead continues to follow a command until its task is complete. The undead is under your control for 24 hours

stone M (two copper coins),Instantaneous,You animate a mortal's remains to become your undead servant. If the spell is cast upon bones you create a skeleton

S,Concentration (1 minute),Objects come to life at your command just like you dreamt of when you were an apprentice! Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects

  • casting time Large objects as 3 objects
  • range and Huge objects as 6 objects. You can't animate objects larger than Huge. Until the spell ends or it is reduced to 0 hit points

  • components you animate the targets and turn them into constructs under your control. Each construct has Constitution 10
  • duration Intelligence 3

Wisdom 3

and Charisma 1 treat Medium objects as 2 objects

S,Concentration (1 hour),A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface. The barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier. The spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.Rare VersionsNevard's Repelling Antilife Shell. When the spell would force a living creature to pass through the barrier

and Charisma 1 that creature is harmlessly pushed back into a space of its choosing outside of the sphere and within 5 feet of its original position.,

S

  • casting time moving with you and suppressing all magical effects within it. At the Narrator's discretion
  • range sufficiently powerful artifacts and deities may be able to ignore the sphere's effects.Area Suppression: When a magical effect protrudes into the sphere

  • components that part of the effect's area is suppressed. For example
  • duration the ice created by a wall of ice is suppressed within the sphere

creating a gap in the wall if the overlap is large enough. Creatures and Objects: While within the sphere

and Charisma 1 M (pinch of powdered cold iron),Concentration (1 hour),An invisible sphere of antimagic forms around you

S

  • casting time thing
  • range or creature. Designate a kind of intelligent creature

  • components such as dragons
  • duration goblins

or vampires. The target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell

and Charisma 1 M (flask of honey and vinegar),10 days,You mystically impart great love or hatred for a place

S

  • casting time you create an invisible
  • range floating magical eye that hovers in the air and sends you visual information. The eye has normal vision

  • components darkvision to a range of 30 feet
  • duration and it can look in every direction. You can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence. The eye can pass through openings as small as 1 inch across but otherwise its movement is blocked by solid barriers.Rare VersionsSoliogn's Sharpshooting Arcane Eye. Until the spell ends

you have advantage on spell attacks you make against targets you can see with the eye.,

and Charisma 1 M (a mushroom-shaped piece of wood inside a universal joint),Concentration (1 hour),Until the spell ends

1st,Animal Friendship,Enchantment,1 action,Short (30 feet),V 1st,Animal Friendship,Enchantment,1 action,Short (30 feet),V
2nd,Animal Messenger (Ritual),Enchantment,1 action,Short (30 feet),V 2nd,Animal Messenger (Ritual),Enchantment,1 action,Short (30 feet),V
8th,Animal Shapes,Transmutation,1 action,Short (30 feet),,Concentration (24 hours),You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets. On subsequent turns 8th,Animal Shapes,Transmutation,1 action,Short (30 feet),,Concentration (24 hours),You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets. On subsequent turns
3rd,Animate Dead,Necromancy,1 minute,Touch,V 3rd,Animate Dead,Necromancy,1 minute,Touch,V
5th,Animate Objects,Transmutation,1 action,Long (120 feet),V 5th,Animate Objects,Transmutation,1 action,Long (120 feet),V
5th,Antilife Shell,Abjuration,1 action,Self,V 5th,Antilife Shell,Abjuration,1 action,Self,V
8th,Antimagic Field,Abjuration,1 action,Self,V 8th,Antimagic Field,Abjuration,1 action,Self,V
8th,Antipathy/Sympathy,Enchantment,1 hour,Medium (60 feet),V 8th,Antipathy/Sympathy,Enchantment,1 hour,Medium (60 feet),V
4th,Arcane Eye,Divination,1 action,Medium (60 feet),V 4th,Arcane Eye,Divination,1 action,Medium (60 feet),V

S

  • casting time translucent force that mimics the appearance and movements of your own hand. The hand doesn't fill its space and has AC 20
  • range Strength 26 (+8)

  • components Dexterity 10 (+0)
  • duration maneuver DC 18

and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points. When you cast the spell and as a bonus action on subsequent turns

and Charisma 1 M (gauntlet inlaid with copper tracery),Concentration (1 minute),You create a Large hand of shimmering

S

  • casting time consumed by the spell),Until dispelled or the target is broken,The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively
  • range you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target. The spell can also be suppressed for 10 minutes by casting knock on the target. Otherwise

  • components the target cannot be opened normally and it is more difficult to break or force open
  • duration increasing the DC to break it or pick any locks on it by 10 (minimum DC 20).Duration: Until dispelled or the target is brokenCast at Higher LevelsIncrease the DC to force open the object or pick any locks on the object by an additional 2 for each slot level above 2nd. Only a knock spell cast at a slot level equal to or greater than your arcane lock suppresses it.,

and Charisma 1 M (gold dust worth at least 25 gold

S,1 minute,Your muscles swell with arcane power. They're too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends

  • casting time and for the attack and damage rolls of unarmed strikes. In addition
  • range your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.,

and Charisma 1 you can choose to use your spellcasting ability score for Athletics checks

which you take when a creature makes a melee attack against you,Self,V

  • casting time the creature takes 3d6 acid
  • range cold

  • components fire
  • duration lightning

poison

and Charisma 1 S,Instantaneous,You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit

S

  • casting time dealing 3d10 force damage on a hit. Until the spell ends
  • range you can use a bonus action on subsequent turns to move the sword up to 20 feet to a space you can see and make an identical melee spell attack against a target.Rare VersionsKreven's Bloody Arcane Sword. The spell's damage is reduced to 3d6 and when a creature is damaged by the spell it makes a Constitution saving throw or it suffers a level of fatigue.,

and Charisma 1 M (miniature sword worth 250 gold),Concentration (1 minute),You summon an insubstantial yet deadly sword to do your bidding. Make a melee spell attack against a target of your choice within 5 feet of the sword

S

  • casting time see below),You craft an illusion to deceive others about the target's true magical properties.Choose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days
  • range it lasts until it is dispelled. False Aura: A magical target appears nonmagical

  • components a nonmagical target appears magical
  • duration or you change a target's magical aura so that it appears to belong to a school of magic of your choosing. Additionally

you can choose to make the false magic apparent to any creature that handles the item.Masking Effect: Choose a creature type. Spells and magical effects that detect creature types (such as a herald's Divine Sense or the trigger of a symbol spell) treat the target as if it were a creature of that type. Additionally

and Charisma 1 M (small patch of silk),24 hours (or until dispelled

embracing your most basic impulses. Until the spell ends your hair grows

  • casting time and sharp claws grow on your fingers. You gain a +1 bonus to AC
  • range your Speed increases by 10 feet

  • components you have advantage on Perception checks
  • duration and your unarmed strikes deal 1d8 slashing damage. You may use your Strength or Dexterity to attack and damage rolls with this attack

as if your unarmed strike was a weapon with the finesse property. You gain an additional action on your turn

and Charisma 1 your features become more feral

S

  • casting time000 gold per creature affected and one ornately carved silver bar worth at least 100 gold per creature affected
  • range all consumed by the spell),Varies,Until the spell ends

  • components the targets leave their material bodies (unconscious and in a state of suspended animation
  • duration not aging or requiring food or air) and project astral forms that resemble their mortal forms in nearly all ways

keeping their game statistics and possessions. While in this astral form you trail a tether

and Charisma 1 M (one jacinth worth 1

S

  • casting time you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following: Fortunate omen (good results)Calamity omen (bad results)Ambivalence omen (both good and bad results)No omen (results that aren't especially good or bad)This omen does not account for possible circumstances that could change the outcome
  • range such as making additional preparations.When you cast this spell again before finishing a long rest

  • components the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting25%
  • duration third casting50%

fourth casting75%

fifth casting100%., M (divinatory items worth at least 25 gold),Instantaneous,With the aid of a divining tool

5th,Arcane Hand,Evocation,1 action,Long (120 feet),V 5th,Arcane Hand,Evocation,1 action,Long (120 feet),V
2nd,Arcane Lock,Abjuration,1 action,Touch,V 2nd,Arcane Lock,Abjuration,1 action,Touch,V
Cantrip,Arcane Muscles,Transmutation,1 action,Self,V Cantrip,Arcane Muscles,Transmutation,1 action,Self,V
1st,Arcane Riposte,Evocation,1 reaction 1st,Arcane Riposte,Evocation,1 reaction
7th,Arcane Sword,Evocation,1 action,Medium (60 feet),V 7th,Arcane Sword,Evocation,1 action,Medium (60 feet),V
2nd,Arcanist's Magic Aura,Illusion,1 action,Touch,V 2nd,Arcanist's Magic Aura,Illusion,1 action,Touch,V
3rd,Aspect of the Moon,Transmutation,1 bonus action,Self,V,Concentration (1 minute),You throw your head back and howl like a beast 3rd,Aspect of the Moon,Transmutation,1 bonus action,Self,V,Concentration (1 minute),You throw your head back and howl like a beast
9th,Astral Projection,Necromancy,1 hour,Touch,V 9th,Astral Projection,Necromancy,1 hour,Touch,V
2nd,Augury,Divination,1 minute,Self,V 2nd,Augury,Divination,1 minute,Self,V

S

  • casting time000 gold
  • range consumed by the spell),Instantaneous,You impart sentience in the target

  • components granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move
  • duration as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).The target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed

when the condition ends the awakened creature may choose to remain friendly to you.Cast at Higher LevelsTarget an additional creature for each slot level above 5th. Each target requires its own material component.Rare VersionsAurana's Augmented Awaken. When cast at higher levels

fifth casting100%., M (an intricately carved agate worth at least 1

S

  • casting time a d4 is subtracted from attack rolls and saving throws made by a target.Cast at Higher LevelsYou target an additional creature for each slot level above 1st.Rare VersionsBeshala's Unnerving Bane. Targets affected by this spell are rattled.Kreven's Tormenting Bane. A target affected by this spell has disadvantage on its next saving throw made against fear.,
  • range

fifth casting100%., M (a small straw dolly),Concentration (1 minute),The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends

S

  • casting time consumed by the spell),Concentration (1d4+2 rounds
  • range the Narrator rolls in secret),You employ sheer force of will to make reality question the existence of a nearby creature

  • components causing them to warp visibly in front of you.Until the spell ends
  • duration a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.At the end of each of its turns

a banished creature can repeat the saving throw with a 1 penalty for each round it has spent banished

fifth casting100%., M (an item worth at least 2 gold the target finds distasteful

S

  • casting time increasing its AC to 16 (unless its AC is already higher).Cast at Higher LevelsThe target's AC increases by +1 for every two slot levels above 2nd.,
  • range

fifth casting100%., M (strip of bark),1 hour,The target's skin takes on the texture and appearance of bark

S

fifth casting100%., M (banner or flag),Concentration (special),You fill your allies with a thirst for glory and battle using your triumphant rallying cry. Expend and roll a Bardic Inspiration die to determine the number of rounds you can maintain concentration on this spell (minimum 1 round). Each target gains a bonus to attack and damage rolls equal to the number of rounds you have maintained concentration on this spell (maximum +4). You cannot cast another spell through your spellcasting focus while concentrating on this spell.Cast at Higher LevelsYou can maintain concentration on this spell for an additional round for each slot level above 3rd.Rare VersionsKoren's Courageous Battlecry Ballad. Targets gain an expertise die on saving throws against fear.,

S,Concentration (1 minute),Hope and vitality fills the targets. Until the spell ends

  • casting time and when a target receives healing it regains the maximum number of hit points possible.,
  • range

fifth casting100%., each target gains advantage on Wisdom saving throws and death saving throws

S,Concentration (1 minute),Choose one of the following: Select one ability score

  • casting time the target loses its action unless it succeeds a Wisdom saving throw at the start of its turn.Your attacks and spells deal an additional 1d8 necrotic damage against the target.A curse lasts until the spell ends. At the Narrator's discretion you may create a different curse effect with this spell so long as it is weaker than the options above.A remove curse spell ends the effect if the spell slot used to cast it is equal to or greater than the spell slot used to cast bestow curse.Cast at Higher LevelsWhen using a 4th-level spell slot the duration increases to 10 minutes. When using a 5th-level spell slot the duration increases to 8 hours and it no longer requires your concentration. When using a 7th-level spell slot the duration is 24 hours.Rare VersionsBeshela's Enduring Bestow Curse. The spell's duration is permanent
  • range it no longer requires your concentration

  • components and the curse cannot be dispelled. The curse is only removed when a specific condition is met such as absorbing the scale of a red dragon
  • duration ingesting ambrosia

swimming in a mythical waterway

fifth casting100%., the target has disadvantage on ability checks and saving throws using that ability score.The target makes attack rolls against you with disadvantage.Each turn

S

  • casting time it takes 3d6 bludgeoning damage and is restrained by the tentacles unless it succeeds on a Dexterity saving throw. A creature that starts its turn restrained by the tentacles takes 3d6 bludgeoning damage.A restrained creature can use its action to make an Acrobatics or Athletics check against the spell save DC
  • range freeing itself on a success.Area: 20-foot squareCast at Higher LevelsThe damage increases by 1d6 for every 2 slot levels above 4th.,

fifth casting100%., M (piece of giant octopus or giant squid tentacle),Concentration (1 minute),Writhing black tentacles fill the ground within the area turning it into difficult terrain. When a creature starts its turn in the area or enters the area for the first time on its turn

S,Concentration (10 minutes),You create a wall of slashing blades. The wall can be up to 20 feet high and 5 feet thick

  • casting time it makes a Dexterity saving throw
  • range taking 6d10 slashing damage on a failed save

  • components or half as much on a successful save.Area: Wall
  • duration variesCast at Higher LevelsThe damage increases by 1d10 for each slot level above 6th.,

fifth casting100%., and can either be a straight wall up to 100 feet long or a ringed wall of up to 60 feet in diameter. The wall provides three-quarters cover and its area is difficult terrain.When a creature starts its turn within the wall's area or enters the wall's area for the first time on a turn

5th,Awaken,Transmutation,8 hours,Touch,V 5th,Awaken,Transmutation,8 hours,Touch,V
1st,Bane,Enchantment,1 action,Short (30 feet),V 1st,Bane,Enchantment,1 action,Short (30 feet),V
4th,Banishment,Abjuration,1 action,Medium (60 feet),V 4th,Banishment,Abjuration,1 action,Medium (60 feet),V
2nd,Barkskin,Transmutation,1 action,Touch,V 2nd,Barkskin,Transmutation,1 action,Touch,V
3rd,Battlecry Ballad,Abjuration,1 action,Short (30 feet),V 3rd,Battlecry Ballad,Abjuration,1 action,Short (30 feet),V
3rd,Beacon of Hope,Abjuration,1 action,Short (30 feet),V 3rd,Beacon of Hope,Abjuration,1 action,Short (30 feet),V
3rd,Bestow Curse,Necromancy,1 action,Touch,V 3rd,Bestow Curse,Necromancy,1 action,Touch,V
4th,Black Tentacles,Conjuration,1 action,Medium (60 feet),V 4th,Black Tentacles,Conjuration,1 action,Medium (60 feet),V
6th,Blade Barrier,Evocation,1 action,Long (120 feet),V 6th,Blade Barrier,Evocation,1 action,Long (120 feet),V

S

  • casting time a d4 is added to attack rolls and saving throws made by a target.Cast at Higher LevelsYou target one additional creature for each slot level above 1st.,
  • range

fifth casting100%., M (sprinkle of holy water),Concentration (1 minute),The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends

S,Instantaneous,Necrotic energies drain moisture and vitality from the target

fifth casting100%., dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.A plant creature or magical plant has disadvantage on its saving throw and takes the maximum damage possible from this spell. A nonmagical plant that isn't a creature receives no saving throw and instead withers until dead.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 4th.,

the target is blinded or deafened (your choice). At the end of each of its turns the target can repeat its saving throw

fifth casting100%., ending the spell on a success.Cast at Higher LevelsYou target one additional creature for each slot level above 2nd.,

S,1 minute,Until the spell ends

  • casting time the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range
  • range you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action

  • components you can dismiss this spell.While on the Ethereal Plane
  • duration you can see and hear into the plane you were originally on out to a range of 60 feet

but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane. Creatures on your original plane cannot perceive or interact with you

fifth casting100%., roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane

S

  • casting time clearly declaring your parts of the agreement during the casting.Until the spell ends
  • range if for any reason either participant breaks the agreement or fails to uphold their part of the bargain

  • components beings of celestial or fiendish origin appear within unoccupied spaces as close as possible to the participant who broke the bargain. The beings are hostile to the deal-breaking participant and attempt to kill them
  • duration as well as any creatures that defend them. When the deal-breaking participant is killed

or the spell's duration ends

fifth casting100%., M (drop of blood from both participants),13 days,This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement

you are shrouded in distortion and your image is blurred. Creatures make attack rolls against you with disadvantage unless they have senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).Cast at Higher LevelsYou may target an additional willing creature you can see within range for each slot level above 2nd. Whenever an affected creature other than you is hit by an attack

  • casting time increase the spell's range to 30 feet.,
  • range

fifth casting100%., the spell ends for that creature. When using a higher level spell slot

S,Instantaneous,A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.Cast at Higher LevelsThe damage increases by 1d6 for each slot level above 1st.Rare VersionsGabal's Inverted Burning Hands. The spell deals cold damage instead of fire damage

  • casting time and the area becomes difficult terrain for 1 minute as it is covered in hoarfrost.,
  • range

fifth casting100%., creatures in the area make a Constitution saving throw instead of a Dexterity saving throw

S,Concentration (1 hour),You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally

fifth casting100%., you gain an expertise die on Engineering checks made during the duration of the spell.Note: Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.,

S

  • casting time you can end the spell to halve the attack's damage against you
  • range gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack

  • components you deal an additional 2d10 force damage.Cast at Higher LevelsYou may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used
  • duration gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell

but you do so with advantage

or if you already have advantage M (executioner's hood),Concentration (1 minute),You surround yourself with a dampening magical field and collect the energy of a foe's attack to use against them. When you take damage from a weapon attack

1st,Bless,Enchantment,1 action,Short (30 feet),V 1st,Bless,Enchantment,1 action,Short (30 feet),V
4th,Blight,Necromancy,1 action,Short (30 feet),V 4th,Blight,Necromancy,1 action,Short (30 feet),V
2nd,Blindness/Deafness,Necromancy,1 action,Short (30 feet),V,1 minute,Until the spell ends 2nd,Blindness/Deafness,Necromancy,1 action,Short (30 feet),V,1 minute,Until the spell ends
3rd,Blink,Transmutation,1 action,Self,V 3rd,Blink,Transmutation,1 action,Self,V
3rd,Blood-Writ Bargain (Ritual),Conjuration,1 minute,Touch,V 3rd,Blood-Writ Bargain (Ritual),Conjuration,1 minute,Touch,V
2nd,Blur,Illusion,1 action,Self,V,Concentration (1 minute),Until the spell ends 2nd,Blur,Illusion,1 action,Self,V,Concentration (1 minute),Until the spell ends
1st,Burning Hands,Evocation,1 action,Self,V 1st,Burning Hands,Evocation,1 action,Self,V
Cantrip,Calculate,Divination,1 action,Self,V Cantrip,Calculate,Divination,1 action,Self,V
1st,Calculated Retribution,Abjuration,1 action,Self,V 1st,Calculated Retribution,Abjuration,1 action,Self,V

S,Concentration (10 minutes),A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear

  • casting time and as an action on subsequent turns until the spell ends
  • range you can call down a bolt of lightning to a point within 120 feet of the center of the storm. Each creature within 5 feet of the point makes a Dexterity saving throw

  • components taking 3d10 lightning damage on a failed save or half as much on a successful one.If you are outdoors in a storm when you cast this spell
  • duration you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.Cast at Higher LevelsThe damage increases by 1d10 for each slot level above 3rd.Rare VersionsSidoneth's Chill Call Lightning. This spell's silent and purple lightning strikes deal cold damage and don't damage objects or leave marks on bodies. The spell has no vocalized component.,

or if you already have advantage the spell fails (such as if you are in a small cavern or indoors).On the round you cast it

S,Concentration (1 minute),Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.Suppress the charmed or frightened conditions

or if you already have advantage though they resume when the spell ends (time spent suppressed counts against a condition's duration).Suppress hostile feelings towards creatures of your choice until the spell ends. This suppression ends if a target is attacked or sees its allies being attacked. Targets act normally when the spell ends.Cast at Higher LevelsThe spell area increases by 10 feet for each slot level above 2nd.,

S

  • casting time consumed by the spell),Instantaneous,You perform a religious ceremony during the casting time of this spell. When you cast the spell
  • range you choose one of the following effects

  • components any targets of which must be within range during the entire casting.Funeral: You bless one or more corpses
  • duration acknowledging their transition away from this world. For the next week

they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR or less. A corpse can only benefit from this effect once.Guide the Passing: You bless one or more creatures within range for their passage into the next life. For the next 7 days

or if you already have advantage M (25 gold worth of incense

S

  • casting time piece of glass
  • range piece of fur),Instantaneous,You fire a bolt of electricity at the primary target that deals 10d8 lightning damage. Electricity arcs to up to 3 additional targets you choose that are within 30 feet of the primary target.Cast at Higher LevelsAn extra arc leaps from the primary target to an additional target for each slot level above 6th.,

or if you already have advantage M (three pins

S,1 hour,You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends

  • casting time you affect one additional target that is within 30 feet of other targets.,
  • range

or if you already have advantage the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.Cast at Higher LevelsFor each slot level above 4th

S,1 hour,You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends

  • casting time you affect one additional target that is within 30 feet of other targets.,
  • range

or if you already have advantage the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.Cast at Higher LevelsFor each slot level above 1st

S,1 round,You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit

  • casting time and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for the duration. If the target you hit is undead
  • range it makes attack rolls against you with disadvantage until the end of your next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8)

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

or if you already have advantage the target takes 1d8 necrotic damage

S

  • casting time they are not under your control
  • range and they attack the nearest living creature.,

or if you already have advantage M (shards of a black pearl worth at least 500 gold),Instantaneous,A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.Cast at Higher LevelsThe damage increases by 2d6 for each slot level above 6th.Rare VersionsRoav's Reanimating Circle of Death. Creatures killed by this spell rise as zombies at the start of your next turn. These zombies have 1 hit point

M (long breath of clean air),5 minutes,You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.Until the spell ends

  • casting time and you can utilize bardic performances that would normally require breathable air. In addition
  • range you have advantage on saving throws against gases and environments with adverse breathing conditions.The duration of this spell increases by 1 minute when you reach 5th level (10 minutes)

  • components 11th level (30 minutes)
  • duration and 17th level (1 hour)Duration: 5 minutes,

or if you already have advantage you can breathe underwater

3rd,Call Lightning,Conjuration,1 action,Special,V 3rd,Call Lightning,Conjuration,1 action,Special,V
2nd,Calm Emotions,Enchantment,1 action,Medium (60 feet),V 2nd,Calm Emotions,Enchantment,1 action,Medium (60 feet),V
1st,Ceremony (Ritual),Evocation,1 hour,Short (30 feet),V 1st,Ceremony (Ritual),Evocation,1 hour,Short (30 feet),V
6th,Chain Lightning,Evocation,1 action,Long (120 feet),V 6th,Chain Lightning,Evocation,1 action,Long (120 feet),V
4th,Charm Monster,Enchantment,1 action,Medium (60 feet),V 4th,Charm Monster,Enchantment,1 action,Medium (60 feet),V
1st,Charm Person,Enchantment,1 action,Short (30 feet),V 1st,Charm Person,Enchantment,1 action,Short (30 feet),V
Cantrip,Chill Touch,Necromancy,1 action,Long (120 feet),V Cantrip,Chill Touch,Necromancy,1 action,Long (120 feet),V
6th,Circle of Death,Necromancy,1 action,Long (120 feet),V 6th,Circle of Death,Necromancy,1 action,Long (120 feet),V
Cantrip,Circular Breathing,Transmutation,1 bonus action,Self,S Cantrip,Circular Breathing,Transmutation,1 bonus action,Self,S

and it cannot be targeted or attacked.Choose seeing or hearing when you cast the spell. You may use that sense through the sensor as if you were there. As an action

  • casting time for instance) sees a 4-inch diameter glowing
  • range ethereal orb.Range: Special (1 mile),

or if you already have advantage you may switch which sense you are using through the sensor.A creature able to see invisible things (from the see invisibility spell or truesight

S

  • casting time000 gold and at least 1 cubic inch of flesh from the target
  • range consumed by the spell

  • components vessel worth at least 2
  • duration000 gold which can be sealed and is large enough to hold the target),Instantaneous,This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed. The clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.Once the clone has matured

when the target dies its soul is transferred to the clone so long as it is free and willing. The clone is identical to the target (except perhaps in age) and has the same personality

memories M (diamond worth at least 1

S,Concentration (10 minutes),You create a sphere of poisonous

  • casting time which can spread around corners but not change shape. The area is heavily obscured. A strong wind disperses the fog
  • range ending the spell early.Until the spell ends

  • components when a creature enters the area for the first time on its turn or starts its turn there
  • duration it takes 5d8 poison damage.The fog moves away from you 10 feet at the start of each of your turns

flowing along the ground. The fog is thicker than air

sinks to the lowest level in the land sickly green fog

M (poisonous snake's fang),Concentration (1 minute),Until the spell ends

  • casting time making a ranged spell attack at a creature or object within 30 feet. On a hit
  • range the venom deals 4d8 poison damage

  • components and if the target is a creature it is poisoned until the end of its next turn.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 3rd.Rare VersionsSidoneth's Vomitous Cobra's Spit. You can use an action to end the spell early
  • duration taking 4d8 poison damage and spewing a 15-foot cone that deals 8d8 poison damage. Creatures in the area make a Dexterity saving throw

halving the damage on a success.,

sinks to the lowest level in the land you can use an action to spit venom

S

  • casting time yellow
  • range and blue colored sand or powder),1 round,A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures)

  • components targets within the area are blinded
  • duration in ascending order according to their hit points. When a target is blinded

subtract its hit points from the total before moving on to the next target. A target's hit points must be equal to or less than the total remaining for the spell to have any affect.Cast at Higher LevelsAdd an additional 2d10 hit points for each slot level above 1st.,

sinks to the lowest level in the land M (pinch of red

if it does not understand your command

  • casting time but at the Narrator's discretion you may give any one-word command. Approach | Come | Here: The target uses its action to take the Dash action and move toward you by the shortest route
  • range ending its turn if it reaches within 5 feet of you.Bow | Grovel | Kneel: The target falls prone and ends its turn.Drop: The target drops anything it is holding and ends its turn.Flee | Run: The target uses its action to Dash and moves away from you as far as it can.Halt: The target remains where it is and takes no actions. A flying creature that cannot hover moves the minimum distance needed to remain aloft.Cast at Higher LevelsFor each slot level above 1st

  • components you affect one additional target that is within 30 feet of other targets.,
  • duration

sinks to the lowest level in the land or if the command is immediately harmful to it.Below are example commands

S

  • casting time a divine proxy
  • range or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question

  • components unless the being does not know. When the being does not know
  • duration you receive unclear as an answer. The being does not try to deceive

and the Narrator may offer a short phrase as an answer if necessary.When you cast this spell again before finishing a long rest

sinks to the lowest level in the land M (incense and vial of holy or unholy water),1 minute,You contact your deity

S,Instantaneous,Until the spell ends

  • casting time and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area
  • range such as a dungeon or town.You learn up to 3 facts of your choice about the surrounding area:Terrain and bodies of waterCommon flora

  • components fauna
  • duration minerals

and peoplesAny unnatural creatures in the areaWeaknesses in planar boundariesBuilt structures,

sinks to the lowest level in the land your spirit bonds with that of nature and you learn about the surrounding land. When cast outdoors the spell reaches 3 miles around you

S

  • casting time or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check
  • range but the Narrator may use DC 15 for a language closely related to one you know

  • components DC 25 for a language that is particularly unfamiliar or ancient
  • duration or DC 30 for a lost or dead language. This spell doesn't uncover secret messages or decode cyphers

and it does not assist in uncovering lies.Cast at Higher LevelsThe bonus increases by +5 for each slot level above 1st.,

sinks to the lowest level in the land M (ribbon with symbols of different languages written upon it),1 hour,You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear

3rd,Clairvoyance,Divination,10 minutes,Special (1 mile),,Concentration (10 minutes),An invisible sensor is created within the spell's range. The sensor remains there for the duration 3rd,Clairvoyance,Divination,10 minutes,Special (1 mile),,Concentration (10 minutes),An invisible sensor is created within the spell's range. The sensor remains there for the duration
8th,Clone,Necromancy,1 hour,Touch,V 8th,Clone,Necromancy,1 hour,Touch,V
5th,Cloudkill,Conjuration,1 action,Long (120 feet),V 5th,Cloudkill,Conjuration,1 action,Long (120 feet),V
3rd,Cobra's Spit,Conjuration,1 action,Self,S 3rd,Cobra's Spit,Conjuration,1 action,Self,S
1st,Color Spray,Illusion,1 action,Self,V 1st,Color Spray,Illusion,1 action,Self,V
1st,Command,Enchantment,1 action,Medium (60 feet),V,1 round,You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead 1st,Command,Enchantment,1 action,Medium (60 feet),V,1 round,You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead
5th,Commune (Ritual),Divination,1 minute (ritual),Self,V 5th,Commune (Ritual),Divination,1 minute (ritual),Self,V
5th,Commune with Nature (Ritual),Divination,1 minute,Self,V 5th,Commune with Nature (Ritual),Divination,1 minute,Self,V
1st,Comprehend Languages (Ritual),Divination,1 action,Self,V 1st,Comprehend Languages (Ritual),Divination,1 action,Self,V

S

sinks to the lowest level in the land M (small glass or crystal snowflake),Instantaneous,Frigid cold blasts from your hands. Each creature in the area takes 8d8 cold damage. Creatures killed by this spell become frozen statues until they thaw.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 5th.Rare VersionsSoliogn's Cubed Cone of Cold. The spell's area becomes a 30-foot cube. Any buildings or structures entirely in the area take double damage.,

S

  • casting time filling them with delusions and making them confused until the spell ends. On a successful saving throw
  • range a target is rattled for 1 round. At the end of each of its turns

  • components a confused target makes a Wisdom saving throw to end the spell's effects on it.Cast at Higher LevelsThe spell's area increases by 5 feet for each slot level above 4th.,
  • duration

sinks to the lowest level in the land M (a tangled string),Concentration (1 minute),You assault the minds of your targets

S,Concentration (1 hour),You summon forth the spirit of a beast that takes physical form in unoccupied spaces you can see. Choose one of the following:One beast of CR 2 or lessTwo beasts of CR 1 or lessThree beasts of CR or lessBeasts summoned this way are allied to you and your companions. While it is within 60 feet you can use a bonus action to mentally command a summoned beast. When you command multiple beasts using this spell

  • casting time or you can issue a general command
  • range such as guarding an area. If not given a command

  • components a conjured beast only defends itself.Cast at Higher LevelsThe challenge rating of beasts you can summon increases by one step for each slot level above 3rd. For example
  • duration when using a 4th-level spell slot you can summon one beast of CR 3 or less

two beasts of CR 2 or less

sinks to the lowest level in the land you must give them all the same command. You may decide the action the beast takes and where it moves during its next turn

S,Concentration (1 hour),You summon a creature from the realms celestial. This creature uses the statistics of a celestial creature (detailed below) with certain traits determined by your choice of its type: an angel of battle

  • casting time or angel of vengeance. The creature is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands
  • range the creature only defends itself.The creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends

  • components you lose control of the celestial creature
  • duration which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.Cast at Higher LevelsFor each slot level above 7th the celestial creature's AC increases by 1

its hit points increase by 10

sinks to the lowest level in the land angel of protection

S

  • casting time earth
  • range fire

  • components or water as appropriate),Concentration (1 hour),You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air
  • duration earth

fire

sinks to the lowest level in the land M (a 10-foot cube of air

S,Concentration (1 hour),You summon a creature from the Dreaming. This creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag

  • casting time or redcap. The creature is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands
  • range the creature only defends itself.The summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends

  • components you lose control of the summoned creature
  • duration which becomes hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.Cast at Higher LevelsFor each slot level above 6th the fey creature's AC increases by 1

its hit points increase by 10

sinks to the lowest level in the land hound

S,Concentration (1 hour),You summon up to 3 creatures from the Elemental Planes. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air

  • casting time fire
  • range or water. If you summon only 2 creatures with this spell

  • components increase its effective slot level by 1 when determining the minor elemental's statistics
  • duration and if you summon a single creature with this spell its effective slot level is increased by 2 instead.The summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple minor elementals using this spell

you must give them all the same command. Without such commands

sinks to the lowest level in the land earth

S

  • casting time satyr
  • range or sprite. If you summon only 2 creatures with this spell

  • components increase its effective slot level by 1 when determining the minor woodland being's statistics
  • duration and if you summon a single creature with this spell its effective slot level is increased by 2 instead.The summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple woodland beings using this spell

you must give them all the same command. Without such commands

sinks to the lowest level in the land M (one holly berry per creature summoned),Concentration (1 hour),You summon up to 3 creatures from the Dreaming. These creatures use the statistics of a woodland being (detailed below) with certain traits determined by your choice of its type: blink dog

risking your very mind in the process. Make a DC 15 Intelligence saving throw. On a failure

  • casting time you can ask the entity up to 5 questions before the spell ends. When possible the entity responds with one-word answers: yes
  • range no

  • components maybe
  • duration never

irrelevant

sinks to the lowest level in the land you take 6d6 psychic damage and suffer four levels of strife until you finish a long rest. A greater restoration spell ends this effect.On a successful save

5th,Cone of Cold,Evocation,1 action,Self,V 5th,Cone of Cold,Evocation,1 action,Self,V
4th,Confusion,Enchantment,1 action,Long (120 feet),V 4th,Confusion,Enchantment,1 action,Long (120 feet),V
3rd,Conjure Animals,Conjuration,1 action,Medium (60 feet),V 3rd,Conjure Animals,Conjuration,1 action,Medium (60 feet),V
7th,Conjure Celestial,Conjuration,1 minute,,V 7th,Conjure Celestial,Conjuration,1 minute,,V
5th,Conjure Elemental,Conjuration,1 minute,Medium (60 feet),V 5th,Conjure Elemental,Conjuration,1 minute,Medium (60 feet),V
6th,Conjure Fey,Conjuration,1 minute,Medium (60 feet),V 6th,Conjure Fey,Conjuration,1 minute,Medium (60 feet),V
4th,Conjure Minor Elementals,Conjuration,1 minute,Medium (60 feet),V 4th,Conjure Minor Elementals,Conjuration,1 minute,Medium (60 feet),V
4th,Conjure Woodland Beings,Conjuration,1 action,Medium (60 feet),V 4th,Conjure Woodland Beings,Conjuration,1 action,Medium (60 feet),V
5th,Contact Other Plane (Ritual),Divination,1 minute,Self,V,1 minute,You consult an otherworldly entity 5th,Contact Other Plane (Ritual),Divination,1 minute,Self,V,1 minute,You consult an otherworldly entity

S,7 days,Your touch inflicts a hideous disease. Make a melee spell attack. On a hit

  • casting time the disease lasts for the duration and the creature stops making saves
  • range or after three successful saves

  • components the creature recovers and the spell ends. A greater restoration spell or similar effect also ends the disease.Blinding Sickness: The target's eyes turn milky white. It is blinded and has disadvantage on Wisdom checks and saving throws.Filth Fever: The target is wracked by fever. It has disadvantage when using Strength for an ability check
  • duration attack roll

or saving throw.Flesh Rot: The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.Mindfire: The target hallucinates. During combat it is confused

sinks to the lowest level in the land you afflict the target with a disease chosen from the list below.The target must make a Constitution saving throw at the end of each of its turns. After three failed saves

S

  • casting time500 gold),10 days,As part of this spell
  • range cast a spell of 5th-level or lower that has a casting time of 1 action

  • components expending spell slots for both. The second spell must target you
  • duration and doesn't target others even if it normally would.Describe the circumstances under which the second spell should be cast. It is automatically triggered the first time these circumstances are met. This spell ends when the second spell is triggered

when you cast contingency again

sinks to the lowest level in the land M (gem-encrusted statuette of yourself worth 1

S

  • casting time consumed by the spell),Until dispelled,A magical torch-like flame springs forth from the target. The flame creates no heat
  • range doesn't consume oxygen

  • components and can't be extinguished
  • duration but it can be covered.,

sinks to the lowest level in the land M (ruby dust worth 50 gold

S

  • casting time and as an action on subsequent turns until the spell ends
  • range you can choose one of the following effects. When you choose a different effect

  • components the current one ends.Flood: The standing water level rises by up to 20 feet. The flood water spills onto land if the area includes a shore
  • duration but when the area is in a large body of water you instead create a 20-foot-tall wave. The wave travels across the area and crashes down

carrying Huge or smaller vehicles to the other side

sinks to the lowest level in the land M (drop of water),Concentration (10 minutes),Water inside the area is yours to command. On the round you cast it

S

  • casting time bits of earth
  • range and wood mixed with water),Concentration (8 hours),You must be outdoors to cast this spell

  • components and it ends early if you don't have a clear path to the sky. Until the spell ends
  • duration you change the weather conditions in the area from what is normal for the current climate and season. Choose to increase or decrease each weather condition (precipitation

temperature

sinks to the lowest level in the land M (burning incense

S,Instantaneous,A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw. A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save

  • casting time ending the effect for itself on a success.Cast at Higher LevelsWhen using a spell slot of 3rd-level or higher
  • range you may target an additional corpse.,

sinks to the lowest level in the land or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns

which you take when you see a creature within range cast a spell,Medium (60 feet),,Instantaneous,You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower

  • casting time make an ability check using your spellcasting ability (DC 10 + the spell's level). On a success
  • range the creature's spell fails and has no effect. The creature can use its reaction to try to reshape the fraying magic and cast another spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot.Casting Time: 1 reaction

  • components which you take when you see a creature within range cast a spellCast at Higher LevelsThe interrupted spell has no effect if its level is less than the level of the spell slot used to cast this spell.,
  • duration

sinks to the lowest level in the land its spell fails and has no effect. If it is casting a spell of 3rd-level or higher

S

  • casting time and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.Cast at Higher LevelsYou create an additional 2 Supply for each slot level above 3rd.,
  • range

sinks to the lowest level in the land M (serving of fresh food or water),Instantaneous,Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland

S

  • casting time the water falls as rain that extinguishes exposed flames in the area.Destroy Water: You destroy up to 10 gallons of water in the target. Alternatively
  • range you destroy fog in the area.Cast at Higher LevelsFor each slot level above 1st

  • components you either create or destroy 10 additional gallons of water
  • duration or the size of the cube increases by 5 feet.,

sinks to the lowest level in the land M (drop of water to create water or grains of sand to destroy it),Instantaneous,Choose one of the following.Create Water: You fill the target with up to 10 gallons of nonpotable water or 1 Supply of clean water. Alternatively

5th,Contagion,Necromancy,1 action,Touch,V 5th,Contagion,Necromancy,1 action,Touch,V
6th,Contingency,Evocation,,Self,V 6th,Contingency,Evocation,,Self,V
2nd,Continual Flame,Evocation,1 action,Touch,V 2nd,Continual Flame,Evocation,1 action,Touch,V
4th,Control Water,Transmutation,1 action,Long (120 feet),V 4th,Control Water,Transmutation,1 action,Long (120 feet),V
8th,Control Weather,Transmutation,10 minutes,Self,V 8th,Control Weather,Transmutation,10 minutes,Self,V
1st,Corpse Explosion,Evocation,1 action,Medium (60 feet),V 1st,Corpse Explosion,Evocation,1 action,Medium (60 feet),V
3rd,Counterspell,Abjuration,1 reaction 3rd,Counterspell,Abjuration,1 reaction
3rd,Create Food and Water,Conjuration,1 action,,V 3rd,Create Food and Water,Conjuration,1 action,,V
1st,Create or Destroy Water,Transmutation,1 action,Short (30 feet),V 1st,Create or Destroy Water,Transmutation,1 action,Short (30 feet),V

S

  • casting time a clay pot filled with brackish water
  • range and a black onyx stone worth 150 gold),Instantaneous,This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.While it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell

  • components you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn
  • duration or you can issue a general command

such as guarding an area. If not given a command

sinks to the lowest level in the land M (each corpse requires a clay pot filled with grave dirt

S

sinks to the lowest level in the land M (tiny piece of matter of the same type of the item you plan to create),Special,You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.The spell's duration is determined by the object's material. An object composed of multiple materials uses the shortest duration.Cast at Higher LevelsThe size of the cube increases by 5 feet for each slot level above 5th.,

S

  • casting time and woe betide whatever it strikes. As part of casting the spell
  • range make a melee spell attack against a creature or object within 5 feet. If you hit

  • components the target of your attack takes 7d6 thunder damage
  • duration and must make a Constitution saving throw or be knocked prone and stunned until the end of its next turn. This spell's damage is doubled against objects and structures.Cast at Higher LevelsThe spell deals an extra 1d6 of thunder damage for each slot level above 3rd.,

sinks to the lowest level in the land M (set of brass knuckles),Instantaneous,Your fist reverberates with destructive energy

S,Instantaneous,The target regains hit points equal to 1d8 + your spellcasting ability modifier.Cast at Higher LevelsThe hit points regained increase by 1d8 for each slot level above 1st.,

sinks to the lowest level in the land

S

  • casting time or a glowworm),Concentration (1 minute),You create up to four hovering lights which appear as torches
  • range lanterns

  • components or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell's range.,
  • duration

sinks to the lowest level in the land M (bit of phosphorus or wychwood

S

  • casting time but sheds bright light in a 20-foot radius around you and dim light for an additional 20 feet. Only you and up to 6 creatures of your choice can see this light.Rare VersionsRavjahani's Darklight. During the spell's duration
  • range you can use an action to kindle this light on a willing creature's hand

  • components sharing the effect with them. When the spell's duration ends
  • duration or when any of the flames are dispelled

the spell ends.,

sinks to the lowest level in the land M (torch coated with pitch),8 hours,You create an enchanted flame that surrounds your hand and produces no heat

M (bat fur and a drop of pitch or piece of coal),Concentration (10 minutes),Magical darkness that obscures darkvision and blocks nonmagical light spreads around corners as it fills the area. The darkness spreads around corners. If any of the area overlaps with magical light created by a spell of 2nd-level or lower

  • casting time the darkness emanates from it and moves with it. Completely covering the object with something that is not transparent blocks the darkness.Rare VersionsCyneburg's Blinding Darkness. A creature that moves out of the darkness must make a Constitution saving throw or be blinded for 1 minute. A creature blinded by this spell can repeat the saving throw at the end of each of its turns
  • range ending the effect on itself on a success.,

sinks to the lowest level in the land the spell that created the light is dispelled.When cast on an object that is in your possession or unattended

S

  • casting time for each slot level above 3rd you may choose an additional target.,
  • range

sinks to the lowest level in the land M (pinch of dried carrot or an agate),8 hours,The target gains darkvision out to a range of 60 feet.Cast at Higher LevelsThe range of the target's darkvision increases to 120 feet. In addition

S,1 hour,Magical light fills the area. The area is brightly lit and sheds dim light for an additional 60 feet. If any of the area overlaps with magical darkness created by a spell of 3rd-level or lower

  • casting time the light shines from it and moves with it. Completely covering the object with something that is not transparent blocks the light.,
  • range

sinks to the lowest level in the land the spell that created the darkness is dispelled.When cast on an object that is in your possession or unattended

6th,Create Undead,Necromancy,1 minute,Short (30 feet),V 6th,Create Undead,Necromancy,1 minute,Short (30 feet),V
5th,Creation,Illusion,1 minute,Short (30 feet),V 5th,Creation,Illusion,1 minute,Short (30 feet),V
3rd,Crushing Haymaker,Evocation,1 action,Self,V 3rd,Crushing Haymaker,Evocation,1 action,Self,V
1st,Cure Wounds,Evocation,1 action,Touch,V 1st,Cure Wounds,Evocation,1 action,Touch,V
Cantrip,Dancing Lights,Evocation,1 action,Long (120 feet),V Cantrip,Dancing Lights,Evocation,1 action,Long (120 feet),V
3rd,Darklight,Evocation,1 action,Self,V 3rd,Darklight,Evocation,1 action,Self,V
2nd,Darkness,Evocation,1 action,Medium (60 feet),V 2nd,Darkness,Evocation,1 action,Medium (60 feet),V
2nd,Darkvision,Transmutation,1 action,Touch,V 2nd,Darkvision,Transmutation,1 action,Touch,V
3rd,Daylight,Evocation,1 action,Medium (60 feet),V 3rd,Daylight,Evocation,1 action,Medium (60 feet),V

S,Concentration (1 minute),The target object's weight is greatly increased. Any creature holding the object must succeed on a Strength saving throw or drop it. A creature which doesn't drop the object has disadvantage on attack rolls until the start of your next turn as it figures out the object's new balance.Creatures that attempt to push

  • casting time or lift the object must succeed on a Strength check against your spell save DC to do so.,
  • range

sinks to the lowest level in the land drag

S,8 hours,The first time damage would reduce the target to 0 hit points

  • casting time that effect is negated. The spell ends immediately after either of these conditions occur.,
  • range

sinks to the lowest level in the land it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage

S

  • casting time the damage increases by 1d6.If touched before the spell ends
  • range the creature touching the bead makes a Dexterity saving throw or the bead detonates. On a successful save

  • components the creature can use an action to throw the bead up to 40 feet
  • duration moving the area with it. If the bead strikes a creature or solid object

the bead detonates.The fire spreads around corners

sinks to the lowest level in the land M (tiny ball of bat guano and sulfur),Concentration (1 minute),A glowing bead of yellow light flies from your finger and lingers at a point at the center of the area until you end the spelleither because your concentration is broken or because you choose to end itand the bead detonates. Each creature in the area takes 12d6 fire damage. If at the end of your turn the bead has not yet detonated

30-foot-cube chamber made of wood or stone. When the spell ends

  • casting time trapping any creatures or objects inside the demiplane.Each time you cast this spell
  • range you can either create a new demiplane

  • components conjure the door to a demiplane you have previously created
  • duration or make a door leading to a demiplane whose nature or contents you are familiar with.,

sinks to the lowest level in the land the door disappears from both sides

S,Concentration (10 minutes),You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition

  • casting time you may make a Wisdom (Religion) check against the passive Deception score of any aberration
  • range celestial

  • components elemental
  • duration fey

fiend

sinks to the lowest level in the land on the round you cast it and as an action on subsequent turns until the spell ends

S,Concentration (10 minutes),Until the spell ends

  • casting time and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).The spell penetrates most barriers but is blocked by 3 feet of wood or dirt
  • range 1 foot of stone

  • components 1 inch of common metal
  • duration or a thin sheet of lead.Range: Special (30-foot radius)Cast at Higher LevelsWhen using a spell slot of 2nd-level or higher

the spell no longer requires your concentration. When using a spell slot of 3rd-level or higher

sinks to the lowest level in the land you automatically sense the presence of magic within range

S

  • casting time and as an action on subsequent turns until the spell ends
  • range you can attempt to sense the presence of poisons

  • components poisonous creatures
  • duration and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check

but the Narrator may use DC 15 for uncommon afflictions

DC 20 for rare afflictions M (yew leaf),Concentration (10 minutes),On the round you cast it

S

  • casting time and as an action on subsequent turns until the spell ends
  • range you can probe a creature's mind to read its thoughts by focusing on one creature you can see within range. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don't speak any languages are unaffected. On a failed save

  • components you learn the creature's surface thoughtswhat is most on its mind in that moment. On a successful save
  • duration you fail to read the creature's thoughts and can't attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature's thoughts and what it is thinking about may change based on questions verbally directed at it.Once you have read a creature's surface thoughts

you can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save

DC 20 for rare afflictions M (copper piece),Concentration (1 minute),On the round you cast it

visualize

  • casting time provided it isn't carrying gear beyond its carrying capacity and is within 5 feet.If you would arrive in an occupied space the spell fails
  • range and you and any creature with you each take 4d6 force damage.Range: Special (500 feet),

DC 20 for rare afflictions or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.You can bring along objects if their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller

2nd,Deadweight,Transmutation,1 action,Touch,V 2nd,Deadweight,Transmutation,1 action,Touch,V
4th,Death Ward,Abjuration,1 action,Touch,V 4th,Death Ward,Abjuration,1 action,Touch,V
7th,Delayed Blast Fireball,Evocation,1 action,Long (120 feet),V 7th,Delayed Blast Fireball,Evocation,1 action,Long (120 feet),V
8th,Demiplane,Conjuration,1 action,Medium (60 feet),S,1 hour,You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty 8th,Demiplane,Conjuration,1 action,Medium (60 feet),S,1 hour,You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty
1st,Detect Evil and Good,Divination,1 action,Special (30-foot radius),V 1st,Detect Evil and Good,Divination,1 action,Special (30-foot radius),V
1st,Detect Magic (Ritual),Divination,1 action,Special (30-foot radius),V 1st,Detect Magic (Ritual),Divination,1 action,Special (30-foot radius),V
1st,Detect Poison and Disease (Ritual),Divination,1 action,Special (30-foot radius),V 1st,Detect Poison and Disease (Ritual),Divination,1 action,Special (30-foot radius),V
2nd,Detect Thoughts,Divination,1 action,Special (30-foot radius),V 2nd,Detect Thoughts,Divination,1 action,Special (30-foot radius),V
4th,Dimension Door,Conjuration,1 action,Special (500 feet),V,Instantaneous,You teleport to any place you can see 4th,Dimension Door,Conjuration,1 action,Special (500 feet),V,Instantaneous,You teleport to any place you can see

S,1 hour,Until the spell ends or you use an action to dismiss it

  • casting time including but not limited to: your heritage
  • range 1 foot of height

  • components weight
  • duration clothing

tattoos

piercings you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type

S

  • casting time leaving behind nothing but fine dust
  • range along with anything it was wearing or carrying (except magic items). Only true resurrection or a wish spell can restore it to life.This spell automatically disintegrates nonmagical objects and creations of magical force that are Large-sized or smaller. Larger objects and creations of magical force have a 10-foot-cube portion disintegrated instead. Magic items are unaffected.Cast at Higher LevelsThe damage increases by 3d6 for each slot level above 6th.,

piercings M (lodestone and pinch of dust),Instantaneous,A pale ray emanates from your pointed finger to the target as you attempt to undo it.The target takes 10d6 + 40 force damage. A creature reduced to 0 hit points is obliterated

S

  • casting time making you more able to resist and destroy beings from beyond the realms material.Until the spell ends
  • range celestials

  • components elementals
  • duration fey

fiends

piercings M (holy water or powdered silver and iron worth 25 gold),Concentration (1 minute),A nimbus of power surrounds you

S,instantaneous,You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher

  • casting time ending the effect on a success.Cast at Higher LevelsYou automatically end the effects of a spell on the target if the level of the spell slot used to cast it is equal to or less than the level of the spell slot used to cast dispel magic.Rare VersionsLeska's Confiscating Dispel Magic. When you dispel a spell that was cast using a spell slot at least 2 levels lower than the one used for this spell
  • range you can use your reaction to expend a spell slot of equal level to the dispelled spell and duplicate it.,

piercings make an ability check with a DC equal to 10 + the spell's level for each one

S

  • casting time consumed by the spell),Instantaneous,Your offering and magic put you in contact with the higher power you serve or its representatives.You ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply
  • range which may be cryptic or even nonverbal as appropriate to the being in question. The reply does not account for possible circumstances that could change the outcome

  • components such as making additional precautions. When you cast this spell again before finishing a long rest
  • duration the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting25%

third casting50%

fourth casting75% M (incense and sacrificial offering worth at least 25 gold appropriate to the higher power

S,Concentration (1 minute),You imbue divine power into your strikes. Until the spell ends

  • casting time and when rolling extra damage from this spell you reroll any results of 1 (you must use the new result).,
  • range

fourth casting75% you deal an extra 1d4 radiant damage with your weapon attacks.Rare VersionsSigismund's Spiteful Divine Favor. You deal extra necrotic damage instead of extra radiant damage

blinded

  • casting time when a celestial
  • range elemental

  • components fey
  • duration or fiend is affected by this spell it is immediately forced back to its home plane and for 24 hours it is unable to return to your current plane by any means less powerful than a wish spell. Such a creature does not suffer this effect if it is already on its plane of origin.Rare VersionsLeska's Imprecating Divine Word. The spell's additional effect also targets aberrations and dragons

sending them to a harmless demiplane.,

fourth casting75% and deafened for 1 hour.Fewer than 20 hit points: instantly killed outright.Additionally

S,Concentration (1 minute),You assert control over the target's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you

  • casting time you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands
  • range which can be a simple and general course of action such as Attack that target

  • components Go over there
  • duration or Bring me that object. Without commands the target only defends itself. The target continues to follow a command until its task is complete. You can use your action to assume direct control of the target. Until the end of your next turn

you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way

fourth casting75% it has advantage on its saving throw.Until the charm condition ends

S,Concentration (1 hour),You assert control over the target's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you

  • casting time you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands
  • range which can be a simple and general course of action such as Attack that target

  • components Go over there
  • duration or Bring me that object. Without commands the target only defends itself. The target continues to follow a command until its task is complete. You can use your action to assume direct control of the target. Until the end of your next turn

you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way

fourth casting75% it has advantage on its saving throw.Until the charm condition ends

1st,Disguise Self,Illusion,1 action,Self,V 1st,Disguise Self,Illusion,1 action,Self,V
6th,Disintegrate,Transmutation,1 action,Medium (60 feet),V 6th,Disintegrate,Transmutation,1 action,Medium (60 feet),V
5th,Dispel Evil and Good,Abjuration,1 action,Self,V 5th,Dispel Evil and Good,Abjuration,1 action,Self,V
3rd,Dispel Magic,Abjuration,1 action,Long (120 feet),V 3rd,Dispel Magic,Abjuration,1 action,Long (120 feet),V
4th,Divination (Ritual),Divination,1 action (ritual),Self,V 4th,Divination (Ritual),Divination,1 action (ritual),Self,V
1st,Divine Favor,Evocation,1 bonus action,Self,V 1st,Divine Favor,Evocation,1 bonus action,Self,V
7th,Divine Word,Evocation,1 bonus action,Short (30 feet),V,Instantaneous,You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.Fewer than 50 hit points: deafened for 1 minute.Fewer than 40 hit points: blinded and deafened for 10 minutes.Fewer than 30 hit points: stunned 7th,Divine Word,Evocation,1 bonus action,Short (30 feet),V,Instantaneous,You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.Fewer than 50 hit points: deafened for 1 minute.Fewer than 40 hit points: blinded and deafened for 10 minutes.Fewer than 30 hit points: stunned
4th,Dominate Beast,Enchantment,1 action,Medium (60 feet),V 4th,Dominate Beast,Enchantment,1 action,Medium (60 feet),V
8th,Dominate Monster,Enchantment,1 action,Medium (60 feet),V 8th,Dominate Monster,Enchantment,1 action,Medium (60 feet),V

S,Concentration (1 minute),You assert control over the target's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you

  • casting time you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands
  • range which can be a simple and general course of action such as Attack that target

  • components Go over there
  • duration or Bring me that object. Without commands the target only defends itself. The target continues to follow a command until its task is complete. You can use your action to assume direct control of the target. Until the end of your next turn

you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way

fourth casting75% it has advantage on its saving throw.Until the charm condition ends

S

  • casting time it can make another Wisdom saving throw
  • range ending the effect on itself on a success. On a failed save

  • components the creature takes 1d4 psychic damage. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Cast at Higher LevelsThe damage increases by 1d4 for each slot level above 1st.Rare VersionsKoren's Subtle Dramatic Sting. When you cast this spell
  • duration make a Performance check opposed by the target's Perception check. On a success

the target is affected by the spell but does not realize it is being targeted by a spell. Each round at the start of its turn

fourth casting75% M (broken violin string and a wasp's stinger),Concentration (1 minute),You frighten the target by echoing its movements with ominous music and terrifying sound effects. It takes 1d4 psychic damage and becomes frightened of you until the spell ends. At the end of each of the creature's turns

S

  • casting time ink
  • range and a writing quill plucked from a sleeping bird),8 hours,Until the spell ends

  • components you manipulate the dreams of another creature. You designate a messenger
  • duration which may be you or a willing creature you touch

to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.If the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream

creating objects M (sand

S,Instantaneous,You call upon your mastery of nature to produce one of the following effects within range:You create a minor

  • casting time the effect might create a miniature thunderhead if storms are predicted. You instantly make a plant feature develop. For example
  • range you can cause a flower to bloom or a seed pod to open.You create an instantaneous

  • components harmless sensory effect such as the sound of running water
  • duration birdsong

or the smell of mulch. The effect must fit in a 5-foot cube.You instantly ignite or extinguish a candle

torch harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example

which you take when you are targeted with a ranged attack,Short (30 feet),V

  • casting time 20 feet tall
  • range AC 10

  • components 20 hit points) in that space that provides you with three-quarters cover (+5 to AC and Dexterity saving throws).Casting Time: 1 reaction
  • duration which you take when you are targeted with a ranged attackRare VersionsSidoneth's Crystal Pillar. The pillar summoned by this spell is made of translucent crystal. If this spell causes an attack to miss

the attack hits the pillar instead. If this pillar is destroyed

torch S,1 minute,Choose an unoccupied space between you and the source of the attack which triggers the spell. You call forth a pillar of earth or stone (3 feet diameter

S

  • casting time rock
  • range and clay),Concentration (1 minute),You create a seismic disturbance in the spell's area. Until the spell ends

  • components an intense tremor rips through the ground and shakes anything in contact with it.The ground in the spell's area becomes difficult terrain as it warps and cracks. When you cast this spell and at the end of each turn you spend concentrating on it
  • duration each creature in contact with the ground in the spell's area must make a Dexterity saving throw or be knocked prone.Additionally

any creature that is concentrating on a spell while in contact with the ground in the spell's area must make a Constitution saving throw or lose concentration. At the Narrator's discretion

torch M (dirt

S,Concentration (1 minute),A black

  • casting time incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire. When a creature starts its turn in the cube or enters the cube for the first time on its turn it must make an Intelligence saving throw
  • range taking 5d6 psychic damage on a failed save

  • components or half damage on a success.As a bonus action
  • duration you can move the cube up to 10 feet in any direction to a space you can see. The cube cannot be made to pass through other creatures in this way.Rare VersionsKreven's Stunning Eldritch Cube. A creature that takes 20 or more damage from this spell is stunned until the end of its next turn.,

torch nonreflective

S

  • casting time it can use its reaction to end the spell and gain advantage.,
  • range

torch M (fur or feather from a beast),Concentration (1 hour),You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.Bear's Endurance: The target has advantage on Constitution checks and it gains 2d6 temporary hit points (lost when the spell ends).Bull's Strength: The target has advantage on Strength checks and doubles its carrying capacity.Cat's Grace: The target has advantage on Dexterity checks and it reduces any falling damage it takes by 10 unless it is incapacitated.Eagle's Splendor: The target has advantage on Charisma checks and is instantly cleaned (as if it had just bathed and put on fresh clothing).Fox's Cunning: The target has advantage on Intelligence checks and on checks using gaming sets.Owl's Wisdom: The target has advantage on Wisdom checks and it gains darkvision to a range of 30 feet (or extends its existing darkvision by 30 feet).Cast at Higher LevelsYou target one additional creature for each slot level above 2nd.Rare VersionsNevard's Guarded Enhance Ability. When the target makes a saving throw using the chosen ability score

S

  • casting time all items worn or carried by it also change size with it
  • range but an item dropped by the target immediately returns to normal size.Enlarge: Until the spell ends

  • components the target's size increases by one size category. Its size doubles in all dimensions and its weight increases eightfold. The target also has advantage on Strength checks and Strength saving throws. Its weapons also enlarge
  • duration dealing an extra 1d4 damage.Reduce: Until the spell ends

the target's size decreases one size category. Its size is halved in all dimensions and its weight decreases to one-eighth of its normal value. The target has disadvantage on Strength checks and Strength saving throws and its weapons shrink

torch M (powdered iron),Concentration (1 minute),You cause the target to grow or shrink. An unwilling target may attempt a saving throw to resist the spell. If the target is a creature

5th,Dominate Person,Enchantment,1 action,Medium (60 feet),V 5th,Dominate Person,Enchantment,1 action,Medium (60 feet),V
1st,Dramatic Sting,Enchantment,1 bonus action,Short (30 feet),V 1st,Dramatic Sting,Enchantment,1 bonus action,Short (30 feet),V
5th,Dream,Illusion,1 minute,Special,V 5th,Dream,Illusion,1 minute,Special,V
Cantrip,Druidcraft,Transmutation,1 action,Short (30 feet),V Cantrip,Druidcraft,Transmutation,1 action,Short (30 feet),V
1st,Earth Barrier,Abjuration,1 reaction 1st,Earth Barrier,Abjuration,1 reaction
8th,Earthquake,Evocation,1 action,Special (500 feet),V 8th,Earthquake,Evocation,1 action,Special (500 feet),V
5th,Eldritch Cube,Conjuration,1 action,Long (120 feet),V 5th,Eldritch Cube,Conjuration,1 action,Long (120 feet),V
2nd,Enhance Ability,Transmutation,1 action,Touch,V 2nd,Enhance Ability,Transmutation,1 action,Touch,V
2nd,Enlarge/Reduce,Transmutation,1 action,Short (30 feet),V 2nd,Enlarge/Reduce,Transmutation,1 action,Short (30 feet),V

S

  • casting time close
  • range lock

  • components or unlock any nonmagical doors or windows
  • duration or to thrash about and attempt to crush its inhabitants. While the target is thrashing

any creature inside or within 30 feet of it must make a Dexterity saving throw

torch M (stone or timber removed from a structure at least 100 years old),Concentration (1 minute),You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open

S,Concentration (1 minute),Constraining plants erupt from the ground in the spell's area

  • casting time the area is difficult terrain.A creature in the area when you cast the spell makes a Strength saving throw or it becomes restrained as the plants wrap around it. A creature restrained in this way can use its action to make a Strength check against your spell save DC
  • range freeing itself on a success.When the spell ends

  • components the plants wither away.Area: 20-foot square centered on the target,
  • duration

torch wrapping vines and tendrils around creatures. Until the spell ends

S,1 minute,You weave a compelling stream of words that captivates your targets. Any target that can't be charmed automatically succeeds on its saving throw

  • casting time it has disadvantage on Perception checks made to perceive any creature other than you. The spell ends if you are incapacitated or can no longer speak.,
  • range

torch and targets fighting you or creatures friendly to you have advantage on the saving throw.Until the spell ends or a target can no longer hear you

S,8 hours,Until the spell ends or you use an action to end it

  • casting time you can move in any direction
  • range but vertical movement is considered difficult terrain. You can see and hear the plane you originated from

  • components but everything looks desaturated and you can see no further than 60 feet. While on the Ethereal Plane
  • duration you can only affect and be affected by other creatures on that plane. Creatures not on the Ethereal Plane can't perceive you unless some special ability or magic explicitly allows them to.When the spell ends

you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens

torch you step into the border regions of the Ethereal Plane where it overlaps with your current plane. While on the Ethereal Plane

S,Concentration (10 minutes),Until the spell ends

  • casting time you can take the Dash action.Cast at Higher LevelsYour speed increases by 10 feet for each slot level above 1st.,
  • range

torch you're able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns

S,Concentration (1 minute),Your eyes become an inky void imbued with fell power. One creature of your choice within 60 feet of you that you can see and that can see you must succeed on a Wisdom saving throw or be afflicted by one of the following effects for the duration. Until the spell ends

  • casting time waking if it takes any damage or another creature uses an action to rouse it.Panicked: The target is frightened of you. On each of its turns
  • range the frightened creature uses its action to take the Dash action and move away from you by the safest and shortest available route unless there is nowhere for it to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

  • components this effect ends.Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns
  • duration it can make another Wisdom saving throw

ending this effect on a successful save.Rare VersionsBeshela's Devious Eyebite. Your eyes glow with a soft purple light. You gain an additional option:Charmed. The target is charmed by you. On each of its turns while it is charmed

torch on each of your turns you can use an action to target a creature that has not already succeeded on a saving throw against this casting of eyebite.Asleep: The target falls unconscious

S,Instantaneous,You convert raw materials into finished items of the same material. For example

  • casting time a bridge from a pile of lumber or group of trees
  • range or rope from a patch of hemp. When you cast the spell

  • components select raw materials you can see within range. From them
  • duration the spell fabricates a Large or smaller object (contained within a single 10-foot cube or up to eight connected 5-foot cubes) given a sufficient quantity of raw material. When fabricating with metal

stone

or another mineral substance you can fabricate a pitcher from a lump of clay

affected objects and creatures shed dim light in a 10-foot radius.Any attack roll against an affected object or creature has advantage. The spell also negates the benefits of invisibility on affected creatures and objects.Rare VersionsBeshela's Rattling Faerie Fire. When an affected creature is damaged by a weapon attack it takes 1d4 psychic damage and is rattled until the end of its next turn.,

or another mineral substance

S

  • casting time piece of bone
  • range and a thread),8 hours,You conjure a phantasmal watchdog. Until the spell ends

  • components the hound remains in the area unless you spend an action to dismiss it or you move more than 100 feet away from it.The hound is invisible except to you and can't be harmed. When a Small or larger creature enters the area without speaking a password you specify when casting the spell
  • duration the hound starts barking loudly. The hound sees invisible creatures

can see into the Ethereal Plane

or another mineral substance M (silver whistle

7th,Enrage Architecture,Transmutation,1 action,Long (120 feet),V 7th,Enrage Architecture,Transmutation,1 action,Long (120 feet),V
1st,Entangle,Conjuration,1 action,Long (120 feet),V 1st,Entangle,Conjuration,1 action,Long (120 feet),V
2nd,Enthrall,Enchantment,1 action,Medium (60 feet),V 2nd,Enthrall,Enchantment,1 action,Medium (60 feet),V
7th,Etherealness,Transmutation,1 action,Self,V 7th,Etherealness,Transmutation,1 action,Self,V
1st,Expeditious Retreat,Transmutation,1 bonus action,Self,V 1st,Expeditious Retreat,Transmutation,1 bonus action,Self,V
6th,Eyebite,Necromancy,1 action,Self,V 6th,Eyebite,Necromancy,1 action,Self,V
4th,Fabricate,Transmutation,10 minutes,Long (120 feet),V 4th,Fabricate,Transmutation,10 minutes,Long (120 feet),V
1st,Faerie Fire,Evocation,1 action,Medium (60 feet),V,Concentration (1 minute),Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw. Until the spell ends 1st,Faerie Fire,Evocation,1 action,Medium (60 feet),V,Concentration (1 minute),Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw. Until the spell ends
4th,Faithful Hound,Conjuration,1 action,Short (30 feet),V 4th,Faithful Hound,Conjuration,1 action,Short (30 feet),V

S

  • casting time gaining 1d4+4 temporary hit points that last until the spell ends.Cast at Higher LevelsGain an additional 5 temporary hit points for each slot level above 1st.Rare VersionsKasvarina's Resolute False Life. While you have temporary hit points from this spell
  • range you gain an expertise die on saving throws made against fear.,

or another mineral substance M (alcohol or distilled spirits),1 hour,You are bolstered with fell energies resembling life

S

  • casting time a creature becomes frightened until the spell ends and must drop whatever it is holding. On each of its turns
  • range a creature frightened by this spell uses its action to take the Dash action and move away from you by the safest available route. If there is nowhere it can move

  • components it remains stationary. When the creature ends its turn in a location where it doesn't have line of sight to you
  • duration the creature can repeat the saving throw

ending the spell's effects on it on a successful save.Rare VersionsAurana's Feast of Fear. The spell affects every creature within 30 feet of you. When you first cast the spell and again at the start of each of your turns

or another mineral substance M (white feather or hen's heart),Concentration (1 minute),You project a phantasmal image into the minds of each creature in the area showing them what they fear most. On a failed save

M (a small feather or pinch of down),1 minute,Magic slows the descent of each target. Until the spell ends

  • casting time it takes no falling damage and can land on its feet
  • range ending the spell for that target.Casting Time: 1 reaction which you take when you or a creature within range fallsCast at Higher LevelsWhen using 2nd-level or higher spell slot

  • components targets can move horizontally 1 foot for every 1 foot they descend
  • duration effectively gliding through the air until they land or the spell ends.,

or another mineral substance a target's rate of descent slows to 60 feet per round. If a target lands before the spell ends

S

  • casting time crystal
  • range glass

  • components or mineral spheres),Instantaneous,You blast the target's mind
  • duration attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage. On a failed save

until the spell ends the creature's Intelligence and Charisma scores are both reduced to 1. The creature can't cast spells

activate magic items M (handful of clay

S

  • casting time incense
  • range and herbs that must be burned in a brass brazier),Instantaneous,Your familiar

  • components a spirit that takes the form of any CR 0 beast of Small or Tiny size
  • duration appears in an unoccupied space within range. It has the statistics of the chosen form

but is your choice of a celestial

fey M (10 gold worth of charcoal

S,Instantaneous,You summon a spirit that takes the form of a loyal mount

  • casting time and choose whether it uses the statistics of an elk
  • range giant lizard

  • components panther
  • duration warhorse

or wolf (the Narrator may offer additional options.) Its statistics change in the following ways:Its type is your choice of celestial

fey creating a lasting bond with it. You decide on the steed's appearance

S

  • casting time immovable location that you have visited before. If no such location is within range
  • range the spell fails. For the duration

  • components you know the location's direction and distance. While you are traveling there
  • duration you have advantage on ability checks made to determine the shortest path.Range: Same Plane,

fey M (object worth at least 1 silver and from the target location),Concentration (1 day),Name a specific

S,Instantaneous,This spell reveals whether there is at least one trap within range and within line of sight. You don't learn the number

  • casting time or kind of traps detected. For the purpose of this spell
  • range a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger

  • components such as a pit trap
  • duration symbol spell

or alarm bell on a door

fey location

S,Instantaneous,Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.Cast at Higher LevelsThe damage increases by 2d8 for each slot level above 7th.Rare VersionsCyneburg's Shadowed Finger of Death. This spell's duration is 1 hour. You can store the spell harmlessly on a willing creature

  • casting time triggering the damage on a hit. The spell ends on a hit or miss.,
  • range

fey causing an inky stain to appear on its finger. That creature can touch or make an unarmed melee attack to deliver the spell to a target

1st,False Life,Necromancy,1 action,Self,V 1st,False Life,Necromancy,1 action,Self,V
3rd,Fear,Illusion,1 action,Self,V 3rd,Fear,Illusion,1 action,Self,V
1st,Feather Fall,Transmutation,1 reaction which you take when you or a creature within range falls,Medium (60 feet),V 1st,Feather Fall,Transmutation,1 reaction which you take when you or a creature within range falls,Medium (60 feet),V
8th,Feeblemind,Enchantment,1 action,Long (120 feet),V 8th,Feeblemind,Enchantment,1 action,Long (120 feet),V
1st,Find Familiar (Ritual),Conjuration,1 hour,Short (30 feet),V 1st,Find Familiar (Ritual),Conjuration,1 hour,Short (30 feet),V
2nd,Find Steed,Conjuration,10 minutes,Short (30 feet),V 2nd,Find Steed,Conjuration,10 minutes,Short (30 feet),V
6th,Find the Path,Divination,1 minute,Same plane,V 6th,Find the Path,Divination,1 minute,Same plane,V
2nd,Find Traps,Divination,1 minute,Long (120 feet),V 2nd,Find Traps,Divination,1 minute,Long (120 feet),V
7th,Finger of Death,Necromancy,1 action,Medium (60 feet),V 7th,Finger of Death,Necromancy,1 action,Medium (60 feet),V

S,Instantaneous,You cast a streak of flame at the target. Make a ranged spell attack. On a hit

  • casting time 11th level (3d10)
  • range and 17th level (4d10).Rare VersionsKatrina's Hellish Fire Bolt. This spell's damage ignores fire resistance and treats a creature's immunity to fire damage as resistance to fire damage.,

fey you deal 1d10 fire damage. An unattended flammable object is ignited. This spell's damage increases by 1d10 when you reach 5th level (2d10)

S

  • casting time flames envelop your body
  • range casting bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to end the spell early. Choose one of the following options:Chill Shield: You have resistance to fire damage. A creature within 5 feet of you takes 2d8 cold damage when it hits you with a melee attack.Warm Shield: You have resistance to cold damage. A creature within 5 feet of you takes 2d8 fire damage when it hits you with a melee attack.Cast at Higher LevelsThe duration increases to 1 hour when using a 6th-level spell slot

  • components or 8 hours when using an 8th-level spell slot.Rare VersionsKatrina's Enhancing Fire Shield. While this spell is active
  • duration any cantrips you cast that deal fire damage deal an extra 1d8 fire damage.,

fey M (phosphorus),10 minutes,Until the spell ends

S,Instantaneous,Flames roar

  • casting time plant life in the area is unaffected. This spell's area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose
  • range with each cube adjacent to at least one other cube.Cast at Higher LevelsThe damage increases by 1d10 for each slot level above 7th.Rare VersionsStekart's Delayed Fire Storm. This spell has a duration of 10 minutes. The flames do not immediately appear when the spell is cast. If a Small or larger creature enters the area of the spell

  • components the flames appear and deal damage
  • duration ending the spell.,

fey dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose

S

fey M (bat guano and sulfur),Instantaneous,A fiery mote streaks to a point within range and explodes in a burst of flame. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage.Cast at Higher LevelsThe damage increases by 1d6 for each slot level above 3rd.Rare VersionsKatrina's Improved Fireball. The fireball deals 8d6 fire damage.Ravjahani's Shadow Fireball. This spell's silent black flames deal necrotic damage and don't damage objects or leave marks on bodies. Any nonmagical flames in the area are extinguished. The spell has no vocalized component.,

S

  • casting time lasting for the duration. It disappears if you drop it
  • range but you can use a bonus action to recall it. The blade casts bright light in a 10-foot radius and dim light for another 10 feet. You can use an action to make a melee spell attack with the blade that deals 3d6 fire damage.Cast at Higher LevelsThe damage increases by 1d6 for every two slot levels above 2nd.Rare VersionsNevard's Radiant Flame Blade. You transform a freshly plucked blade of grass into a scimitar-shaped blade which glows with emerald radiance. Attacks with this weapon deal radiant damage. The duration of this spell is 1 hour

  • components and it doesn't require concentration.Sidoneth's Storming Flame Blade. This spell produces a crackling white blade which deals lightning damage. Attacks with this weapon have advantage against creatures wearing metal armor.,
  • duration

fey M (sumac leaf),Concentration (10 minutes),A scimitar-shaped blade of fire appears in your hand

S

  • casting time 40-foot high cylinderCast at Higher LevelsIncrease either the fire damage or the radiant damage by 1d6 for each slot level above 5th.Rare VersionsKreven's Discerning Lightning Strike. This spell deals lightning damage instead of fire damage and is a divination spell. A creature which has knowingly lied in the last minute has disadvantage on its saving throw
  • range while a creature which has not lied is immune to the spell's damage.,

fey M (pinch of sulfur),Instantaneous,A column of divine flame deals 4d6 fire damage and 4d6 radiant damage to creatures in the area.Area: 10-foot radius

S

  • casting time brimstone
  • range and powdered iron),Concentration (1 minute),A 5-foot-diameter sphere of fire appears within range

  • components lasting for the duration. It casts bright light in a 20-foot radius and dim light for another 20 feet
  • duration and ignites unattended flammable objects it touches. You can use a bonus action to move the sphere up to 30 feet. It can jump over pits 10 feet wide or obstacles 5 feet tall. If you move the sphere into a creature

the sphere ends its movement for that turn and the creature makes a Dexterity saving throw

fey M (tallow

M (limestone),Concentration (1 minute),The target becomes restrained as it begins to turn to stone. On a successful saving throw

  • casting time the spell ends. On a failure
  • range the target is petrified for the duration. If you maintain concentration for the maximum duration of the spell

  • components this petrification is permanent. Any pieces removed from a petrified creature are missing when the petrification ends.Cast at Higher LevelsTarget one additional creature when you cast this spell with an 8th-level spell slot.Rare VersionsKasvarina's Punishing Flesh to Stone. When you permanently petrify a target
  • duration you can designate a trigger event within 60 feet of the statue which causes the petrification to end. Example trigger events include a creature touching the statue or a specific item

or a word or phrase being spoken.,

fey the target is instead slowed until the end of its next turn and the spell ends.A creature restrained by this spell makes a second saving throw at the end of its turn. On a success

M (drop of oil),1 hour,You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell's duration

fey the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.Cast at Higher LevelsTarget one additional creature for each slot level above 2nd.,

Cantrip,Fire Bolt,Evocation,1 action,Long (120 feet),V Cantrip,Fire Bolt,Evocation,1 action,Long (120 feet),V
4th,Fire Shield,Evocation,1 action,Self,V 4th,Fire Shield,Evocation,1 action,Self,V
7th,Fire Storm,Evocation,1 action,Long (120 feet),V 7th,Fire Storm,Evocation,1 action,Long (120 feet),V
3rd,Fireball,Evocation,1 action,Long (120 feet),V 3rd,Fireball,Evocation,1 action,Long (120 feet),V
2nd,Flame Blade,Evocation,1 bonus action,Self,V 2nd,Flame Blade,Evocation,1 bonus action,Self,V
5th,Flame Strike,Evocation,1 action,Medium (60 feet),V 5th,Flame Strike,Evocation,1 action,Medium (60 feet),V
2nd,Flaming Sphere,Conjuration,1 action,Medium (60 feet),V 2nd,Flaming Sphere,Conjuration,1 action,Medium (60 feet),V
6th,Flesh to Stone,Transmutation,1 action,Medium (60 feet),S 6th,Flesh to Stone,Transmutation,1 action,Medium (60 feet),S
2nd,Flex,Illusion,1 action,Touch,S 2nd,Flex,Illusion,1 action,Touch,S

S

  • casting time 3 feet in diameter and hovering 3 feet off the ground
  • range appears within range. It can support up to 500 pounds. If it is overloaded

  • components or if you move more than 100 feet away from it
  • duration the spell ends. You can end the spell as an action. While it is not carrying anything

you can use a bonus action to teleport the disk to an unoccupied space within range.While you are within 20 feet of the disk

fey M (coin worth at least 1 silver),1 hour,A metallic disc made of force

S

  • casting time the target falls if it is off the ground.Cast at Higher LevelsTarget one additional creature for each slot level above 3rd.Rare VersionsSoliogn's Swift Fly. The target gains a flying speed of 90 feet.,
  • range

fey M (feather),Concentration (10 minutes),The target gains a flying speed of 60 feet. When the spell ends

S,Concentration (1 hour),You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).Cast at Higher LevelsThe spell's radius increases by 20 feet for each slot level above 1st.Rare VersionsRavjahani's Accompanying Fog Cloud. Until the spell ends

fey you can use a bonus action to move the area of fog up to 30 feet horizontally and 5 feet vertically.,

S

  • casting time incense
  • range and powdered ruby worth 1

  • components000 gold),1 day,You protect the target area against magical travel. Creatures can't teleport into the area
  • duration use a magical portal to enter it

or travel into it from another plane of existence

fey M (holy water

which you take in response to being damaged,Self,V

  • casting time which you take in response to being damagedCast at Higher LevelsThe damage is reduced by an additional 1d10 for each slot level above 2nd.,
  • range

fey S,Instantaneous,Your iron resolve allows you to withstand an attack. The damage you take from the triggering attack is reduced by 2d10 + your spellcasting ability modifier.Casting Time: 1 reaction

S,Instantaneous,Make a melee spell attack. On a hit

fey the target takes 3d8 force damage.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 1st.Rare VersionsVorax-Hul's Mighty Force Punch. The target is pushed 5 feet away from you for every 10 points of damage dealt.,

S

  • casting time500 gold),1 hour,An opaque cube of banded force surrounds the area
  • range preventing any matter or spells from passing through it

  • components though creatures can breathe inside it. Creatures that make a Dexterity saving throw and creatures that are only partially inside the area are pushed out of the area. Any other creature is trapped and can't leave by nonmagical means. The cage also traps creatures on the Ethereal Plane
  • duration and can only be destroyed by being dealt at least 25 force damage at once or by a dispel magic spell cast using an 8th-level or higher spell slot.If a trapped creature tries to teleport or travel to another plane

it makes a Charisma saving throw. On a failure

fey M (ruby dust worth 1

S

  • casting time attack rolls
  • range and saving throws. Other creatures have disadvantage on attack rolls against the target.,

fey M (hummingbird feather),8 hours,You impart the ability to see flashes of the immediate future. The target can't be surprised and has advantage on ability checks

S

  • casting time000 gold),Concentration (8 hours),While casting and concentrating on this spell
  • range you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses

  • components you see and hear through your grove swarm's senses. You can command your grove swarm telepathically
  • duration ordering it to advance

attack

fey M (emerald worth at least 10

1st,Floating Disk (Ritual),Conjuration,1 action,Short (30 feet),V 1st,Floating Disk (Ritual),Conjuration,1 action,Short (30 feet),V
3rd,Fly,Transmutation,1 action,Touch,V 3rd,Fly,Transmutation,1 action,Touch,V
1st,Fog Cloud,Conjuration,1 action,Long (120 feet),V 1st,Fog Cloud,Conjuration,1 action,Long (120 feet),V
6th,Forbiddance (Ritual),Abjuration,10 minutes,Touch,V 6th,Forbiddance (Ritual),Abjuration,10 minutes,Touch,V
2nd,Force of Will,Abjuration,1 reaction 2nd,Force of Will,Abjuration,1 reaction
1st,Force Punch,Evocation,1 action,Self,V 1st,Force Punch,Evocation,1 action,Self,V
7th,Forcecage,Evocation,1 action,Long (120 feet),V 7th,Forcecage,Evocation,1 action,Long (120 feet),V
9th,Foresight,Divination,1 minute,Touch,V 9th,Foresight,Divination,1 minute,Touch,V
9th,Forest Army,Conjuration,1 hour,Long (120 feet),V 9th,Forest Army,Conjuration,1 hour,Long (120 feet),V

S

fey M (grease),1 hour,The target ignores difficult terrain. Spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples. The target's movement and attacks aren't penalized from being underwater.Cast at Higher LevelsWhen using a 6th-level spell slot the duration is 8 hours. When using an 8th-level spell slot the duration is 24 hours.,

S

  • casting time dealing 10d6 cold damage to creatures in the area. Liquid in the area is frozen to a depth of 6 inches for 1 minute. Any creature caught in the ice can use an action to make a Strength check against your spell save DC to escape.Instead of firing the globe
  • range you can hold it in your hand. If you handle it carefully

  • components it won't explode until a minute after you cast the spell. At any time
  • duration you or another creature can strike the globe

throw it up to 60 feet

or use it as a slingstone M (a marble),Instantaneous,A freezing globe streaks to a point within range and explodes

when you make a Charisma ability check against the target

  • casting time the target realizes its judgment was influenced by magic and may become hostile.,
  • range

or use it as a slingstone you gain an expertise die. If you roll a 1 on the ability or skill check

S

  • casting time along with anything it's wearing and carrying
  • range becomes a hovering

  • components wispy cloud. In this form
  • duration it can't attack

use or drop objects

talk M (piece of gauze),Concentration (1 hour),The target

S

  • casting time000 gold),Concentration (1 minute),You create a magic portal
  • range a door between a space you can see and a specific place on another plane of existence. Each portal is a one-sided circular opening from 5 to 25 feet in diameter. Entering either portal transports you to the portal on the other plane. Deities and other planar rulers can prevent portals from opening in their domains.When you cast this spell

  • components you can speak the true name of a specific creature (not its nickname or title). If that creature is on another plane
  • duration the portal opens next to it and draws it through to your side of the portal. This spell gives you no power over the creature

and it might choose to attack you

leave M (diamond worth at least 5

S,30 days,You give a command to a target which can understand you. It becomes charmed by you. While charmed in this way

  • casting time a remove curse
  • range greater restoration

  • components or wish spell cast on the target using a spell slot at least as high as the slot used to cast this spell also ends it.Cast at Higher LevelsThe spell's duration is 1 year when using a 7th-level spell slot
  • duration or permanent until dispelled when using a 9th-level spell slot.,

leave it takes 5d10 psychic damage the first time each day that it disobeys your command. Your command can be any course of action or inaction that wouldn't result in the target's death. The spell ends if the command is suicidal or you use an action to dismiss the spell. Alternatively

S

  • casting time or permanent until dispelled when using a 4th-level spell slot.,
  • range

leave M (a copper piece placed on each of the corpse's eyes),10 days,The target can't become undead and doesn't decay. Days spent under the influence of this spell don't count towards the time limit of spells which raise the dead.Cast at Higher LevelsThe spell's duration is 1 year when using a 3rd-level spell slot

up to 3 spiders become giant spiders

  • casting time 2 crickets or mantises become ankhegs
  • range a centipede becomes a giant centipede

  • components or a scorpion becomes a giant scorpion. The spell ends for a creature when it dies or when you use an action to end the effect on it.While it is within 60 feet you can use a bonus action to mentally command the insects. When you command multiple insects using this spell
  • duration you may simultaneously give them all the same command.Cast at Higher LevelsThe spell's duration is 1 hour when using a 5th-level spell slot

or 8 hours when using a 6th-level spell slot.Rare VersionsNevard's Mounted Giant Insect. The spell transforms up to 10 beetles into riding beetles. When using a 5th-level or higher spell slot and transforming beetles into riding beetles

leave 2 ants become giant ants

you can replace the number you rolled with 15. Also

  • casting time and magic cannot determine that you are lying.,
  • range

leave magic that prevents lying has no effect on you

4th,Freedom of Movement,Abjuration,1 action,Touch,V 4th,Freedom of Movement,Abjuration,1 action,Touch,V
6th,Freezing Sphere,Evocation,1 action,Long (120 feet),V 6th,Freezing Sphere,Evocation,1 action,Long (120 feet),V
Cantrip,Friends,Enchantment,1 bonus action,Short (30 feet),S,1 round,Once before the start of your next turn Cantrip,Friends,Enchantment,1 bonus action,Short (30 feet),S,1 round,Once before the start of your next turn
3rd,Gaseous Form,Transmutation,1 action,Touch,V 3rd,Gaseous Form,Transmutation,1 action,Touch,V
9th,Gate,Conjuration,1 action,Medium (60 feet),V 9th,Gate,Conjuration,1 action,Medium (60 feet),V
5th,Geas,Enchantment,1 minute,Medium (60 feet),V 5th,Geas,Enchantment,1 minute,Medium (60 feet),V
2nd,Gentle Repose (Ritual),Necromancy,1 action,Touch,V 2nd,Gentle Repose (Ritual),Necromancy,1 action,Touch,V
4th,Giant Insect,Transmutation,1 action,Short (30 feet),V S,Concentration (10 minutes),You transform insects and other vermin into monstrous versions of themselves. Until the spell ends 4th,Giant Insect,Transmutation,1 action,Short (30 feet),V S,Concentration (10 minutes),You transform insects and other vermin into monstrous versions of themselves. Until the spell ends
8th,Glibness,Transmutation,1 action,Self,V,1 hour,When you make a Charisma check 8th,Glibness,Transmutation,1 action,Self,V,1 hour,When you make a Charisma check

S

  • casting time glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can't affect anything inside the sphere
  • range even if it's cast with a higher level spell slot. Targeting something inside the sphere or including the globe's space in an area has no effect on anything inside.Cast at Higher LevelsThe barrier blocks spells of one spell slot level higher for each slot level above 6th.,

leave M (glass bead),Concentration (1 minute),An immobile

S

  • casting time consumed by the spell),Until dispelled or triggered,You trace a glyph on the target. If the glyph is moved more than 10 feet from its original position
  • range or if it comes within 20 feet of another glyph that you have cast

  • components the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.Describe the actions a creature must perform to trigger the spell
  • duration such as approaching within a certain distance

opening or touching the object the glyph is inscribed on

leave M (incense and powdered diamond worth 200 gold

S

  • casting time any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.Cast at Higher LevelsYou create 1d4 additional berries for every 2 slot levels above 1st.Rare VersionsBeshela's Bunched Goodberry. Eating or administering any number of berries is a bonus action
  • range and a creature regains 1 hit point per berry consumed.,

leave M (mistletoe and a handful of grass),Instantaneous,You transform the components into 2d4 berries. For the next 24 hours

S,Instantaneous,You cause a message in Druidic to appear on a tree or plant within range which you have seen before. You can cast the spell again to erase the message.Range: Special (100 miles),

leave

S

  • casting time turning it into difficult terrain until the spell ends.When the grease appears
  • range each creature within the area must succeed on a Dexterity saving throw or fall prone. A creature that enters or ends its turn in the area must also succeed on a Dexterity saving throw or fall prone.Rare VersionsKatrina's Flammable Grease. Until the spell ends

  • components a creature that has made a saving throw against it gets grease on itself and becomes flammable. When the creature takes fire damage
  • duration it takes 1d6 ongoing fire damage until it uses an action to douse the flames.,

leave M (drop of grease),1 minute,Grease erupts from a point that you can see within range and coats the ground in the target area

S,Concentration (1 minute),The target is invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession.,

leave

S

  • casting time consumed by the spell),Instantaneous,Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:a level of fatigue.a level of strife.a charm or petrification effect.a curse or cursed item attunement.any reduction to a single ability score.an effect that has reduced the target's hit point maximum.,
  • range

leave M (100 gold of diamond dust

S

  • casting time burning incense
  • range brimstone

  • components and oil),24 hours,You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.When cast
  • duration you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.Guards and wards creates the following effects within the area of the spell.Corridors: Corridors are heavily obscured with fog. Additionally

creatures that choose between multiple passages or branches have a 50% chance to unknowingly choose a path other than the one they meant to choose.Doors: Doors are magically locked as if by an arcane lock spell. Additionally

leave M (silver rod worth 10 gold

S,Concentration (1 minute),The target may gain an expertise die to one ability check of its choice

leave ending the spell. The expertise die can be rolled before or after the ability check is made.,

6th,Globe of Invulnerability,Abjuration,1 action,Self,V 6th,Globe of Invulnerability,Abjuration,1 action,Self,V
3rd,Glyph of Warding,Abjuration,1 hour,Touch,V 3rd,Glyph of Warding,Abjuration,1 hour,Touch,V
1st,Goodberry,Transmutation,1 action,Touch,V 1st,Goodberry,Transmutation,1 action,Touch,V
Cantrip,Grapevine,Evocation,1 action,Special (100 miles),V Cantrip,Grapevine,Evocation,1 action,Special (100 miles),V
1st,Grease,Conjuration,1 action,Medium (60 feet),V 1st,Grease,Conjuration,1 action,Medium (60 feet),V
4th,Greater Invisibility,Illusion,1 action,Touch,V 4th,Greater Invisibility,Illusion,1 action,Touch,V
5th,Greater Restoration,Abjuration,1 action,Touch,V 5th,Greater Restoration,Abjuration,1 action,Touch,V
6th,Guards and Wards,Abjuration,10 minutes,Touch,V 6th,Guards and Wards,Abjuration,10 minutes,Touch,V
Cantrip,Guidance,Divination,1 action,Touch,V Cantrip,Guidance,Divination,1 action,Touch,V

S,1 Round,A bolt of light erupts from your hand. Make a ranged spell attack against the target. On a hit

  • casting time until the end of your next turn the target glows with bright light in a 20-foot radius and dim light an additional 10 feet.,
  • range

leave you deal 4d6 radiant damage and the next attack roll made against the target before the end of your next turn has advantage.Cast at Higher LevelsThe damage increases by 1d6 for each slot level above 1st.Rare VersionsLeska's Marked Guiding Bolt. On a hit

S

  • casting time the vehicle's sails are magically filled and it can travel as if it had a strong wind. Additionally
  • range any checks made to pilot the vehicle have advantage.,

leave M (seed),Concentration (1 minute),A torrent of wind erupts from your hand in a direction you choose. Each creature that starts its turn in the area or moves into the area must succeed on a Strength saving throw or be pushed 15 feet from you in the direction of the line. Any creature in the area must spend 2 feet of movement for every foot moved when trying to approach you.The blast of wind extinguishes small fires and disperses gas or vapor. You can use a bonus action to change the direction of the gust.Area: Line 60 feet long and 10 feet wideRare VersionsSidoneth's Traveling Gust of Wind. The spell targets one vehicle of Huge size or smaller that has sails and its duration increases to concentration (1 hour). Until the spell ends

S

  • casting time000 gold
  • range consumed by the spell),Until dispelled,You imbue the area with divine power

  • components bolstering some creatures and hindering others. Celestials
  • duration elementals

fey

fiends M (sanctified oils and incense worth at least 1

S

  • casting time making it look
  • range sound

  • components or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures
  • duration equipment

or creatures.Only the visual

auditory M (bit of dirt from the area),24 hours,You weave a veil over the natural terrain within the area

S,Instantaneous,You assail a target with entropic energy. The target takes 14d6 necrotic damage and its hit point maximum is reduced by the same amount for 1 hour. This spell cannot reduce a target to less than 1 hit point.Any effect that removes a disease restores the target's hit point maximum.Cast at Higher LevelsIncrease the damage by 2d6 for each slot level above 6th.,

auditory

S

  • casting time when a creature within range uses a Bardic Inspiration die
  • range you may choose to reroll the die after it is rolled but before the outcome is determined.You cannot cast another spell through your spellcasting focus while concentrating on this spell.Rare VersionsKoren's Lasting Harmonic Resonance. The spell's effects continue for 1 round after its duration ends.,

auditory M (the written lyrics of a duet),Concentration (1 minute),You harmonize with the rhythm of those around you until you're perfectly in sync. You may take the Help action as a bonus action. Additionally

S

  • casting time the target's Speed is doubled
  • range it gains a +2 bonus to AC

  • components it has advantage on Dexterity saving throws
  • duration and it gains one additional action on each of its turns. This action can be used to make a single weapon attack

or to take the Dash

Disengage M (coffee bean),Concentration (1 minute),Until the spell ends

S,Instantaneous,A torrent of healing energy suffuses the target and it regains 70 hit points. The spell also ends blindness

  • casting time and any diseases afflicting the target.Cast at Higher LevelsThe hit points regained increase by 10 for each slot level above 6th.,
  • range

Disengage deafness

S

  • casting time000 gold),24 hours,You magically replace your heart with one forged on the second layer of Hell. While the spell lasts
  • range you are immune to fear and can't be poisoned

  • components and you are immune to fire and poison damage. You gain resistance to cold damage
  • duration as well as to bludgeoning

piercing

Disengage M (replica iron heart worth at least 1

1st,Guiding Bolt,Evocation,1 action,Long (120 feet),V 1st,Guiding Bolt,Evocation,1 action,Long (120 feet),V
2nd,Gust of Wind,Evocation,1 action,Self,V 2nd,Gust of Wind,Evocation,1 action,Self,V
5th,Hallow,Evocation,24 hours,Touch,V 5th,Hallow,Evocation,24 hours,Touch,V
4th,Hallucinatory Terrain,Illusion,10 minutes,Special (300 feet),V 4th,Hallucinatory Terrain,Illusion,10 minutes,Special (300 feet),V
6th,Harm,Necromancy,1 action,Medium (60 feet),V 6th,Harm,Necromancy,1 action,Medium (60 feet),V
1st,Harmonic Resonance,Abjuration,1 action,Self,V 1st,Harmonic Resonance,Abjuration,1 action,Self,V
3rd,Haste,Transmutation,1 action,Short (30 feet),V 3rd,Haste,Transmutation,1 action,Short (30 feet),V
6th,Heal,Evocation,1 action,Medium (60 feet),V 6th,Heal,Evocation,1 action,Medium (60 feet),V
8th,Heart of Dis,Necromancy,10 minutes,Self,V 8th,Heart of Dis,Necromancy,10 minutes,Self,V

S

  • casting time on subsequent turns you can use a bonus action to inflict the same damage. If a creature is holding or wearing the target and suffers damage
  • range it makes a Constitution saving throw or it drops the target. If a creature does not or cannot drop the target

  • components it has disadvantage on attack rolls and ability checks until the start of your next turn.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 2nd.,
  • duration

Disengage M (piece of iron),Concentration (1 minute),The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends

S

  • casting time000 gold
  • range consumed by the spell),Instantaneous,The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus. Consuming the food takes 1 hour and leaves a creature feeling nourishedit immediately makes a saving throw with advantage against any disease or poison it is suffering from

  • components and it is cured of any effect that frightens it.For up to 24 hours afterward the feast's participants have advantage on Wisdom saving throws
  • duration advantage on saving throws made against disease and poison

resistance against damage from poison and disease

Disengage M (beautifully crafted bowl worth at least 1

S,Concentration (1 minute),The target's spirit is bolstered. Until the spell ends

  • casting time it regains 1d4 additional hit points.,
  • range

Disengage the target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns and it cannot be frightened. Any temporary hit points remaining are lost when the spell ends.Cast at Higher LevelsTarget one additional creature for each slot level above 1st.Rare VersionsKoren's Glowing Heroism. The target glows with bright light in a 10-foot radius and dim light an additional 5 feet. When a creature within the target's glow regains hit points

S

  • casting time becomes incapacitated
  • range and cannot stand.Until the spell ends

  • components at the end of each of the target's turns and when it suffers damage
  • duration the target may attempt another saving throw (with advantage if triggered by damage). On a successful save

the spell ends.Cast at Higher LevelsTarget an additional creature within 30 feet of the original for each slot level above 1st.Rare VersionsBeshala's Infectious Hideous Laughter. Any creature that touches the target must also succeed on a Wisdom saving throw or be affected by the spell.Kreven's Despairing Hideous Laughter. When the mirth fades the target is affected with crushing grief

sadness M (poppy seed),Concentration (1 minute),The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone

S

  • casting time the target makes another saving throw
  • range ending the spell's effects on it on a successful save.Cast at Higher LevelsTarget an additional creature within 30 feet of the first target for each slot level above 5th.,

sadness M (piece of iron),Concentration (1 minute),The target is paralyzed. At the end of each of its turns

S

  • casting time the target makes another saving throw
  • range ending the spell's effects on it on a successful save.Cast at Higher LevelsTarget an additional creature within 30 feet of the first target for each slot level above 2nd.,

sadness M (piece of iron),Concentration (1 minute),The target is paralyzed. At the end of each of its turns

S

  • casting time000 gold),Concentration (1 minute),Holy radiance emanates from you and fills the area. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target
  • range the aura erupts into blinding light

  • components forcing the attacker to make a Constitution saving throw or be blinded until the spell ends.,
  • duration

sadness M (sacred reliquary worth at least 1

M (piece of crystal),Concentration (1 minute),You conjure a swirling pattern of twisting hues that roils through the air

sadness appearing for a moment and then vanishing. Creatures in the area that can perceive the pattern make a Wisdom saving throw or become charmed. A creature charmed by this spell becomes incapacitated and its Speed is reduced to 0.The effect ends on a creature when it takes damage or when another creature uses an action to shake it out of its daze.,

S

sadness M (drop of water),Instantaneous,A bombardment of jagged ice erupts throughout the target area. All creatures in the area take 2d8 bludgeoning damage and 4d6 cold damage. Large chunks of ice turn the area into difficult terrain until the end of your next turn.Range: Special (300 feet)Area: 20-foot radius cylinder that is 40 feet highCast at Higher LevelsThe bludgeoning damage increases by 1d8 for each slot level above 4th.Rare VersionsGabal's Shackling Ice Storm. A creature that takes 20 or more damage is ensnared in icy shackles. An ensnared creature is grappled and takes 2d6 ongoing cold damage until it uses an action to make a Strength saving throw to end the effect.,

2nd,Heat Metal,Transmutation,1 action,Medium (60 feet),V 2nd,Heat Metal,Transmutation,1 action,Medium (60 feet),V
6th,Heroes' Feast,Conjuration,10 minutes,Short (30 feet),V 6th,Heroes' Feast,Conjuration,10 minutes,Short (30 feet),V
1st,Heroism,Enchantment,1 action,Touch,V 1st,Heroism,Enchantment,1 action,Touch,V
1st,Hideous Laughter,Enchantment,1 action,Short (30 feet),V 1st,Hideous Laughter,Enchantment,1 action,Short (30 feet),V
5th,Hold Monster,Enchantment,1 action,Medium 60 (feet),V 5th,Hold Monster,Enchantment,1 action,Medium 60 (feet),V
2nd,Hold Person,Enchantment,1 action,Medium (60 feet),V 2nd,Hold Person,Enchantment,1 action,Medium (60 feet),V
8th,Holy Aura,Abjuration,1 action,Self,V 8th,Holy Aura,Abjuration,1 action,Self,V
3rd,Hypnotic Pattern,Illusion,1 action,Long (120 feet),S 3rd,Hypnotic Pattern,Illusion,1 action,Long (120 feet),S
4th,Ice Storm,Evocation,1 action,Special (300 feet),V 4th,Ice Storm,Evocation,1 action,Special (300 feet),V

S

  • casting time you learn any spells that are currently affecting a targeted creature. What this spell can reveal is at the Narrator's discretion
  • range and some powerful and rare magics are immune to identify.,

sadness M (pearl worth at least 100 gold and a feather),Instantaneous,You learn the target item's magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.Alternatively

M (ink worth at least 10 gold

  • casting time you can change the handwriting and the language that the message is written in
  • range though you must know the language in question.If the spell is dispelled

  • components both the message and its illusory mask disappear.The true message can be perceived by any creature with truesight.,
  • duration

sadness consumed by the spell),,You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message

S

  • casting time a target is immune to any future attempts by you to cast this spell on it. On a failed save
  • range choose from one of the forms of bindings below (each lasts until the spell ends).Burial: The target is buried deep below the surface of the earth in a tomb just large enough to contain it. Nothing can enter the tomb. No teleportation or planar travel can be used to enter

  • components leave
  • duration or affect the tomb or its contents. A small mithril orb is required for this casting.Chaining: Chains made of unbreakable material erupt from the ground and root the target in place. The target is restrained and cannot be moved by any means. A small adamantine chain is required for this casting.Hedged Prison: The target is imprisoned in a maze-like demiplane of your choosing

such as a labyrinth

a cage M (picture or statue of the target worth at least 500 gold per Hit Die of the target and a special component determined by the spell's effects),Until dispelled,You utter the target`s name and attempt to bind them for eternity. On a successful save

S,Concentration (1 minute),A cloud of burning embers

  • casting time and roiling flame appears within range. The cloud heavily obscures its area
  • range spreading around corners and through cracks. When the cloud appears and a creature is in it

  • components when a creature enters the cloud for the first time on a turn
  • duration or when a creature ends its turn within the cloud it makes a Dexterity saving throw

taking 10d8 fire damage on a failed save

a cage smoke

S

  • casting time fingernail clippings
  • range or some other piece of the target),Special,You infect your target with an arcane disease. At any time after you cast this spell

  • components as long as you are on the same plane of existence as the target
  • duration you can use an action to deal 7d10 necrotic damage to the target. If this damage would reduce the target to 0 hit points

you can choose to leave it with 1 hit point. As part of dealing the damage

a cage M (hair

S,10 minutes,A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon

  • casting time choose one of the following options. While the spell lasts
  • range you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you. On a hit

  • components you deal 5d8 damage of a type determined by the weapon's form. On a critical hit
  • duration you inflict an additional effect.In addition

on a hit with the infernal weapon

a cage it disappears and the spell ends.When you cast the spell

S,Instantaneous,You impart fell energies that suck away the target's life force

a cage making a melee spell attack that deals 3d10 necrotic damage.Cast at Higher LevelsThe damage increases by 1d10 for each slot level above 1st.,

S

  • casting time biting and stinging any creatures it touches. The cloud lightly obscures its area
  • range spreads around corners

  • components and is considered difficult terrain. When the cloud appears and a creature is in it
  • duration when a creature enters the cloud for the first time on a turn

or when a creature ends its turn within the cloud it makes a Constitution saving throw

a cage M (dead insect),Concentration (10 minutes),A roiling cloud of insects appears

S

  • casting time000 gold),Until dispelled,Until the spell ends
  • range a mystical bond connects the target and the precious stone used to cast this spell. Any time after

  • components you may crush the stone and speak the name of the item
  • duration summoning it instantly into your hand no matter the physical

metaphysical

or planar distances involved M (precious stone worth 1

1st,Identify (Ritual),Divination,1 minute,Touch,V 1st,Identify (Ritual),Divination,1 minute,Touch,V
1st,Illusory Script,Illusion,1 minute,Touch,S 1st,Illusory Script,Illusion,1 minute,Touch,S
9th,Imprisonment,Abjuration,1 minute,Short (30 feet),V 9th,Imprisonment,Abjuration,1 minute,Short (30 feet),V
8th,Incendiary Cloud,Conjuration,1 action,Long (120 feet),V 8th,Incendiary Cloud,Conjuration,1 action,Long (120 feet),V
7th,Inescapable Malady,Necromancy,1 action,Medium (60 feet),V 7th,Inescapable Malady,Necromancy,1 action,Medium (60 feet),V
6th,Infernal Weapon,Conjuration,1 bonus action,Self,V 6th,Infernal Weapon,Conjuration,1 bonus action,Self,V
1st,Inflict Wounds,Necromancy,1 action,Touch,V 1st,Inflict Wounds,Necromancy,1 action,Touch,V
5th,Insect Plague,Conjuration,1 action,Special (300 feet),V 5th,Insect Plague,Conjuration,1 action,Special (300 feet),V
6th,Instant Summons (Ritual),Conjuration,1 minute,Touch,V 6th,Instant Summons (Ritual),Conjuration,1 minute,Touch,V

S

  • casting time whenever the target deals damage with an unarmed strike or natural weapon
  • range it deals 1d4 extra damage.Cast at Higher LevelsWhen you cast this spell with a spell slot of 3rd- or 4th-level

  • components the extra damage increases by 1d6. When you cast this spell with a spell slot of 5th- or 6th-level
  • duration the extra damage increases by 1d8. When you cast this spell with a spell slot of 7th-level or higher

the extra damage increases by 1d10.,

or planar distances involved M (pair of claws),Concentration (10 minutes),You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell

S

  • casting time making it invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession. The spell's effects end for a target that attacks or casts a spell.Cast at Higher LevelsTarget one additional creature for each slot level above 2nd.Rare VersionsRavjahani's Imparted Invisibility. Until the spell ends
  • range any object that the target picks up becomes invisible even after it is dropped.,

or planar distances involved M (piece of a veil),Concentration (1 hour),You wreathe a creature in an illusory veil

forcing it to caper

  • casting time and shuffle. At the start of each of its turns
  • range the dancing target must use all of its movement to dance in its space

  • components and it has disadvantage on attack rolls and saving throws. Attacks made against the target have advantage. On each of its turns
  • duration the target can use an action to repeat the saving throw

ending the spell on a successful save.Cast at Higher LevelsTarget one additional creature within 30 feet for each slot level above 6th.Rare VersionsBeshala's Wild Irresistible Dance. The target is forced to dance with such vigor that it suffers a level of fatigue when the spell ends.,

or planar distances involved dance

S

or planar distances involved M (grasshopper's leg),1 minute,You imbue a target with the ability to make impossible leaps. The target's jump distances increase 15 feet vertically and 30 feet horizontally.Cast at Higher LevelsEach of the target's jump distances increase by 5 feet for each slot level above 1st.,

S

  • casting time you unlock or open the target
  • range and any traps on the object are automatically triggered and a loud metallic clang resounds

  • components easily audible at up to 300 feet. An item with multiple locks requires multiple castings of this spell to be opened.When you target an object held shut by an arcane lock
  • duration that spell is suppressed for 10 minutes

allowing the object to be opened and shut normally during that time.Cast at Higher LevelsThe level of the arcane lock you can suppress increases by 1 for each slot level above 3rd. In addition

or planar distances involved M (key),Instantaneous,Make a check against the DC of a lock or door using your spell attack bonus. On a success

S

  • casting time exquisitely bound books worth at least 50 gold each),Instantaneous,You learn significant information about the target. This could range from the most up-to-date research
  • range lore forgotten in old tales

  • components or even previously unknown information. The spell gives you additional
  • duration more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown. The knowledge you gain is always true

but may be obscured by metaphor

poetic language M (250 gold of incense consumed by the spell and 4 blank

the creature can't take reactions and is frightened of you until the start of its next turn. Until the end of your turn

  • casting time you can't speak
  • range and you can move through spaces as narrow as 1 inch wide without squeezing. You revert to your normal form at the end of your turn.Duration: 1 turn,

poetic language your Speed becomes 20 feet

S,Instantaneous,Your glowing hand removes one disease or condition affecting the target. Choose from blinded

  • casting time paralyzed
  • range or poisoned. At the Narrator's discretion

  • components some diseases might not be curable with this spell.,
  • duration

poetic language deafened

S

  • casting time the target rises vertically in the air up to 20 feet and remains floating there
  • range able to move only by pushing or pulling on fixed objects or surfaces within its reach. This allows the target to move as if it was climbing.On subsequent turns

  • components you can use your action to alter the target's altitude by up to 20 feet in either direction so long as it remains within range. If you have targeted yourself you may move up or down as part of your movement. The target floats gently to the ground if it is still in the air when the spell ends.Cast at Higher LevelsWhen using a 5th-level spell slot the target can levitate or come to the ground at will. When using a 7th-level spell slot its duration increases to 1 hour and it no longer requires concentration.,
  • duration

poetic language M (sycamore seed or scrap of silver cloth),Concentration (10 minutes),Until the spell ends

2nd,Invigorated Strikes,Transmutation,1 action,Touch,V 2nd,Invigorated Strikes,Transmutation,1 action,Touch,V
2nd,Invisibility,Illusion,1 action,Touch,V 2nd,Invisibility,Illusion,1 action,Touch,V
6th,Irresistible Dance,Enchantment,1 action,Short (30 feet),V,Concentration (1 minute),You murmur a tune that takes root in the target's mind until the spell ends 6th,Irresistible Dance,Enchantment,1 action,Short (30 feet),V,Concentration (1 minute),You murmur a tune that takes root in the target's mind until the spell ends
1st,Jump,Transmutation,1 bonus action,Touch,V 1st,Jump,Transmutation,1 bonus action,Touch,V
2nd,Knock,Transmutation,1 action,Touch,V 2nd,Knock,Transmutation,1 action,Touch,V
5th,Legend Lore,Divination,10 minutes,Self,V 5th,Legend Lore,Divination,10 minutes,Self,V
2nd,Lemure Transformation,Transmutation,1 bonus action,Self,V,1 turn,Your body melts into a humanoid-shaped mass of liquid flesh. Each creature within 5 feet of you that can see the transformation must make a Wisdom saving throw. On a failure 2nd,Lemure Transformation,Transmutation,1 bonus action,Self,V,1 turn,Your body melts into a humanoid-shaped mass of liquid flesh. Each creature within 5 feet of you that can see the transformation must make a Wisdom saving throw. On a failure
2nd,Lesser Restoration,Abjuration,1 action,Touch,V 2nd,Lesser Restoration,Abjuration,1 action,Touch,V
2nd,Levitate,Transmutation,1 action,Medium (60 feet),V 2nd,Levitate,Transmutation,1 action,Medium (60 feet),V

M (small tinder box),1 hour,Until the spell ends

poetic language the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.,

S

  • casting time it ends there unless it deals enough damage to break through. When it does
  • range it continues to the end of its area.Area: Line 100 feet long and 5 feet wideCast at Higher LevelsDamage increases by 1d6 for every slot level above 3rd.Rare VersionsGabal's Conductive Lightning Bolt. Metallic creatures and creatures wearing metal armor make their saving throw with disadvantage.,

poetic language M (small metal rod and rain water),Instantaneous,A bolt of lightning arcs out from you in a direction you choose. Each creature in the area takes 8d6 lightning damage. The lightning ignites flammable objects in its path that aren't worn or carried by another creature.If the spell is stopped by an object at least as large as its width

S

  • casting time including its general direction (north
  • range west

  • components southeast
  • duration and so on) and how many miles away it currently is.Range: Special (5-mile radius),

poetic language M (two L-shaped metal rods),Instantaneous,Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles

000-foot radius),V

  • casting time M (two L-shaped metal rods),Concentration (1 hour),Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south
  • range east

  • components northwest
  • duration and so on) if it exists within range. This includes its current trajectory if it's travelling.You may locate specific

known creatures

poetic language S

000-foot radius),V

  • casting time M (two L-shaped metal rods),Concentration (10 minutes),Name or describe in detail an object familiar to you. The spell reveals the general direction the creature is in (south
  • range east

  • components northwest
  • duration and so on) if it exists within range. This includes its current trajectory if it's travelling.You may locate a specific object known to you

provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument

item of furniture S

S

  • casting time the target's Speed increases by 10 feet.Cast at Higher LevelsTarget one additional creature for each slot level above 1st.Rare VersionsSidoneth's Precarious Longstrider. Targets ignore nonmagical difficult terrain.,
  • range

item of furniture M (coiled wire and the sole of a shoe),1 hour,Until the spell ends

S

  • casting time the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor
  • range or if you use an action to dismiss it.Cast at Higher LevelsThe target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell's duration.Rare VersionsStekart's Enhanced Mage Armor. The target's AC becomes 10 + your proficiency bonus + its Dexterity modifier.,

item of furniture M (metal stud),8 hours,Until the spell ends

S,1 minute,A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action

  • casting time use magic items
  • range or carry more than 10 pounds.,

item of furniture or until you move more than 30 feet from it.You can use an action to control the hand and direct it to do any of the following: manipulate an object.open an unlocked container or door.stow or retrieve items from unlocked containers.The hand cannot attack

S

  • casting time consumed by the spell),1 hour,Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means. Designated creatures have disadvantage when attacking creatures within the area and are unable to charm
  • range frighten or possess creatures within the area. When a designated creature attempts to teleport or use interplanar travel to enter the area

  • components it makes a Charisma saving throw or its attempt fails.You may also choose to reverse this spell
  • duration trapping a creature of your chosen type within the area in order to protect targets outside it.Cast at Higher LevelsThe spell's duration increases by 1 hour for every slot level above 3rd.,

item of furniture M (holy water or ornately engraved padlocks worth 100 gold

Cantrip,Light,Evocation,1 action,Touch,V Cantrip,Light,Evocation,1 action,Touch,V
3rd,Lightning Bolt,Evocation,1 action,Self,V 3rd,Lightning Bolt,Evocation,1 action,Self,V
2nd,Locate Animals or Plants (Ritual),Divination,1 action,Special (5-mile radius),V 2nd,Locate Animals or Plants (Ritual),Divination,1 action,Special (5-mile radius),V
4th,Locate Creature,Divination,1 action,Special (1 4th,Locate Creature,Divination,1 action,Special (1
2nd,Locate Object,Divination,1 action,Special (1 2nd,Locate Object,Divination,1 action,Special (1
1st,Longstrider,Transmutation,1 action,Touch,V 1st,Longstrider,Transmutation,1 action,Touch,V
1st,Mage Armor,Abjuration,1 action,Touch,V 1st,Mage Armor,Abjuration,1 action,Touch,V
Cantrip,Mage Hand,Conjuration,1 action,Short (30 feet),V Cantrip,Mage Hand,Conjuration,1 action,Short (30 feet),V
3rd,Magic Circle,Abjuration,1 minute,,V 3rd,Magic Circle,Abjuration,1 minute,,V

S

  • casting time locket
  • range gem

  • components or other highly decorated vessel worth at least 500 gold),Until dispelled,Your body becomes catatonic as your soul enters the vessel used as a material component. While within this vessel
  • duration you're aware of your surroundings as if you physically occupied the same space. The only action you can take is to project your soul within range

whether to return to your living body (and end the spell) or to possess a humanoid.You may not target creatures protected by protection from good and evil or magic circle spells. A creature you try to possess makes a Charisma saving throw or your soul moves from your vessel and into its body. The creature's soul is now within the container. On a successful save

item of furniture M (box

S,Instantaneous,A trio of glowing darts of magical force unerringly and simultaneously strike the targets

item of furniture each dealing 1d4+1 force damage.Cast at Higher LevelsEvoke one additional dart and target up to one additional creature for each slot level above 1st.Rare VersionsKreven's Ruinous Magic Missile. Creatures damaged by this spell make a Strength saving throw or are rattled until the end of your next turn.,

S

  • casting time a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example
  • range a painted portrait) this is where the mouth appears.You may choose upon casting whether the message is a single event

  • components or whether it repeats every time the trigger condition is met.The trigger condition must be based upon audio or visual cues within 30 feet of the object
  • duration and may be highly detailed or as broad as you choose. For example

the trigger could be when any attack action is made within range

item of furniture M (slice of dried ox tongue or a feather from a lyrebird),Until dispelled,The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey. When your trigger condition is met

S,Concentration (1 hour),Until the spell ends

item of furniture the target becomes +1 magic weapon.Cast at Higher LevelsThe bonus increases by +1 for every 2 slot levels above 2nd (maximum +3).,

S

  • casting time a square of embroidered silk
  • range and highly polished ebony worth at least 300 gold),24 hours,You conjure an extradimensional residence within range. It has one entrance that is in a place of your choosing

  • components has a faint luster to it
  • duration and is 5 feet wide and 10 feet tall. You and any designated creature may enter your mansion while the portal is open. You may open and close the portal while you are within 30 feet of it. Once closed the entrance is invisible.The entrance leads to an opulent entrance hall

with many doors and halls coming from it. The atmosphere is welcoming

item of furniture M (ornately engraved padlock

S

  • casting time you create an image that appears completely real. The illusion includes sounds
  • range smells

  • components and temperature in addition to visual phenomenon. None of the effects of the illusion are able to cause actual harm.While within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a roc moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the roc flies).Any physical interaction immediately reveals the image is an illusion
  • duration as objects and creatures alike pass through it. An Investigation check against your spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion

the effects become fainter for that creature.,

item of furniture M (tinderbox and small mirror),Concentration (10 minutes),Until the spell ends

S,Instantaneous,Glowing energy rushes through the target area. Up to 6 creatures you choose that are in the area each regain hit points equal to 3d8 + your spellcasting modifier. This spell does not affect undead or constructs.Cast at Higher LevelsThe hit points regained increase by 1d8 for each slot level above 5th.,

item of furniture

S,Instantaneous,Healing energy erupts from your steepled hands and restores up to 700 hit points between the targets. Creatures healed in this way are also cured of any diseases

  • casting time on subsequent turns within the next minute you can use a bonus action to distribute any unused hit points.,
  • range

item of furniture and any effect causing them to be blinded or deafened. In addition

M (miniature bottle of wine and some soap),24 hours,Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The targets are magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the targets to perform an action that is obviously harmful to them ends the spell. A target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell

  • casting time you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends
  • range the specific activity isn't performed.Any damage done to a target by you or an ally ends the spell for that creature.Cast at Higher LevelsWhen cast using a 7th-level spell slot

  • components the duration of the spell increases to 10 days. When cast using an 8th-level spell slot
  • duration the duration increases to 30 days. When cast using a 9th-level spell slot

the duration increases to a year and a day.,

item of furniture and if it requires less time the spell ends after a target has carried out the activity.You may specify trigger conditions that cause a target to perform a specific activity while the spell lasts. For example

6th,Magic Jar,Necromancy,1 minute,Long (120 feet),V 6th,Magic Jar,Necromancy,1 minute,Long (120 feet),V
1st,Magic Missile,Evocation,1 action,Long (120 feet),V 1st,Magic Missile,Evocation,1 action,Long (120 feet),V
2nd,Magic Mouth (Ritual),Illusion,1 minute,Short (30 feet),V 2nd,Magic Mouth (Ritual),Illusion,1 minute,Short (30 feet),V
2nd,Magic Weapon,Transmutation,1 bonus action,Touch,V 2nd,Magic Weapon,Transmutation,1 bonus action,Touch,V
7th,Magnificent Mansion,Conjuration,1 minute,Special (300 feet),V 7th,Magnificent Mansion,Conjuration,1 minute,Special (300 feet),V
3rd,Major Image,Illusion,1 action,Long (120 feet),V 3rd,Major Image,Illusion,1 action,Long (120 feet),V
5th,Mass Cure Wounds,Evocation,1 action,Medium (60 feet),V 5th,Mass Cure Wounds,Evocation,1 action,Medium (60 feet),V
9th,Mass Heal,Evocation,1 action,Medium (60 feet),V 9th,Mass Heal,Evocation,1 action,Medium (60 feet),V
6th,Mass Suggestion,Enchantment,1 action,Medium (60 feet),V 6th,Mass Suggestion,Enchantment,1 action,Medium (60 feet),V

S,Concentration (10 minutes),The target is banished to a complex maze on its own demiplane

  • casting time making an Intelligence saving throw. On a successful save it escapes and the spell ends. A creature with Labyrinthine Recall (or a similar trait) automatically succeeds on its save.When the spell ends the target reappears in the space it occupied before the spell was cast
  • range or the closest unoccupied space if that space is occupied.,

item of furniture and remains there for the duration or until the target succeeds in escaping.The target can use an action to attempt to escape

S,8 hours,Until the spell ends

  • casting time you may enter the stone from any point you can touch. No trace of your presence is visible or detectable by nonmagical senses.Within the stone
  • range you can't see outside it and have disadvantage on Perception checks made to hear beyond it. You are aware of time passing

  • components and may cast spells upon yourself. You may use your movement only to step out of the target where you entered it
  • duration ending the spell.If the target is damaged such that its shape changes and you no longer fit within it

you are expelled and take 6d6 bludgeoning damage. Complete destruction of the target

item of furniture you meld yourself and your carried equipment into the target stone. Using your movement

S

  • casting time a cracked goblet
  • range torn page

  • components or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.Magic items and constructs may be repaired in this way
  • duration but their magic is not restored.,

item of furniture M (fragment of equine bone),Instantaneous,You repair a single rip or break in the target object (for example

S

  • casting time you can use an action to attempt to grapple a creature within range by making a concentration check against its maneuver DC.On its turn
  • range a target grappled in this way can use an action to attempt to escape the grapple

  • components using your spell save DC instead of your maneuver DC. Successful escape attempts do not break your concentration on the spell.,
  • duration

item of furniture M (rusted manacle),Concentration (1 minute),You conjure extensions of your own mental fortitude to keep your foes at bay. For the spell's duration

S

  • casting time 1 foot of stone
  • range 1 inch of common metals

  • components or a thin sheet of lead.The spell moves freely around corners or through openings.,
  • duration

item of furniture M (scrap of paper),1 round,You point and whisper your message at the target. It alone hears the message and may reply in a whisper audible only to you.You can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood

S,Instantaneous,Scorching spheres of flame strike the ground at 4 different points within range. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage

  • casting time it is affected only once.Range: Special (1 mile)Area: Four 40-foot radius spheresRare VersionsGabal's Decisive Meteor Swarm. A creature that takes 50 or more damage is knocked prone. A creature that takes 100 or more damage is stunned until the end of its next turn and knocked prone.,
  • range

item of furniture and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere

S,24 hours,The target is immune to psychic damage

  • casting time divination spells
  • range and the charmed condition.This immunity extends even to the wish spell

  • components and magical effects or spells of similar power that would affect the target's mind or gain information about it.,
  • duration

item of furniture any effect that would read its emotions or thoughts

S,Concentration (10 minutes),The target has resistance to psychic damage and advantage on saving throws made to resist being charmed or frightened.,

item of furniture

M (tinderbox and small mirror),1 minute,This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again.You may create any sound you choose

  • casting time but cannot create sound
  • range light

  • components smell
  • duration or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it.,

item of furniture ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell's area.Visual illusions may replicate any image and remain within the spell's area

8th,Maze,Conjuration,1 action,Medium (60 feet),V 8th,Maze,Conjuration,1 action,Medium (60 feet),V
3rd,Meld Into Stone,Transmutation,1 action,Touch,V 3rd,Meld Into Stone,Transmutation,1 action,Touch,V
Cantrip,Mending,Transmutation,1 minute,Touch,V Cantrip,Mending,Transmutation,1 minute,Touch,V
2nd,Mental Grip,Conjuration,1 bonus action,Medium (60 feet),V 2nd,Mental Grip,Conjuration,1 bonus action,Medium (60 feet),V
Cantrip,Message,Transmutation,1 action,Long (120 feet),V Cantrip,Message,Transmutation,1 action,Long (120 feet),V
9th,Meteor Swarm,Evocation,1 action,Special (1 mile),V 9th,Meteor Swarm,Evocation,1 action,Special (1 mile),V
8th,Mind Blank,Abjuration,1 action,Touch,V 8th,Mind Blank,Abjuration,1 action,Touch,V
4th,Mindshield,Abjuration,1 minute,Touch,V 4th,Mindshield,Abjuration,1 minute,Touch,V
Cantrip,Minor Illusion,Illusion,1 action,Short (30 feet),S Cantrip,Minor Illusion,Illusion,1 action,Short (30 feet),S

S,10 days,You make terrain within the spell's area appear as another kind of terrain

  • casting time however. A small town could resemble a woodland
  • range a smooth road could appear rocky and overgrown

  • components a deep pit could resemble a shallow pond
  • duration and so on.Structures may be altered in the similar way

or added where there are none. Creatures are not disguised

concealed tricking all senses. The general shape of the terrain remains the same

S,1 minute,A total of 3 illusory copies of yourself appear in your space. For the duration

  • casting time creating confusion as to which is real. You can use an action to dismiss them.Each time you're targeted by a creature's attack
  • range roll a d20 to see if it targets you or one of your copies.With 3 copies

  • components a roll of 6 or higher means a copy is targeted. With two copies
  • duration a roll of 8 or higher targets a copy

and with 1 copy a roll of 11 or higher targets the copy.A copy's AC is 10 + your Dexterity modifier

concealed these copies move with you and mimic your actions

an illusory copy of you appears where you're standing. This invisibility ends when you cast a spell but the copy lasts until the spell ends.You can use an action to move your copy up to twice your Speed

  • casting time make gestures
  • range or behave however you'd like.You may see and hear through your copy. Until the spell ends

  • components you can use a bonus action to switch between your copy's senses and your own
  • duration or back again. While using your copy's senses you are blind and deaf to your body's surroundings.The copy is revealed as an illusion with any physical interaction

as solid objects and creatures pass through it.,

concealed have it speak

disappearing and reappearing in a swirl of shimmering mist.Rare VersionsCyneburg's Elusive Misty Step. Until the start of your next turn

concealed attack rolls against you are made with disadvantage.,

S,Concentration (1 minute),The target has advantage on its saving throw if you are in combat with it. The target becomes charmed and incapacitated

  • casting time any memories of an event that took place within the last 24 hours and lasted 10 minutes or less may be altered. You may destroy the memory
  • range have the target recall the event with perfect clarity

  • components change the details
  • duration or create a new memory entirely with the same restrictions in time frame and length. You must speak to the target in a language you both know to modify its memories and describe how the memory is changed. The target fills in the gaps in details based on your description. The spell automatically ends if the target takes any damage or if it is targeted by another spell. If the spell ends before you have finished modifying its memories

the alteration fails. Otherwise

concealed though it can still hear you. Until the spell ends

S

  • casting time it is struck by silver flames and makes a Constitution saving throw
  • range taking 2d10 radiant damage on a failed save

  • components or half as much on a success. Shapechangers have disadvantage on this saving throw. On a failed save
  • duration a shapechanger is forced to take its original form while within the spell's light. On your turn

you may use an action to move the beam 60 feet in any direction.Area: 5-foot radius cylinder that is 40 feet highCast at Higher LevelsThe damage increases by 1d10 for each slot level above 2nd.Rare VersionsNevard's Cursed Moonbeam. An ominous moon of darkness appears above the target location. The cursed moon emanates no light and deals necrotic damage as grasping shadows tear into creatures in the spell's area. On a failed saving throw

concealed M (moonseed seeds and a piece of feldspar),Concentration (1 minute),A beam of moonlight fills the area with dim light. When a creature enters the area for the first time on a turn or begins its turn in the area

S

  • casting time changing its elevation or creating and eliminating holes
  • range walls

  • components and pillars. The only limitation is that the elevation change may not exceed half the area's horizontal dimensions. For example
  • duration affecting a 40-by-40 area allows you to include 20 foot high pillars

holes 20 feet deep

concealed M (iron blade and a bag of mixed soils),Concentration (2 hours),You reshape the area

S

  • casting time consumed by the spell),8 hours,The target is hidden from divination magic and cannot be perceived by magical scrying sensors. When used on a place or object
  • range the spell only works if the target is no larger than 10 feet in any given dimension.,

concealed M (25 gold worth of diamond dust

S

concealed M (ashes of mistletoe and spruce),Concentration (1 hour),You and allies within the area gain advantage and an expertise die on Dexterity (Stealth) checks as an aura of secrecy enshrouds you. Creatures in the area leave behind no evidence of their passage.,

7th,Mirage Arcane,Illusion,10 minutes,Special (sight),V 7th,Mirage Arcane,Illusion,10 minutes,Special (sight),V
2nd,Mirror Image,Illusion,1 action,Self,V 2nd,Mirror Image,Illusion,1 action,Self,V
5th,Mislead,Illusion,1 action,Self,S,Concentration (1 hour),You become invisible. At the same time 5th,Mislead,Illusion,1 action,Self,S,Concentration (1 hour),You become invisible. At the same time
2nd,Misty Step,Conjuration,1 bonus action,Short (30 feet),V,Instantaneous,You teleport to an unoccupied space that you can see 2nd,Misty Step,Conjuration,1 bonus action,Short (30 feet),V,Instantaneous,You teleport to an unoccupied space that you can see
5th,Modify Memory,Enchantment,1 action,Short (30 feet),V 5th,Modify Memory,Enchantment,1 action,Short (30 feet),V
2nd,Moonbeam,Evocation,1 action,Long (120 feet),V 2nd,Moonbeam,Evocation,1 action,Long (120 feet),V
6th,Move Earth,Transmutation,1 action,Long (120 feet),V 6th,Move Earth,Transmutation,1 action,Long (120 feet),V
3rd,Nondetection,Abjuration,1 action,Touch,V 3rd,Nondetection,Abjuration,1 action,Touch,V
2nd,Pass Without Trace,Abjuration,1 action,Self,V 2nd,Pass Without Trace,Abjuration,1 action,Self,V

S

  • casting time you create a passage extending into the target surface. When creating the passage you define its dimensions
  • range as long as they do not exceed 5 feet in width

  • components 8 feet in height
  • duration or 20 feet in depth. The appearance of the passage has no effect on the stability of the surrounding environment. Any creatures or objects within the passage when the spell ends are expelled without harm into unoccupied spaces near where the spell was cast.Rare VersionsRavjahani's Trapped Passwall. Within a number of rounds equal to your proficiency bonus

the passage left by this spell (which can be as minimal as an inch depression) becomes trapped. Choose one of the following.Slippy. One side of the passage is covered in slippery soap. When a creature enters the passage's area or first moves through the area on a turn it must make a Dexterity saving throw or fall prone.Sticky. Goo covers one side of the passage

concealed M (sesame seeds),1 hour,Until the spell ends

S,Concentration (1 minute),A swarm of insects fills the area. Creatures that begin their turn within the spell's area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The pests also ravage any unattended organic material within their radius

  • casting time wood
  • range or fabric.This spell's damage increases by 1d4 when you reach 5th level (2d4)

  • components 10th level (3d4)
  • duration and 15th level (4d4).,

concealed such as plant

S,Concentration (1 minute),You create an illusion that invokes the target's deepest fears. Only the target can see this illusion. When the spell is cast and at the end of each of its turns

  • casting time and on a failure the spell continues without the expenditure of an additional spell slot
  • range using the same duration.Aurana's Draining Phantasmal Killer. When a target is damaged by this spell

  • components you regain a number of hit points equal to half the damage dealt.,
  • duration

concealed the target makes a Wisdom saving throw or takes 4d10 psychic damage and becomes frightened. The spell ends early when the target succeeds on its saving throw. A target that succeeds on its initial saving throw takes half damage.Cast at Higher LevelsThe damage increases by 1d10 for each slot level above the 4th.Rare VersionsAurana's Creeping Phantasmal Killer. When a target succeeds on its saving throw you may choose a new target for the spell. That target must make its own saving throw

but rip viciously at the psyche of any creature struck by them. For the duration

  • casting time if your unarmed strike normally deals less than 1d4 damage
  • range it instead deals 1d4 damage.,

concealed your unarmed strikes gain the finesse property and deal psychic damage. In addition

S,1 hour,You create an illusory Large creature with an appearance determined by you that comes into being with all the necessary equipment needed to use it as a mount. This equipment vanishes when more than 10 feet away from the creature. You or any creature you allow may ride the steed

  • casting time giving the rider 1 minute to dismount). Rare VersionsCavel's Carting Phantom Steed. Instead of conjuring a mount
  • range you conjure a Large vehicle such as a boat

  • components wagon
  • duration or cart. You decide on its appearance. If the vehicle normally requires horses

quasi-real beasts with an appearance of your choosing are conjured along with it. The vehicle can transport up to 6 Medium creatures.Kasvarina's Stalwart Phantom Steed. If the steed takes damage and disappears

concealed which uses the statistics for a riding horse but has a Speed of 100 feet and travels at 10 miles per hour at a steady pace (13 miles per hour at a fast pace). The steed vanishes if it takes damage (disappearing instantly) or you use an action to dismiss it (fading away

S,Instantaneous,An entity from beyond the realm material answers your call for assistance. You must know this entity whether it is holy

  • casting time or beyond the bounds of mortal comprehension. The entity sends forth a servant loyal to it to aid you in your endeavors. If you have a specific servant in mind you may speak its name during the casting
  • range but ultimately who is sent to answer your call is the entity's decision. The creature that appears (typically a celestial

  • components elemental
  • duration fey

or fiend)

concealed unholy

S

  • casting time000 gold
  • range consumed by the spell),24 hours,The target must remain within range for the entire casting of the spell (usually by means of a magic circle spell). Until the spell ends

  • components you force the target to serve you. If the target was summoned through some other means
  • duration like a spell

the duration of the original spell is extended to match this spell's duration.Once it is bound to you the target serves as best it can and follows your orders

concealed M (jewel worth at least 1

S

  • casting time targets arrive near that destination in a location chosen by the Narrator. If you know the correct sequence of an existing teleportation circle
  • range you can choose it as the destination (when the designated circle is too small for all targets to fit

  • components any additional targets are shunted to the closest unoccupied spaces). Alternatively this spell can be used offensively to banish an unwilling target. You make a melee spell attack and on a hit the target makes a Charisma saving throw or is transported to a random location on a plane of existence that you choose. Once transported
  • duration you must spend 1 minute concentrating on this spell or the target returns to the last space it occupied (otherwise it must find its own way back).Duration: Instantaneous or Concentration (1 minute),

concealed M (metal rod attuned to a particular plane of existence worth 250 gold),Instantaneous or Concentration (1 minute),Willing targets are transported to a plane of existence that you choose. If the destination is generally described

S,Instantaneous,You channel vitality into vegetation to achieve one of the following effects

  • casting time but must use the Rapid option
  • range and plants that appear only last for a day before fading away.,

concealed chosen when casting the spell.Enlarged: Plants in the area are greatly enriched. Any harvests of the affected plants provide twice as much food as normal.Rapid: All nonmagical plants in the area surge with the power of life. A creature that moves through the area must spend 4 feet of movement for every foot it moves. You can exclude one or more areas of any size from being affected.Area: 100-foot radius (rapid) or half-mile radius (enlarged)Rare VersionsNevard's Overwhelming Plant Growth. This spell doesn't require the presence of pre-existing vegetation to take effect

5th,Passwall,Transmutation,1 action,Short (30 feet),V 5th,Passwall,Transmutation,1 action,Short (30 feet),V
Cantrip,Pestilence,Conjuration,1 action,Medium (60 feet),V Cantrip,Pestilence,Conjuration,1 action,Medium (60 feet),V
4th,Phantasmal Killer,Illusion,1 action,Long (120 Feet),V 4th,Phantasmal Killer,Illusion,1 action,Long (120 Feet),V
1st,Phantasmal Talons,Enchantment,1 action,Self,S,Concentration (1 minute),You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers. The talons do not interact with physical matter 1st,Phantasmal Talons,Enchantment,1 action,Self,S,Concentration (1 minute),You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers. The talons do not interact with physical matter
3rd,Phantom Steed,Illusion,1 minute,Short (30 feet),V 3rd,Phantom Steed,Illusion,1 minute,Short (30 feet),V
6th,Planar Ally,Conjuration,10 minutes,Medium (60 feet),V 6th,Planar Ally,Conjuration,10 minutes,Medium (60 feet),V
5th,Planar Binding,Abjuration,1 hour,Medium (60 feet),V 5th,Planar Binding,Abjuration,1 hour,Medium (60 feet),V
7th,Plane Shift,Conjuration,1 action,Touch,V 7th,Plane Shift,Conjuration,1 action,Touch,V
3rd,Plant Growth,Transmutation,1 action (rapid) or 8 hours (enlarged),Long (120 feet),V 3rd,Plant Growth,Transmutation,1 action (rapid) or 8 hours (enlarged),Long (120 feet),V

S

  • casting time whenever a creature within 5 feet of the target damages the target with a melee weapon attack
  • range the creature makes a Constitution saving throw. On a failed save

  • components the creature becomes poisoned and takes 1d6 ongoing poison damage. A poisoned creature can make a Constitution saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.The target of the spell also becomes bright and multicolored like a poisonous dart frog

giving it disadvantage on Dexterity (Stealth) checks.Cast at Higher LevelsThe target's skin is also covered in mucus

concealed M (handful of frog spawn),Concentration (10 minutes),The target becomes poisonous to the touch. Until the spell ends

S

  • casting time use its level.Until the spell ends or it is dropped to 0 hit points
  • range the target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen beast. The target is limited to actions that it is physically capable of doing

  • components and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.When the target reverts to its normal form
  • duration it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points

any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.,

concealed M (cocoon),Concentration (1 hour),The target's body is transformed into a beast with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating

it takes 50 hit points of damage.Rare VersionsRoav's Sacrificial Power Word Kill. When a target dies from the effects of this spell

  • casting time the first time you would drop to 0 hit points or be outright killed
  • range you instead drop to 1 hit point. Once this effect is used

  • components the life force is expended and the effect ends.,
  • duration

concealed you may use its life force to save yourself. For the next 8 hours

it makes a Constitution saving throw to end the effect. If the target has more than 150 hit points

  • casting time its movement is halved and it is either blinded or deafened (your choice) until the end of its next turn.,
  • range

concealed it is instead rattled until the end of its next turn.Rare VersionsKreven's Maiming Power Word Stun. When a target succeeds on its saving throw

the targets gain temporary hit points equal to the amount healed as a tenuous connection to dark entities increases their tolerance to pain. ,

concealed

S,Up to 1 hour,You wield arcane energies to produce minor effects. Choose one of the following: ? create a single burst of magic that manifests to one of the senses (for example a burst of sound

  • casting time or an odd odor).? clean or soil an object of 1 cubic foot or less.? light or snuff a flame.? chill
  • range warm

  • components or flavor nonliving material of 1 cubic foot or less for 1 hour.? color or mark an object or surface for 1 hour.? create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.You may cast this spell multiple times
  • duration though only three effects may be active at a time. Dismissing each effect requires an action.,

concealed sparks

S,Instantaneous,You unleash 8 rays of light

  • casting time roll a d8 to determine the ray that affects it. 1Red: The target takes 10d6 fire damage.2Orange: The target takes 10d6 acid damage. 3Yellow: The target takes 10d6 lightning damage. 4Green: The target takes 10d6 poison damage. 5Blue: The target takes 10d6 cold damage. 6Indigo: The target is restrained and at the end of each of its turns it makes a Constitution saving throw. Once it accumulates two failed saves it permanently turns to stone
  • range or when it accumulates two successful saves the effect ends. 7Violet: The target is blinded. At the start of your next turn

  • components the target makes a Wisdom saving throw
  • duration ending the effect on a success. On a failed save

the target is banished to another random plane and is no longer blind. If it originated from another plane it returns there

concealed each with a different purpose and effect. For each target in the area

S,10 minutes,You create a nontransparent barrier of prismatic energy that sheds bright light in a 100-foot radius and dim light for an additional 100 feet. You and creatures you choose at the time of casting are immune to the barrier's effects and may pass through it at will. The barrier can be created as either a vertical wall or a sphere. If the wall intersects a space occupied by a creature the spell fails

  • casting time and the spell slot is wasted. When a creature that can see the barrier moves within 20 feet of the area or starts its turn within 20 feet of the area
  • range it makes a Constitution saving throw or it is blinded for 1 minute. The wall has 7 layers

  • components each layer of a different color in order from red to violet. Once a layer is destroyed
  • duration it is gone for the duration of the spell. To pass or reach through the barrier a creature does so one layer at a time and must make a Dexterity saving throw for each layer or be subjected to that layer's effects. On a successful save

any damage taken from a layer is reduced by half. A rod of cancellation can destroy a prismatic wall

concealed you lose your action

S

  • casting time piece of glass
  • range wad of cotton or cloth

  • components powdered chrysolite),24 Hours,You increase the magical security in an area
  • duration choosing one or more of the following: sound cannot pass the edge of the area.vision cannot pass the edge of the area.sensors created by divination spells can neither enter the area nor appear within it.creatures within the area cannot be targeted by divination spells.nothing can teleport into or out of the area.planar travel is impossible within the area.Casting this spell on the same area every day for a year makes the duration permanent.Area: Cube of at least 5-feet or up to 100-feetCast at Higher LevelsIncrease the size of the sanctum by up to 100 feet for each slot level above 4th,

concealed M (sheet of lead

3rd,Poison Skin,Abjuration,1 action,Touch,V 3rd,Poison Skin,Abjuration,1 action,Touch,V
4th,Polymorph,Transmutation,1 action,Medium (60 feet),V 4th,Polymorph,Transmutation,1 action,Medium (60 feet),V
9th,Power Word Kill,Enchantment,1 action,Medium (60 feet),V,Instantaneous,With but a word you snuff out the target's life and it immediately dies. If you cast this on a creature with more than 100 hit points 9th,Power Word Kill,Enchantment,1 action,Medium (60 feet),V,Instantaneous,With but a word you snuff out the target's life and it immediately dies. If you cast this on a creature with more than 100 hit points
8th,Power Word Stun,Enchantment,1 action,Medium (60 feet),V,Instantaneous,You utter a powerful word that stuns a target with 150 hit points or less. At the end of the target's turn 8th,Power Word Stun,Enchantment,1 action,Medium (60 feet),V,Instantaneous,You utter a powerful word that stuns a target with 150 hit points or less. At the end of the target's turn
2nd,Prayer of Healing,Evocation,10 minutes,Short (30 feet),V,Instantaneous,The targets regain hit points equal to 2d8 + your spellcasting ability modifier.Cast at Higher LevelsThe hit points regained increase by 1d8 for each slot level above 2nd.Rare VersionsKomanov's Fell Prayer of Healing. After casting this spell 2nd,Prayer of Healing,Evocation,10 minutes,Short (30 feet),V,Instantaneous,The targets regain hit points equal to 2d8 + your spellcasting ability modifier.Cast at Higher LevelsThe hit points regained increase by 1d8 for each slot level above 2nd.Rare VersionsKomanov's Fell Prayer of Healing. After casting this spell
Cantrip,Prestidigitation,Transmutation,1 bonus action,Short (30 feet),V Cantrip,Prestidigitation,Transmutation,1 bonus action,Short (30 feet),V
7th,Prismatic Spray,Evocation,1 action,Self,V 7th,Prismatic Spray,Evocation,1 action,Self,V
9th,Prismatic Wall,Abjuration,1 action,Medium (60 feet),V 9th,Prismatic Wall,Abjuration,1 action,Medium (60 feet),V
4th,Private Sanctum,Abjuration,10 minutes,Long (120 feet),V 4th,Private Sanctum,Abjuration,10 minutes,Long (120 feet),V

S,10 minutes,You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends when you dismiss it

  • casting time or attack with the flame. As part of casting the spell or as an action on a following turn
  • range you can fling the flame at a creature within 30 feet

  • components making a ranged spell attack that deals 1d8 fire damage.This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8).Rare VersionsSidoneth's Charged Produce Flame. You conjure a ball of lightning in your hand instead of flame. The ball of lightning produces bright light in a 20-foot radius and dim light for an additional 10 feet

concealed cast it again

S

  • casting time creature
  • range or other effect which executes a scripted performance when a specific condition is met within 30 feet of the area. You must describe both the condition and the details of the performance upon casting. The trigger must be based on something that can be seen or heard. Once the illusion triggers

  • components it runs its performance for up to 5 minutes before it disappears and goes dormant for 10 minutes. The illusion is undetectable until then and only reactives when the condition is triggered and after the dormant period has passed. A creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.,
  • duration

concealed M (some fleece and jade dust worth 25 gold),Until dispelled,You craft an illusory object

S

  • casting time mimicking your mannerism with perfect accuracy. You can use a bonus action to see through your duplicate's eyes and hear through its ears until the beginning of your next turn. During this time
  • range you are blind and deaf to your body's surroundings. A creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.Range: Special (500 miles),

concealed M (replica of yourself made from materials worth 5 gold),Concentration (1 day),You create an illusory duplicate of yourself that looks and sounds like you but is intangible. The duplicate can appear anywhere within range as long as you have seen the space before (it ignores any obstacles in the way).You can use an action to move this duplicate up to twice your Speed and make it speak and behave in whatever way you choose

S,Concentration (1 minute),Until the spell ends

  • casting time cold
  • range fire

  • components lightning
  • duration thunder.Cast at Higher LevelsFor each slot level above 2nd

the target gains resistance to one additional type of damage

concealed the target has resistance to one of the following damage types: acid

S

  • casting time consumed by the spell),Concentration (10 minutes),The target is protected against the following types of creatures: aberrations
  • range celestials

  • components elementals
  • duration fey

fiends

concealed M (holy water or powdered silver and iron

S,1 hour,The target has advantage on saving throws against being poisoned and resistance to poison damage. Additionally

  • casting time you negate one poison affecting it. If more than one poison affects the target
  • range you negate one poison you know is present (otherwise you negate one at random).,

concealed if the target is poisoned

S,Instantaneous,You remove all poison and disease from a number of Supply equal to your proficiency bonus.Cast at Higher LevelsRemove all poison and disease from an additional Supply for each slot level above 1st.,

concealed

M (bauble

  • casting time or toy worth at least 20 gold
  • range consumed by the spell),1 minute,You unleash the discipline of your magical training and let arcane power burn from your fists

  • components consuming the material components of the spell. Until the spell ends you have resistance to bludgeoning
  • duration piercing

and slashing damage from nonmagical weapons

concealed curio

S

  • casting time consumed by the spell),Instantaneous,You return the target to life
  • range provided its soul is willing and able to return to its body. The creature returns to life with 1 hit point. The spell cannot return an undead creature to life.The spell cures any poisons and nonmagical diseases that affected the creature at the time of death. It does not remove any magical diseases

  • components curses
  • duration or other magical effects

these must be removed prior to the spell being cast

concealed M (diamond worth at least 500 gold

Cantrip,Produce Flame,Conjuration,1 action,Self,V Cantrip,Produce Flame,Conjuration,1 action,Self,V
6th,Programmed Illusion,Illusion,1 action,Long (120 feet),V 6th,Programmed Illusion,Illusion,1 action,Long (120 feet),V
7th,Project Image,Illusion,1 action,Special (500 miles),V 7th,Project Image,Illusion,1 action,Special (500 miles),V
2nd,Protection from Energy,Abjuration,1 action,Touch,V 2nd,Protection from Energy,Abjuration,1 action,Touch,V
1st,Protection from Evil and Good,Abjuration,1 action,Touch,V 1st,Protection from Evil and Good,Abjuration,1 action,Touch,V
2nd,Protection from Poison,Abjuration,1 action,Touch,V 2nd,Protection from Poison,Abjuration,1 action,Touch,V
1st,Purify Food and Drink (Ritual),Transmutation,1 action,Short (30 feet),V 1st,Purify Food and Drink (Ritual),Transmutation,1 action,Short (30 feet),V
4th,Rage of the Meek,Transmutation,1 bonus action,Self,V 4th,Rage of the Meek,Transmutation,1 bonus action,Self,V
5th,Raise Dead,Necromancy,1 hour,Touch,V 5th,Raise Dead,Necromancy,1 hour,Touch,V

S

  • casting time consumed by the spell),Concentration (24 hours),You transform the land around you into a blasted hellscape. When you cast the spell
  • range all nonmagical vegetation in the area immediately dies. In addition

  • components you can create any of the following effects within the area. Fiends are immune to these effects
  • duration as are any creatures you specify at the time you cast the spell. A successful dispel magic ends a single effect

not the entire area.Brimstone Rubble. You can fill any number of unoccupied 5-foot squares in the area with smoldering brimstone. These spaces become difficult terrain. A creature that enters an affected square or starts its turn there takes 2d10 fire damage.Field of Fear. Dread pervades the entire area. A creature that starts its turn in the area must make a successful Wisdom saving throw or be frightened until the start its next turn. While frightened

concealed M (drop of blood from a fallen angel

S,Concentration (1 minute),A black ray of necrotic energy shoots from your fingertip. Make a ranged spell attack against the target. On a hit

  • casting time it can make a Strength saving throw
  • range ending the spell on a success.,

concealed the target is weakened and only deals half damage with weapon attacks that use Strength.At the end of each of the target's turns

S,Instantaneous,An icy beam shoots from your outstretched fingers. Make a ranged spell attack. On a hit

  • casting time 11th level (3d8)
  • range and 17th level (4d8).Rare VersionsGabal's Frigid Ray of Frost. A target that takes 20 or more damage from this spell reduces its Speed to 0 and becomes rattled until the beginning of your next turn as the cold penetrates to its very core.,

concealed you deal 1d8 cold damage and reduce the target's Speed by 10 feet until the start of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8)

S

  • casting time causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).If the target is missing any body parts
  • range the lost parts are restored after 2 minutes. If a severed part is held against the stump

  • components the limb instantaneously reattaches itself.,
  • duration

concealed M (prayer wheel and holy water),1 hour,You touch a creature

S

  • casting time000 gold
  • range consumed by the spell),Instantaneous,You return the target to life

  • components provided the target's soul is willing and able to return to its body. If you only have a piece of the target
  • duration the spell reforms a new adult body for the soul to inhabit. Once reincarnated the target remembers everything from its former life

and retains all its proficiencies

cultural traits M (rare oils and unguents worth at least 1

S,Instantaneous,This spell ends a curse inflicted with a spell slot of 3rd-level or lower. If the curse was instead inflicted by a feature or trait

  • casting time this spell breaks the owner's attunement to the item (although it does not end the curse on the object).Cast at Higher LevelsFor each slot level above 3rd
  • range the spell ends a curse inflicted either by a spell one level higher or by a creature with a Challenge Rating two higher. When using a 6th-level spell slot

  • components the spell breaks the owner's attunement to a Very Rare item. When using a 9th-level spell slot
  • duration the spell breaks the owner's attunement to a Legendary item.,

cultural traits the spell ends a curse inflicted by a creature of Challenge Rating 6 or lower. If cast on a cursed object of Rare or lesser rarity

S

  • casting time and no spell effects
  • range physical objects

  • components or anything else can pass through
  • duration though a target can breathe while inside it. The target cannot be damaged by any attacks or effects originating from outside the sphere

and the target cannot damage anything outside of it.The target can use an action to roll the sphere at half its Speed. Similarly

cultural traits M (spherical piece of clear crystal),Concentration (1 minute),A transparent sphere of force encloses the target. The sphere is weightless and just large enough for the target to fit inside. The sphere can be destroyed without harming anyone inside by being dealt at least 15 force damage at once or by being targeted with a dispel magic spell cast using a 4th-level or higher spell slot. The sphere is immune to all other damage

S

  • casting time ending the spell. The expertise die can be rolled before or after the saving throw is made.,
  • range

cultural traits M (a miniature cloak),Concentration (1 minute),The target gains an expertise die to one saving throw of its choice

S

  • casting time500 gold
  • range consumed by the spell),Instantaneous,Provided the target's soul is willing and able to return to its body

  • components so long as it is not undead it returns to life with all of its hit points.The spell cures any poisons and nonmagical diseases that affected the target at the time of death. It does not remove any magical diseases
  • duration curses

or other magical effects

cultural traits M (diamond worth at least 2

9th,Raise Hell,Transmutation,1 action,Self,V 9th,Raise Hell,Transmutation,1 action,Self,V
2nd,Ray of Enfeeblement,Necromancy,1 action,Medium (60 feet),V 2nd,Ray of Enfeeblement,Necromancy,1 action,Medium (60 feet),V
Cantrip,Ray of Frost,Evocation,1 action,Medium (60 feet),V Cantrip,Ray of Frost,Evocation,1 action,Medium (60 feet),V
7th,Regenerate,Transmutation,1 minute,Touch,V 7th,Regenerate,Transmutation,1 minute,Touch,V
5th,Reincarnate,Transmutation,1 hour,Touch,V 5th,Reincarnate,Transmutation,1 hour,Touch,V
3rd,Remove Curse,Abjuration,1 action,Touch,V 3rd,Remove Curse,Abjuration,1 action,Touch,V
4th,Resilient Sphere,Evocation,1 action,Short (30 feet),V 4th,Resilient Sphere,Evocation,1 action,Short (30 feet),V
Cantrip,Resistance,Abjuration,1 action,Touch,V Cantrip,Resistance,Abjuration,1 action,Touch,V
7th,Resurrection,Necromancy,1 hour,Touch,V 7th,Resurrection,Necromancy,1 hour,Touch,V

S

  • casting time the affected creatures and objects impact against it with the same force as a downward fall. When an object or creature reaches the top of the area
  • range it remains suspended there until the spell ends.When the spell ends

  • components all affected objects and creatures fall back down.Area: 50-foot radius cylinder that is 100 feet high,
  • duration

cultural traits M (lodestone and iron filings),Concentration (1 minute),Gravity reverses in the area. Any creatures or objects not anchored to the ground fall upward until they reach the top of the area. A creature may make a Dexterity saving throw to prevent the fall by grabbing hold of something. If a solid object (such as a ceiling) is encountered

S

  • casting time consumed by the spell),Instantaneous,The target returns to life with 1 hit point. The spell does not restore any missing body parts and cannot return to life a creature that died of old age.,
  • range

cultural traits M (diamonds worth 300 gold

S

  • casting time which the spell consumes),1 hour,One end of the target rope rises into the air until it hangs perpendicular to the ground. At the upper end
  • range a nearly imperceptible entrance opens to an extradimensional space that can fit up to 8 Medium or smaller creatures. The entrance can be reached by climbing the rope. Once inside

  • components the rope can be pulled into the extradimensional space.No spells or attacks can cross into or out of the extradimensional space. Creatures inside the extradimensional space can see out of a 3-foot-by-5-foot window centered on the target. Creatures outside the space can spot the entrance with a Perception check against your spell save DC. If they can reach it
  • duration creatures can pass in and out of the space.When the spell ends

anything inside the extradimensional space falls to the ground.,

cultural traits M (braided silver chain of at least 50 gold

S,Instantaneous,As long as you can see the target (even if it has cover) radiant holy flame envelops it

  • casting time 11th level (3d8)
  • range and 17th level (4d8).Rare VersionsKomanov's Purifying Flame. When a target damaged by this spell is undead

  • components has the Evil trait
  • duration or is vulnerable to radiant damage

it is rattled for the next minute. At the end of each of its turns

cultural traits dealing 1d8 radiant damage.This spell's damage increases by 1d8 when you reach 5th level (2d8)

S

  • casting time the attacking creature must choose a different creature to attack or it loses the attack or spell. This spell doesn't protect the target from area effects
  • range such as an explosion.This spell ends early when the target attacks or casts a spell that affects an enemy creature.,

cultural traits M (silver mirror),1 minute,You ward a creature against intentional harm. Any creature that makes an attack against or casts a harmful spell against the target must first make a Wisdom saving throw. On a failed save

S,Instantaneous,Three rays of fire shoot from your fingertips. Make a ranged spell attack for each ray. On a hit

  • casting time green (acid)
  • range blue (cold)

  • components purple (psychic)
  • duration black (necrotic)

white (lightning).,

cultural traits the target takes 2d6 fire damage.Cast at Higher LevelsCreate an additional ray for each slot level above 2nd.Rare VersionsKasvarina's Imbued Ray. The rays are the color of your choice and deal damage of the corresponding type: yellow (poison)

S

  • casting time000 gold),Concentration (10 minutes),You can see and hear a specific creature that you choose. The difficulty of the saving throw for this spell is modified by your knowledge of the target and whether you possess a physical item with a connection to the target. The target can choose to fail the save.On a failed save
  • range you can see and hear the target through an invisible sensor that appears within 10 feet of it and moves with the target. Any creature who can see invisibility or rolls a critical success on its saving throw perceives the sensor as a fist-sized glowing orb hovering in the air. Creatures cannot see or hear you through the sensor.If you choose to target a location

  • components the sensor appears at that location and is immobile.,
  • duration

cultural traits M (focus worth at least 1

S,Instantaneous,You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round.Creatures who are unable to hear the equation

  • casting time or who have an Intelligence score lower than 4 are immune to this spell.Cast at Higher LevelsCreatures are deafened for 1 additional round for each slot level above 1st.,
  • range

cultural traits immune to psychic damage

S

  • casting time constructed from materials worth at least 5
  • range000 gold

  • components and a Tiny replica made of the same materials worth at least 50 gold),Instantaneous,You stash a chest and its contents on the Ethereal Plane. To do so
  • duration you must touch the chest and its Tiny replica. The chest can hold up to 12 square feet of nonliving matter. Food stored in the chest spoils after 1 day.While the chest is in the Ethereal Plane

you can recall it to you at any point by using an action to touch the Tiny replica. The chest reappears in an unoccupied space on the ground within 5 feet of you. You can use an action at any time to return the chest to the Ethereal Plane so long as you are touching both the chest and its Tiny replica.This effect ends if you cast the spell again on a different chest

if the replica is destroyed M (chest 3 feet by 2 feet by 2 feet

7th,Reverse Gravity,Transmutation,1 action,Long (120 feet),V 7th,Reverse Gravity,Transmutation,1 action,Long (120 feet),V
3rd,Revivify,Necromancy,1 action,Touch,V 3rd,Revivify,Necromancy,1 action,Touch,V
2nd,Rope Trick,Transmutation,1 action,Touch,V 2nd,Rope Trick,Transmutation,1 action,Touch,V
Cantrip,Sacred Flame,Evocation,1 action,Medium (60 feet),V Cantrip,Sacred Flame,Evocation,1 action,Medium (60 feet),V
1st,Sanctuary,Abjuration,1 bonus action,Short (30 feet),V 1st,Sanctuary,Abjuration,1 bonus action,Short (30 feet),V
2nd,Scorching Ray,Evocation,1 action,Long (120 feet),V 2nd,Scorching Ray,Evocation,1 action,Long (120 feet),V
5th,Scrying,Divination,10 minutes,Self,V 5th,Scrying,Divination,10 minutes,Self,V
1st,Searing Equation,Enchantment,1 action,Self,V 1st,Searing Equation,Enchantment,1 action,Self,V
4th,Secret Chest,Conjuration,1 action,Touch,V 4th,Secret Chest,Conjuration,1 action,Touch,V

S

  • casting time and you can see into the Ethereal Plane. Ethereal creatures and objects appear translucent.,
  • range

if the replica is destroyed M (pinch of powdered talc),1 hour,You can see invisible creatures and objects

M (tumbleweed

  • casting time or sunflower head),1 minute,Up to four seeds appear in your hand and are infused with magic for the duration. As an action
  • range a creature can throw one of these seeds at a point up to 60 feet away. Each creature within 5 feet of that point makes a Dexterity saving throw or takes 4d6 piercing damage. Depending on the material component used

  • components a seed bomb also causes one of the following additional effects:Pinecone. Seed shrapnel explodes outward. A creature in the area of the exploding seed bomb makes a Constitution saving throw or it is blinded until the end of its next turn.Sunflower. Seeds enlarge into a blanket of pointy needles. The area affected by the exploding seed bomb becomes difficult terrain for the next minute.Tumbleweed. The weeds unravel to latch around creatures. A creature in the area of the exploding seed bomb makes a Dexterity saving throw or it becomes grappled until the end of its next turn.Cast at Higher LevelsThe damage increases by 1d6 for each slot level above 2nd.Rare VersionsNevard's Psionic Seed Bomb. The seed bombs created by this spell explode with the cries of dying sproutlings and deal psychic damage instead of piercing damage.,
  • duration

if the replica is destroyed pinecone

S,8 hours,Until the spell ends or you use an action to dispel it

  • casting time weapons
  • range and items as well as changes to their physical appearance. An unwilling target can make a Charisma saving throw to avoid being affected by the spell.You can alter the appearance of the target as you see fit

  • components including but not limited to: its heritage
  • duration 1 foot of height

weight

clothing you can change the appearance of the targets. The spell disguises their clothing

S

  • casting time there is a 5% chance it doesn't receive your message. A target with an Intelligence score of at least 1 understands your message as you intend it (whether you share a language or not).,
  • range

clothing M (piece of copper wire),1 round,You send a message of 25 words or less to the target. It recognizes you as the sender and can reply immediately in kind. The message travels across any distance and into other planes of existence. If the target is on a different plane of existence than you

S

  • casting time emeralds
  • range rubies

  • components and sapphires worth at least 5
  • duration000 gold

consumed by the spell),Until dispelled,You magically hide away a willing creature or object. The target becomes invisible

clothing M (dust of diamonds

S

  • casting time500 gold placed on your head before the transformation),Concentration (1 hour),You assume the form of a creature of a Challenge Rating equal to or lower than your level. The creature cannot be an undead or a construct
  • range and it must be a creature you have seen. You change into the average version of that creature

  • components and do not gain any class levels or the Spellcasting trait.Until the spell ends or you are dropped to 0 hit points
  • duration your game statistics (including your hit points) are replaced by the statistics of the chosen creature

though you keep your Charisma

Intelligence M (circlet worth at least 1

S

  • casting time metal
  • range or other inorganic material has disadvantage on its saving throw.Any nonmagical items within the area that are not worn or carried also take damage.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 2nd.,

Intelligence M (silver bell or chime),Instantaneous,An ear-splitting ringing sound emanates through the area. Creatures in the area take 3d8 thunder damage. A creature made of stone

S

  • casting time the target takes 2d4 slashing damage and the shards of broken glass remain suspended in midair
  • range filling the area they occupy (or 5 feet of the space they occupy if the creature is Large-sized or larger) with shards of suspended broken glass. Whenever a creature enters an area of broken glass for the first time or starts its turn there

  • components it must succeed on a Dexterity saving throw or take 2d4 slashing damage. The shards of broken glass dissolve into harmless wisps of sand and blow away after 1 minute. Cast at Higher LevelsYou create one additional orb for each slot level above 2nd.Rare VersionsGabal's Persistent Shattering Barrage. The shards of broken glass do not dissolve harmlessly and instead fall
  • duration turning the area they occupy into difficult terrain.,

Intelligence M (handful of clean sand),Instantaneous,You create three orbs of jagged broken glass and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each orb. On a hit

S,1 round,You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends

  • casting time which you take when you are hit by an attack or targeted by the magic missile spell,
  • range

Intelligence you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.Casting Time: 1 reaction

2nd,See Invisibility,Divination,1 action,Self,V 2nd,See Invisibility,Divination,1 action,Self,V
2nd,Seed Bomb,Conjuration,1 action,Self,S 2nd,Seed Bomb,Conjuration,1 action,Self,S
5th,Seeming,Illusion,1 action,Short (30 feet),V 5th,Seeming,Illusion,1 action,Short (30 feet),V
3rd,Sending,Evocation,1 action,Unlimited,V 3rd,Sending,Evocation,1 action,Unlimited,V
7th,Sequester,Transmutation,1 action,Touch,V 7th,Sequester,Transmutation,1 action,Touch,V
9th,Shapechange,Transmutation,1 action,Self,V 9th,Shapechange,Transmutation,1 action,Self,V
2nd,Shatter,Evocation,1 action,Medium (60 feet),V 2nd,Shatter,Evocation,1 action,Medium (60 feet),V
2nd,Shattering Barrage,Evocation,,Long (120 feet),V 2nd,Shattering Barrage,Evocation,,Long (120 feet),V
1st,Shield,Abjuration,1 reaction,Self,V 1st,Shield,Abjuration,1 reaction,Self,V

S

  • casting time a barrier of divine energy envelops the target and increases its AC by +2Cast at Higher LevelsThe bonus to AC increases by +1 for every three slot levels above 1st.Rare VersionsKomanov's Radiant Shield. When a creature makes a melee attack against the target
  • range it takes 1d6 radiant damage as the shield sparks and flares with holy power.,

Intelligence M (scrap of holy text),Concentration (10 minutes),Until the spell ends

S

  • casting time the target becomes a magical weapon (if it wasn't already)
  • range its damage becomes 1d8

  • components and you can use your spellcasting ability instead of Strength for melee attack and damage rolls made using it. The spell ends if you cast it again or let go of the target.,
  • duration

Intelligence M (club or quarterstaff),1 minute,You imbue the target with nature's magical energy. Until the spell ends

S,Instantaneous,Electricity arcs from your hand to shock the target. Make a melee spell attack (with advantage if the target is wearing armor made of metal). On a hit

  • casting time and the target can't take reactions until the start of its next turn as the electricity courses through its body.This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

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

Intelligence you deal 1d8 lightning damage

S,Concentration (10 minutes),Until the spell ends

  • casting time and no sound can travel in or out of it. While in the area a creature is deafened and immune to thunder damage. Casting a spell that requires a vocalized component is impossible while within the area.,
  • range

Intelligence a bubble of silence envelops the area

S

  • casting time object
  • range or other visible effect within the area. The illusion is purely visual

  • components it cannot produce sound or smell
  • duration and items and other creatures pass through it.As an action

you can move the image to any point within range. The image's movement can be natural and lifelike (for example

Intelligence M (bit of wool),Concentration (10 minutes),You create an illusory image of a creature

S

  • casting time a piece of the target's body placed inside the snow or ice
  • range and powdered ruby worth 1

  • components500 gold sprinkled over the duplicate
  • duration all consumed by the spell),Until dispelled,You sculpt an illusory duplicate of the target from ice and snow. The duplicate looks exactly like the target and uses all the statistics of the original

though it is formed without any gear

Intelligence M (a snow or ice copy of the target

S

  • casting time targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends
  • range they take damage

  • components or someone uses an action to physically wake them.As each target falls asleep
  • duration subtract its hit points from the total before moving on to the next target. A target's hit points must be equal to or less than the total remaining for the spell to have any effect.If the spell puts no creatures to sleep

the creature in the area with the lowest hit point total is rattled until the beginning of its next turn.Constructs and undead are not affected by this spell.Cast at Higher LevelsAt 2nd level or higher

Intelligence M (pinch of fine sand),1 minute,You send your enemies into a magical slumber. Starting with the target with the lowest hit points (ignoring unconscious creatures)

S

  • casting time exposed flames are doused
  • range and the ground is covered with slick ice. When a creature enters the area for the first time on a given turn or starts its turn there

  • components it makes a Dexterity saving throw or falls prone.When a creature concentrating on a spell starts its turn in the area or first enters into the area on a turn
  • duration it makes a Constitution saving throw or loses concentration.Area: 40-foot radius cylinder that is 20 feet high,

Intelligence M (few drops of melted snow),Concentration (1 minute),You conjure a storm of freezing rain and sleet in the area. The area is difficult terrain and in the area targets are heavily obscured

S

  • casting time a target is rattled until the end of its next turn.In addition
  • range if a slowed target casts a spell with a casting time of 1 action

  • components roll a d20. On an 11 or higher
  • duration the target doesn't finish casting the spell until its next turn. The target must use its action on that turn to complete the spell or the spell fails.At the end of each of its turns

a slowed target repeats the saving throw to end the spell's effect on it.,

Intelligence M (drop of molasses),Concentration (1 minute),You alter the flow of time around your targets and they become slowed. On a successful saving throw

1st,Shield of Faith,Abjuration,1 bonus action,Medium (60 feet),V 1st,Shield of Faith,Abjuration,1 bonus action,Medium (60 feet),V
Cantrip,Shillelagh,Transmutation,1 bonus action,Touch,V Cantrip,Shillelagh,Transmutation,1 bonus action,Touch,V
Cantrip,Shocking Grasp,Evocation,1 action,Touch,V Cantrip,Shocking Grasp,Evocation,1 action,Touch,V
2nd,Silence (Ritual),Illusion,1 action,Long (120 feet),V 2nd,Silence (Ritual),Illusion,1 action,Long (120 feet),V
1st,Silent Image,Illusion,1 action,Medium (60 feet),V 1st,Silent Image,Illusion,1 action,Medium (60 feet),V
7th,Simulacrum,Illusion,12 hours,Touch,V 7th,Simulacrum,Illusion,12 hours,Touch,V
1st,Sleep,Enchantment,1 action,Medium (60 feet),V 1st,Sleep,Enchantment,1 action,Medium (60 feet),V
2nd,Sleet Storm,Conjuration,1 action,Long (120 feet),V 2nd,Sleet Storm,Conjuration,1 action,Long (120 feet),V
3rd,Slow,Transmutation,1 action,Long (120 feet),V 3rd,Slow,Transmutation,1 action,Long (120 feet),V

S

  • casting time turning dexterous fingers into magical iron cudgels. Until the spell ends
  • range the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands. When making unarmed strikes

  • components the target can use its spellcasting ability or Dexterity (its choice) instead of Strength for the attack and damage rolls of unarmed strikes. In addition
  • duration the target's unarmed strikes deal 1d8 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.,

Intelligence M (handful of iron filings),Concentration (1 minute),The target's hands harden with inner power

S,Instantaneous,A jolt of healing energy flows through the target and it becomes stable.Rare VersionsKomanov's Costly Spare the Dying. For the next 3 rounds

  • casting time regaining 1 hit point on a result of 20. Whether or not it regains any hit points
  • range for the next 24 hours the target is rattled.,

Intelligence at the start of its turn the target rolls 1d20

S,10 minutes,You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world

  • casting time beasts can tell you about nearby locations and monsters
  • range including things they have recently perceived. At the Narrator's discretion

  • components you might be able to persuade a beast to perform a small favor for you.Rare VersionsNevard's Insightful Speak with Animals. So long as your spell save DC is higher than the passive Insight score of a beast you are conversing with
  • duration you can use an action to view the memories of an event the beast is describing. ,

Intelligence and their knowledge and awareness is filtered through that perspective. At a minimum

S

  • casting time animating it enough to answer 5 questions. The corpse's knowledge is limited: it knows only what it knew in life and cannot learn new information or speak about anything that has occurred since its death. It speaks only in the languages it knew
  • range and is under no compulsion to offer a truthful answer if it has reason not to. Answers might be brief

  • components cryptic
  • duration or repetitive.This spell does not return a departed soul

nor does it have any effect on an undead corpse

or one without a mouth., M (burning incense),10 minutes,You call forth the target's memories

S,10 minutes,Your voice takes on a magical timbre

  • casting time the targets can communicate with you and follow simple commands
  • range telling you about recent events including creatures that have passed

  • components weather
  • duration and nearby locations.The targets have a limited mobility: they can move their branches

tendrils

or one without a mouth., awakening the targets to limited sentience. Until the spell ends

S

  • casting time as well as a climbing speed equal to its base Speed.Cast at Higher LevelsYou can affect one additional target for each slot level above 2nd.Rare VersionsCyneburg's Sure-Footed Spider Climb. The target automatically succeeds on ability checks and saving throws made to keep its balance.,
  • range

or one without a mouth., M (cobweb and small wooden shoe),Concentration (1 hour),The target gains the ability to walk on walls and upside down on ceilings

S

  • casting time or small
  • range sharpened twigs),Concentration (10 minutes),You cause sharp spikes and thorns to sprout in the area

  • components making it difficult terrain. When a creature enters or moves within the area
  • duration it takes 2d4 piercing damage for every 5 feet it travels.Your magic causes the ground to look natural. A creature that can't see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Perception check against your spell save DC.Rare VersionsSidoneth's Sneaky Spike Growth. The spikes and thorns created by this spell are invisible and a creature cannot perceive them until it has been damaged by this spell.,

or one without a mouth., M (seven sharp thorns

S

  • casting time filling the area with flitting spectral forms. You choose the form taken by the spirits.Creatures of your choice halve their Speed while in the area. When a creature enters the area for the first time on a turn or starts its turn there
  • range it takes 3d6 radiant or necrotic damage (your choice).Cast at Higher LevelsThe damage increases by 1d6 for each slot level above 3rd.,

or one without a mouth., M (holy symbol),Concentration (10 minutes),You call down spirits of divine fury

S,1 minute,You create a floating

  • casting time you can make a melee spell attack against a creature within 5 feet of the weapon that deals force damage equal to 1d8 + your spellcasting ability modifier.As a bonus action on subsequent turns until the spell ends
  • range you can move the weapon up to 20 feet and make another attack against a creature within 5 feet of it.Cast at Higher LevelsThe damage increases by 1d8 for every two slot levels above 2nd.Rare VersionsKomanov's Fell Spiritual Weapon. The weapon deals necrotic damage instead of force damage

  • components and when it scores a critical hit its target is rattled until the end of your next turn.,
  • duration

or one without a mouth., incandescent weapon with an appearance of your choosing and use it to attack your enemies. On the round you cast it

2nd,Soulwrought Fists,Transmutation,1 action,Touch,V 2nd,Soulwrought Fists,Transmutation,1 action,Touch,V
Cantrip,Spare the Dying,Necromancy,1 action,Touch,V Cantrip,Spare the Dying,Necromancy,1 action,Touch,V
1st,Speak with Animals (Ritual),Divination,1 action,Self,V 1st,Speak with Animals (Ritual),Divination,1 action,Self,V
3rd,Speak with Dead,Necromancy,1 action,Touch,V 3rd,Speak with Dead,Necromancy,1 action,Touch,V
3rd,Speak with Plants,Transmutation,1 action,Self,V 3rd,Speak with Plants,Transmutation,1 action,Self,V
2nd,Spider Climb,Transmutation,1 action,Touch,V 2nd,Spider Climb,Transmutation,1 action,Touch,V
2nd,Spike Growth,Transmutation,1 action,Long (120 feet),V 2nd,Spike Growth,Transmutation,1 action,Long (120 feet),V
3rd,Spirit Guardians,Conjuration,1 action,Self,V 3rd,Spirit Guardians,Conjuration,1 action,Self,V
2nd,Spiritual Weapon,Evocation,1 bonus action,Medium (60 feet),V 2nd,Spiritual Weapon,Evocation,1 bonus action,Medium (60 feet),V

S

  • casting time creating a cloud of spores that fills the area. The cloud of spores travels around corners
  • range and the area is considered lightly obscured for everyone except you. Creatures and objects within the area are covered in spores. Until the spell ends

  • components you know the exact location of all affected objects and creatures. Any attack roll you make against an affected creature or object has advantage
  • duration and the affected creatures and objects can't benefit from being invisible.Rare VersionsSidoneth's Poisonous Sporesight. Choose a number of creatures in the area equal to your proficiency bonus. Any other creature that starts its turn in the area or first enters into the area on a turn makes a Constitution saving throw

taking 2d6 poison damage on a failed save.,

or one without a mouth., M (toadstool),Concentration (10 minutes),You throw a mushroom at a point within range and detonate it

S

  • casting time noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.The area is heavily obscured. A creature in the area at the start of its turn makes a Constitution saving throw or uses its action to retch and reel. Creatures that don't need to breathe or are immune to poison automatically succeed on the save.A moderate wind (10 miles per hour) disperses the cloud after 4 rounds
  • range a strong wind (20 miles per hour) after 1 round.Cast at Higher LevelsThe spell's area increases by 5 feet for every 2 slot levels above 3rd.Rare VersionsDiogenes' Dyed Stinking Cloud. Choose a color for the cloud when you cast this spell. When a creature makes a saving throw against this spell it is dyed that color until it uses an action to wipe away the residue.,

or one without a mouth., M (rotten egg or dried fish scale),Concentration (1 minute),You create a roiling

S

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

  • components or chest
  • duration make a small passage through a wall (as long as it isn't more than 5 feet thick)

seal a stone door shut

or one without a mouth., M (soft clay shaped as part of the spell),Instantaneous,You reshape the target into any form you choose. For example

S

  • casting time consumed by the spell),Concentration (1 hour),Until the spell ends
  • range the target's flesh becomes as hard as stone and it gains resistance to nonmagical bludgeoning

  • components piercing
  • duration and slashing damage.Cast at Higher LevelsWhen using a 7th-level spell slot

the target gains resistance to magical bludgeoning

piercing M (diamond dust worth 100 gold

S,Instantaneous,You must be able to move in order to cast this spell. You leap into the air and flash across the battlefield

  • casting time make a ranged spell attack against a creature you can see within range. If you hit
  • range you instantly flash to an open space of your choosing adjacent to the target

  • components dealing bludgeoning damage equal to 1d6 + your spellcasting modifier plus 3d8 thunder damage and 6d8 lightning damage. If your unarmed strike normally uses a larger die
  • duration use that instead of a d6. If you miss

you may still choose to teleport next to the target.Cast at Higher LevelsWhen using a spell slot of 6th-level or higher

piercing arriving feet-first with the force of a thunderbolt. As part of casting this spell

S,Concentration (1 minute),You conjure a churning storm cloud that spreads to cover the target area. As it forms

  • casting time and each creature beneath the cloud makes a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 5 minutes.Until the spell ends
  • range at the start of your turn the cloud produces additional effects:Round 2. Acidic rain falls throughout the area dealing 1d6 acid damage to each creature and object beneath the cloud.Round 3. Lightning bolts strike up to 6 creatures or objects of your choosing that are beneath the cloud (no more than one bolt per creature or object). A creature struck by this lightning makes a Dexterity saving throw

  • components taking 10d6 lightning damage on a failed save
  • duration or half damage on a successful save.Round 4. Hailstones fall throughout the area dealing 2d6 bludgeoning damage to each creature beneath the cloud.Round 510. Gusts and freezing rain turn the area beneath the cloud into difficult terrain that is heavily obscured. Ranged weapon attacks are impossible while a creature or its target are beneath the cloud. When a creature concentrating on a spell starts its turn beneath the cloud or enters into the area

it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 2050 miles per hour automatically disperse fog

mists lightning and thunder mix with howling winds

M (miniature bottle of red wine and some soap),Concentration (8 hours),Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The target is magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the spell. The target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell

  • casting time you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends
  • range the specific activity isn't performed.Any damage done to the target by you or an ally ends the spell for that creature.Cast at Higher LevelsWhen using a 4th-level spell slot

  • components the duration is concentration
  • duration up to 24 hours. When using a 5th-level spell slot

the duration is 7 days. When using a 7th-level spell slot

mists and if it requires less time the spell ends after the target has carried out the activity.You may specify trigger conditions that cause the target to perform a specific activity while the spell lasts. For example

S

  • casting time you can use an action on subsequent turns to create a new beam of sunlight and a mote of brilliant radiance lingers on your hand
  • range shedding bright light in a 30-foot radius and dim light an additional 30 feet. This light is sunlight.Area: Line 60 feet long and 5 feet wideCast at Higher LevelsWhen using an 8th-level spell slot the damage increases by 1d8.,

mists M (small prism of clear glass),Concentration (1 minute),Oozes and undead have disadvantage on saving throws made to resist this spell. A beam of radiant sunlight streaks from your hand. Each creature in the area takes 6d8 radiant damage and is blinded for 1 round. Until the spell ends

S

  • casting time ending the blindness on a successful save.This spell dispels any magical darkness in its area.Cast at Higher LevelsWhen using a 9th-level spell slot the damage increases by 2d6.Rare VersionsGabal's Disorienting Sunburst. A creature that takes 50 or more damage from this spell is confused. At the start of each of its turns
  • range a creature confused by this spell makes an Intelligence saving throw

  • components ending that effect on itself on a success.,
  • duration

mists M (piece of sunstone and a bead of stained glass),Instantaneous,Oozes and undead have disadvantage on saving throws made to resist this spell. You create a burst of radiant sunlight that fills the area. Each creature in the area takes 12d6 radiant damage and is blinded for 1 minute. A creature blinded by this spell repeats its saving throw at the end of each of its turns

7th,Sporesight,Evocation,1 action,Medium (60 feet),V 7th,Sporesight,Evocation,1 action,Medium (60 feet),V
3rd,Stinking Cloud,Conjuration,1 action,Long (120 feet),V 3rd,Stinking Cloud,Conjuration,1 action,Long (120 feet),V
4th,Stone Shape,Transmutation,1 action,Touch,V 4th,Stone Shape,Transmutation,1 action,Touch,V
4th,Stoneskin,Abjuration,1 action,Touch,V 4th,Stoneskin,Abjuration,1 action,Touch,V
5th,Storm Kick,Transmutation,1 action,Long (120 feet),V 5th,Storm Kick,Transmutation,1 action,Long (120 feet),V
9th,Storm of Vengeance,Conjuration,1 action,Special (sight),V 9th,Storm of Vengeance,Conjuration,1 action,Special (sight),V
2nd,Suggestion,Enchantment,1 action,Short (30 feet),V 2nd,Suggestion,Enchantment,1 action,Short (30 feet),V
6th,Sunbeam,Evocation,1 action,Self,V 6th,Sunbeam,Evocation,1 action,Self,V
8th,Sunburst,Evocation,1 action,Long (120 feet),V 8th,Sunburst,Evocation,1 action,Long (120 feet),V

S

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

  • components000 gold
  • duration consumed by the spell),Until dispelled or triggered,You inscribe a potent glyph on the target

setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position

mists M (mercury

S

  • casting time a song that fills those around you with magical sorrow. Each creature in the area makes a Charisma saving throw at the start of its turn. On a failed save
  • range a creature takes 2d4 psychic damage

  • components it spends its action that turn crying
  • duration and it can't take reactions until the start of its next turn. Creatures that are immune to the charmed condition automatically succeed on this saving throw.If a creature other than you hears the entire song (remaining within the spell's area from the casting through the duration) it is so wracked with sadness that it is stunned for 1d4 rounds.You cannot cast another spell through your spellcasting focus while concentrating on this spell.Duration: Concentration (3 rounds)Cast at Higher LevelsThe damage increases by 2d4 for each slot level above 4th.Rare VersionsKoren's Pervading Tearful Sonnet. This spell deals double the normal damage against frightened creatures.,

mists M (whole onion),Concentration (3 rounds),You quietly play a tragedy

S,Concentration (10 minutes),You move the target with the power of your mind. Until the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object

  • casting time that creature can make a Strength check against your spell save DC. If the target fails
  • range you pull the object away from that creature and can move it up to 30 feet in any direction

  • components but not beyond the range of the spell.You can use telekinesis to finely manipulate objects as though you were using them yourselfyou can open doors and unscrew lids
  • duration dip a quill in ink and make it write

and so on.Cast at Higher LevelsWhen using an 8th-level spell slot

mists the spell has the following effects:Creature: The target makes a Strength check against your spell save DC or it is moved up to 30 feet in any direction and restrained (even in mid-air) until the end of your next turn. You cannot move a target beyond the range of the spell.Object: You move the target 30 feet in any direction. If the object is worn or carried by a creature

S

  • casting time a telepathic link connects the minds of the targets. So long as they remain on the same plane of existence
  • range targets may communicate telepathically with each other regardless of language and across any distance.Cast at Higher LevelsThe spell's duration increases by 1d4 hours for each slot level above 5th.Rare VersionsAurana's Exceptional Telepathic Bond. This spell functions even when targets are on different planes of existence.,

mists M (two matching cards from different decks),1 hour,Until the spell ends

choose a destination. You must know the location you're teleporting to

  • casting time the Narrator rolls 1d100 and consults Table: Teleport Familiarity.Familiarity is determined as follows:Permanent Circle: A permanent teleportation circle whose sigil sequence you know (see teleportation circle).Associated Object: You have an object taken from the target location within the last 6 months
  • range such as a piece of wood from the pew in a grand temple or a pinch of grave dust from a vampire's hidden redoubt.Very Familiar: A place you have frequented

  • components carefully studied
  • duration or can see at the time you cast the spell.Seen Casually: A place you have seen more than once but don't know well. This could be a castle you've passed by but never visited

or the farms you look down on from your tower of ivory.Viewed Once: A place you have seen once

mists and it must be on the same plane of existence.Teleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you're teleporting to. When you teleport

M (rare chalks and inks worth 50 gold

  • casting time guilds
  • range and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.When you cast teleportation circle

  • components you inscribe runes that match the sigil sequence of a teleportation circle you know. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for 2 destinations on the Material Plane

determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.Casting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.,

mists consumed by the spell),1 round,You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.Permanent teleportation circles are commonly found within major temples

choose one of the following:Your voice booms up to three times louder than normalYou cause flames to flicker

  • casting time dim
  • range or change colorYou send harmless tremors throughout the ground.You create an instantaneous sound

  • components like ethereal chimes
  • duration sinister laughter

or a dragon's roar at a point of your choosing within range.You instantaneously cause an unlocked door or window to fly open or slam shut.You alter the appearance of your eyes.Lingering effects last until the spell ends. If you cast this spell multiple times

mists brighten

S,Instantaneous,You create a wave of thunderous force

mists damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you. Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.Cast at Higher LevelsThe damage increases by 1d8 for each slot level above 1st.Rare VersionsVorax-Hul's Shaking Thunderwave. A creature that takes 10 or more damage from this spell is knocked prone.,

granting yourself extra time to take actions. When you cast the spell

  • casting time during which you can use actions and move as normal.The spell ends if you move more than 1
  • range000 feet from where you cast the spell

  • components or if you affect either a creature other than yourself or an object worn or carried by someone else.,
  • duration

mists the world is frozen in place while you take 1d4 + 1 turns in a row

7th,Symbol,Abjuration,1 minute,Touch,V 7th,Symbol,Abjuration,1 minute,Touch,V
4th,Tearful Sonnet,Enchantment,1 action,Self,V 4th,Tearful Sonnet,Enchantment,1 action,Self,V
5th,Telekinesis,Transmutation,1 action,Medium (60 feet),V 5th,Telekinesis,Transmutation,1 action,Medium (60 feet),V
5th,Telepathic Bond (Ritual),Evocation,1 action,Short (30 feet),V 5th,Telepathic Bond (Ritual),Evocation,1 action,Short (30 feet),V
7th,Teleport (Ritual),Conjuration,1 action,Same plane,V,Instantaneous,You teleport the targets instantly across vast distances. When you cast this spell 7th,Teleport (Ritual),Conjuration,1 action,Same plane,V,Instantaneous,You teleport the targets instantly across vast distances. When you cast this spell
5th,Teleportation Circle,Conjuration,1 minute,Touch,V 5th,Teleportation Circle,Conjuration,1 minute,Touch,V
Cantrip,Thaumaturgy,Transmutation,1 action,Short (30 feet),V,Up to 1 minute,You draw upon divine power and create a minor divine effect. When you cast the spell Cantrip,Thaumaturgy,Transmutation,1 action,Short (30 feet),V,Up to 1 minute,You draw upon divine power and create a minor divine effect. When you cast the spell
1st,Thunderwave,Evocation,1 action,Self,V 1st,Thunderwave,Evocation,1 action,Self,V
9th,Time Stop,Transmutation,1 action,Self,V,Instantaneous,You stop time 9th,Time Stop,Transmutation,1 action,Self,V,Instantaneous,You stop time

S

  • casting time consumed by the spell),8 hours,You create an immobile dome of protective force that provides shelter and can be used as a safe haven (page @@). The dome is of a color of your choosing
  • range can't be seen through from the outside

  • components is transparent on the inside
  • duration and can fit up to 10 Medium creatures (including you) within.The dome prevents inclement weather and environmental effects from passing through it

though creatures and objects may pass through freely. Spells and other magical effects can't cross the dome in either direction

mists M (piece of thatched roof woven into a dome and a sculpture of a protective deity worth 200 gold

M (clay model of a ziggurat),1 hour,The target understands any words it hears

mists and when the target speaks its words are understood by creatures that know at least one language.,

S,1 round,You create a magical pathway between the target and a second plant that you've seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.,

mists

S

  • casting time creatures have disadvantage on Sleight of Hand checks made against the target. If a creature fails a Sleight of Hand check to steal from the target
  • range the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.,

mists M (well-polished ball bearing),8 hours,Until the spell ends

S,Concentration (1 minute),Until the spell ends

  • casting time you appear within 5 feet of the tree you entered.Cast at Higher LevelsTarget one additional creature within reach for each slot level above 5th.,
  • range

mists once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree. If you have no movement left

S

  • casting time gum arabic
  • range smoke),Concentration (1 hour),The target is transformed until it drops to 0 hit points or the spell ends. You can make the transformation permanent by concentrating on the spell for the full duration.Creature into Creature: The target's body is transformed into a creature with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating

  • components use its level.The target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen creature. The target is limited to actions that it is physically capable of doing
  • duration and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.When the target reverts to its normal form

it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points

mists M (mercury

S

  • casting time000 gold
  • range which the spell consumes),Instantaneous,Provided the target's soul is willing and able to return to its body

  • components it returns to life with all of its hit points.The spell cures any poisons and diseases that affected the target at the time of death
  • duration closes all mortal wounds

and restores any missing body parts.If no body (or body parts) exist

mists M (holy water and diamonds worth at least 25

S

  • casting time saffron
  • range and fat costing 25 gold

  • components consumed by the spell),1 hour,Until the spell ends
  • duration the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.,

mists M (an ointment for the eyes made from mushroom powder

you can choose to use that advantage when you make your first attack roll on your turn.,

mists

3rd,Tiny Hut (Ritual),Evocation,1 minute,Self,V 3rd,Tiny Hut (Ritual),Evocation,1 minute,Self,V
3rd,Tongues,Divination,1 action,Touch,V 3rd,Tongues,Divination,1 action,Touch,V
6th,Transport via Plants,Conjuration,1 action,Touch,V 6th,Transport via Plants,Conjuration,1 action,Touch,V
1st,Traveler's Ward,Abjuration,,Touch,V 1st,Traveler's Ward,Abjuration,,Touch,V
5th,Tree Stride,Conjuration,1 action,Self,V 5th,Tree Stride,Conjuration,1 action,Self,V
9th,True Polymorph,Transmutation,1 action,Short (30 feet),V 9th,True Polymorph,Transmutation,1 action,Short (30 feet),V
9th,True Resurrection,Necromancy,1 hour,Touch,V 9th,True Resurrection,Necromancy,1 hour,Touch,V
6th,True Seeing,Divination,1 action,Touch,V 6th,True Seeing,Divination,1 action,Touch,V
Cantrip,True Strike,Divination,1 action,Short (30 feet),S,Concentration (1 round),You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.Rare VersionsKasvarina`s Greater True Strike. You gain an almost total understanding of a creature or object's defenses and body language. The duration increases to Concentration (1 minute) and you gain advantage to three additional attack rolls of your choice that are made before the spell ends. Once per round Cantrip,True Strike,Divination,1 action,Short (30 feet),S,Concentration (1 round),You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.Rare VersionsKasvarina`s Greater True Strike. You gain an almost total understanding of a creature or object's defenses and body language. The duration increases to Concentration (1 minute) and you gain advantage to three additional attack rolls of your choice that are made before the spell ends. Once per round

S,Instantaneous,A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can't see the point where the meteor explodes.Each creature within range that can see the meteor (other than you) makes a Dexterity saving throw or is blinded until the end of your next turn. Fiery chunks of the meteor then plummet to the ground in four 5-foot-radius spheres you choose within range. Each creature in an area makes a Dexterity saving throw

  • casting time or half as much damage on a successful one. A creature in more than one area is affected only once.The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.Area: Four 5-foot radius spheres,
  • range

mists taking 6d6 fire damage and 6d6 necrotic damage on a failed save

S

  • casting time mindless
  • range shapeless force to perform simple tasks. The servant appears in an unoccupied space on the ground that you can see and endures until it takes damage

  • components moves more than 60 feet away from you
  • duration or the spell ends. It has AC 10

a Strength of 2

mists M (string and wood),1 hour,You create an invisible

S,Concentration (1 minute),Shadows roil about your hand and heal you by siphoning away the life force from others. On the round you cast it

  • casting time you can make a melee spell attack against a creature within your reach. On a hit
  • range you deal 3d6 necrotic damage and regain hit points equal to half the amount of necrotic damage dealt.Cast at Higher LevelsThe damage increases by 1d6 for each slot level above 3rdRare VersionsRavjahani`s Distant Vampiric Touch. Instead of making melee spell attacks

  • components you make ranged spell attacks (range 10/20 ft.) in the form of shadowy lines that streak from your hand.,
  • duration

mists and as an action on subsequent turns until the spell ends

dealing 1d6 poison damage. The target regains 2d4 hit points at the start of each of its turns for the next 1d4+1 rounds.Cast at Higher LevelsFor each slot level above 2nd

mists the initial damage increases by 1d6 and target regains an additional 1d4 hit points.,

11th level (3d6)

  • casting time and if it makes an attack it can only target you (it can take other actions
  • range but if the target takes the Attack action or casts a spell that includes a spell attack

  • components that attack must be against you). Persuasion checks you make against the target have disadvantage
  • duration even after the spell`s duration ends.,

mists and 17th level (4d6).Rare VersionsKoren's Taunting Vicious Mockery. Your amazingly effective insults and mockeries also entertain otherseven the target`s allies. On a failed saving throw the target has disadvantage on all attack rolls next round

S

  • casting time sections of the wall can angle as long as they are contiguous)
  • range 20 feet high

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

20 feet high

mists M (phosphorus),Concentration (1 minute),You create a wall of fire on a solid surface. The wall can be up to 60 feet long (it does not have to be a straight line

S

  • casting time groping arms and tentacles
  • range and moaning

  • components biting mouths heaves itself up from the ground at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. The wall can have any shape you desire.If the wall enters a creature`s space when it appears
  • duration the creature makes a Dexterity saving throw

and on a success it moves up to its Speed to escape. On a failed save

mists M (piece of bone),Concentration (10 minutes),A squirming wall of bodies

S

  • casting time or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere
  • range either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1/4 inch thick. If the wall enters a creature`s space when it appears

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

it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape.Nothing can physically pass through the wall. It can be destroyed with dispel magic cast using a spell slot of at least 5th-level or by being dealt at least 25 force damage at once. It is otherwise immune to damage. The wall also extends into the Ethereal Plane

mists M (powder of crushed clear gemstone),Concentration (10 minutes),You create an invisible wall of force at a point you choose. The wall is a horizontal or vertical barrier

S

  • casting time either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1 foot thick.If the wall enters a creature`s space when it appears
  • range the creature makes a Dexterity saving throw

  • components taking 10d6 cold damage on a failed save
  • duration or half as much damage on a successful save and it is pushed to one side of the wall (your choice).The wall is an object with vulnerability to fire damage

with AC 12 and 30 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw

mists M (quartz),Concentration (10 minutes),You create a wall of ice on a solid surface. You can form it into a hemispherical dome or a sphere

7th,Unholy Star,Conjuration,1 action,Long (120 feet),V 7th,Unholy Star,Conjuration,1 action,Long (120 feet),V
1st,Unseen Servant (Ritual),Conjuration,1 action,Medium (60 feet),V 1st,Unseen Servant (Ritual),Conjuration,1 action,Medium (60 feet),V
3rd,Vampiric Touch,Necromancy,1 action,Self,V 3rd,Vampiric Touch,Necromancy,1 action,Self,V
3rd,Venomous Succor,Evocation,1 bonus action,Touch,S,Instantaneous,You cause a searing poison to burn quickly through the target's wounds 3rd,Venomous Succor,Evocation,1 bonus action,Touch,S,Instantaneous,You cause a searing poison to burn quickly through the target's wounds
Cantrip,Vicious Mockery,Enchantment,1 action,Medium (60 feet),V,Instantaneous,You verbally insult or mock the target so viciously its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6) Cantrip,Vicious Mockery,Enchantment,1 action,Medium (60 feet),V,Instantaneous,You verbally insult or mock the target so viciously its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6)
4th,Wall of Fire,Evocation,1 action,Long (120 feet),V 4th,Wall of Fire,Evocation,1 action,Long (120 feet),V
6th,Wall of Flesh,Evocation,1 action,Long (120 feet),V 6th,Wall of Flesh,Evocation,1 action,Long (120 feet),V
5th,Wall of Force,Evocation,1 action,Long (120 feet),V 5th,Wall of Force,Evocation,1 action,Long (120 feet),V
6th,Wall of Ice,Evocation,1 action,,V 6th,Wall of Ice,Evocation,1 action,,V

S

  • casting time you can create 10-foot-by-20-foot sections that are only 3 inches thick.The wall can have any shape you desire
  • range though it can`t occupy the same space as a creature or object. The wall doesn`t need to be vertical or rest on any firm foundation but must merge with and be solidly supported by existing stone. Thus

  • components you can use this spell to bridge a chasm or create a ramp.If the wall enters a creature`s space when it appears
  • duration the creature is pushed to one side of the wall (your choice)

but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface)

mists M (block of granite),Concentration (10 minutes),A nonmagical wall of solid stone appears at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. Alternatively

S

  • casting time pliable
  • range tangled brush bristling with needle-sharp thorns on a solid surface. You can choose to make the wall up to 60 feet long

  • components 10 feet high
  • duration 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

each creature within its area makes a Dexterity saving throw

mists M (thorns),Concentration (10 minutes),You create a wall of tough

S

  • casting time which you and the target must wear for the duration),1 hour,Until the spell ends
  • range the target is warded by a mystic connection between it and you. While the target is within 60 feet it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Each time it takes damage
  • duration you take an equal amount of damage.The spell ends if you are reduced to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if you use an action to dismiss it

or if the spell is cast again on either you or the target.Cast at Higher LevelsThe duration increases by 1 hour for each slot level above 2nd.,

mists M (pair of platinum rings worth at least 50 gold each

S

  • casting time allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes. Until the spell ends
  • range creatures cannot gain bonuses (like those granted by bless or expertise dice) or advantage on attack rolls against you. In addition

  • components none of your movement provokes opportunity attacks
  • duration and you ignore nonmagical difficult terrain. Finally

you can end the spell early to treat a single weapon attack roll as though you had rolled a 15 on the d20.Cast at Higher LevelsFor each slot level above 5th

mists M (headband),Concentration (1 minute),Your senses sharpen

S

  • casting time the targets are able to breathe underwater (and still able to respirate normally).,
  • range

mists M (short reed or piece of straw),24 hours,Until the spell ends

S

  • casting time the targets are able to move across any liquid surface (such as water
  • range acid

  • components mud
  • duration snow

quicksand

mists M (piece of cork),1 hour,Until the spell ends

S

  • casting time sticky webs fill the area
  • range lightly obscuring it and making it difficult terrain.You must anchor the webs between two solid masses (such as walls or trees) or layer them across a flat surface. If you don't the conjured webs collapse and at the start of your next turn the spell ends. Webs layered over a flat surface are 5 feet deep.Each creature that starts its turn in the webs or that enters them during its turn makes a Dexterity saving throw or it is restrained as long as it remains in the webs (or until the creature breaks free).A creature restrained by the webs can escape by using its action to make a Strength check against your spell save DC.Any 5-foot cube of webs exposed to fire burns away in 1 round

  • components dealing 2d4 fire damage to any creature that starts its turn in the fire.Cast at Higher LevelsWhen using a 4th-level spell slot
  • duration you also summon a giant wolf spider in an unoccupied space within the web's area. When using a 6th-level spell slot

you summon up to two spiders. When using a 7th-level spell slot

mists M (spiderweb),Concentration (1 hour),Thick

S,Concentration (1 minute),You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell's area. Each creature in the area makes a Wisdom saving throw or becomes frightened until the spell ends. At the end of each of a frightened creature`s turns

  • casting time the spell ends for that creature.,
  • range

mists it makes a Wisdom saving throw or it takes 4d10 psychic damage. On a successful save

S,Instantaneous,You must be able to move in order to cast this spell. You leap into the air and spin like a tornado

  • casting time make a melee spell attack against any number of creatures in the area. On a hit
  • range you deal your unarmed strike damage plus 2d6 thunder damage. In addition

  • components creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).Area: Line up to 60 feet long and 15 feet wideCast at Higher LevelsThe extra thunder damage increases by 1d6 for each slot level above 3rd.,
  • duration

mists striking foes all around you with supernatural force as you fly up to 60 feet in a straight line. Your movement must end on a surface that can support your weight or you fall as normal.As part of the casting of this spell

5th,Wall of Stone,Evocation,1 action,Long (120 feet),V 5th,Wall of Stone,Evocation,1 action,Long (120 feet),V
6th,Wall of Thorns,Conjuration,1 action,Long (120 feet),V 6th,Wall of Thorns,Conjuration,1 action,Long (120 feet),V
2nd,Warding Bond,Abjuration,1 action,Touch,V 2nd,Warding Bond,Abjuration,1 action,Touch,V
5th,Warrior's Instincts,Divination,1 action,Self,V 5th,Warrior's Instincts,Divination,1 action,Self,V
3rd,Water Breathing (Ritual),Transmutation,1 action,Short (30 feet),V 3rd,Water Breathing (Ritual),Transmutation,1 action,Short (30 feet),V
3rd,Water Walk (Ritual),Transmutation,1 action,Short (30 feet),V 3rd,Water Walk (Ritual),Transmutation,1 action,Short (30 feet),V
2nd,Web,Conjuration,1 action,Medium (60 feet),V 2nd,Web,Conjuration,1 action,Medium (60 feet),V
9th,Weird,Illusion,1 action,Long (120 feet),V 9th,Weird,Illusion,1 action,Long (120 feet),V
3rd,Whirlwind Kick,Transmutation,1 action,Self,V 3rd,Whirlwind Kick,Transmutation,1 action,Self,V

after which the spell ends.,

mists

S

  • casting time but the only action it can take is the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can`t move). Until the spell ends
  • range a target can change again to cloud form (in an identical transformation process).When the effect ends for a target flying in cloud form

  • components it descends 60 feet each round for up to 1 minute or until it safely lands. If the target can`t land after 1 minute
  • duration the creature falls the rest of the way normally.,

mists M (fire and holy water),8 hours,The targets assume a gaseous form and appear as wisps of cloud. Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons

S

  • casting time 15 feet high
  • range 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. When the wall appears

  • components each creature within its area makes a Strength saving throw
  • duration taking 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.The wall keeps fog

smoke M (fan and exotic feather),Concentration (1 minute),A wall of strong wind rises from the ground at a point you choose. You can make the wall up to 50 feet long

000 gold and no more than 300 feet in any dimension appears in an unoccupied space you can see on the ground.Up to 20 creatures that you can see to regain all their hit points

  • casting time and you can choose whether to use the reroll or the original roll.You might be able to achieve something beyond the scope of the above examples. State your wish to the Narrator as precisely as possible
  • range being very careful in your wording. Be aware that the greater the wish

  • components the greater the chance for an unexpected result. This spell might simply fizzle
  • duration your desired outcome might only be partly achieved

or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occursand reality is not tampered with lightly.Multiple Wishes: The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest

smoke and each is further healed as per the greater restoration spell.Up to 10 creatures that you can see gain resistance to a damage type you choose.Up to 10 creatures you can see gain immunity to a single spell or other magical effect for 8 hours. You force a reroll of any roll made within the last round (including your last turn). You can force the reroll to be made with advantage or disadvantage

appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.You must first designate a sanctuary by casting this spell within a location aligned with your faith

smoke such as a temple dedicated to or strongly linked to your deity.Range: 5 feetRare VersionsLeska`s Expeditious Word of Recall. Targets instantly teleport to the last location aligned with your faith that you physically entered but have not designated as a sanctuary. Attempts to cast this spell again before 7 days have passed automatically fail.,

S,Instantaneous,You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell

  • casting time the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.Upon emerging
  • range the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.Once targets are loaded into the purple worm

  • components nothing-not physical objects
  • duration energy

or other spell effects-can pass through the barrier

in or out the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range

S

  • casting time consumed by the spell),Instantaneous,As part of the casting of this spell
  • range you lay down in the coffin on a patch of bare earth and it buries itself. Over the following week

  • components you are incapacitated and do not need air
  • duration food

or sleep. Your insides are eaten by worms

in or out M (coffin filled with worms

S,10 minutes,You create a zone that minimizes deception. Any creature that is able to be charmed can`t speak a deliberate lie while in the area. An affected creature is aware of the spell and can choose not to speak

  • casting time the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature
  • range it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw.,

in or out or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save

1st,Wind Up,Evocation,1 action,Self,S,8 hours,You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell's duration 1st,Wind Up,Evocation,1 action,Self,S,8 hours,You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell's duration
6th,Wind Walk,Transmutation,1 minute,Short (30 feet),V 6th,Wind Walk,Transmutation,1 minute,Short (30 feet),V
3rd,Wind Wall,Evocation,1 action,Long (120 feet),V 3rd,Wind Wall,Evocation,1 action,Long (120 feet),V
9th,Wish,Conjuration,1 action,,V,Instantaneous,This is the mightiest of mortal magics and alters reality itself.The safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).You may instead choose one of the following:One nonmagical object of your choice that is worth up to 25 9th,Wish,Conjuration,1 action,,V,Instantaneous,This is the mightiest of mortal magics and alters reality itself.The safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).You may instead choose one of the following:One nonmagical object of your choice that is worth up to 25
6th,Word of Recall,Conjuration,1 action,5 feet,V,Instantaneous,The targets instantly teleport to a previously designated sanctuary 6th,Word of Recall,Conjuration,1 action,5 feet,V,Instantaneous,The targets instantly teleport to a previously designated sanctuary
6th,Wormway (Ritual),Enchantment,1 minute,Special (150 miles),V 6th,Wormway (Ritual),Enchantment,1 minute,Special (150 miles),V
9th,Writhing Transformation (Ritual),Transmutation,1 week,Self,V 9th,Writhing Transformation (Ritual),Transmutation,1 week,Self,V
2nd,Zone of Truth,Enchantment,1 action,Medium (60 feet),V 2nd,Zone of Truth,Enchantment,1 action,Medium (60 feet),V