Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
As a Bard, you can learn the following spells.
Spell Level: Cantrip
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Combat, Warding
Saving Throw: None
Ritual: No
Scaling: None
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Spell Level: Cantrip
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a bit of phosphorus)
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Spell Level: Cantrip
Spell School: Enchantment
Casting Time: 1 Action ()
Components: S, M (some makeup)
Range: 10 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff, Deception, Social
Saving Throw: Wisdom
Ritual: No
Scaling: None
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a morsel of food)
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control, Social
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a drop of blood)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Debuff
Saving Throw: Charisma
Ritual: No
Scaling: Spell Slot Level
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control, Social
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a pinch of colorful sand)
Range: Self
Area: 15 ft. Cone
Duration: Instantaneous
Conditions/Effects: Blinded, Control
Saving Throw: Constitution
Ritual: No
Scaling: None
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Prone, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (A pinch of soot and salt)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Social
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Healing
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Shapechanging
Saving Throw: None
Ritual: No
Scaling: None
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Psychic, Control, Damage
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Spell Level: 1
Spell School: Evocation
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: 20 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Debuff
Saving Throw: Dexterity
Ritual: No
Scaling: None
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Spell Level: 1
Spell School: Transmutation
Casting Time: 1 Reaction (which you take when you or a creature you can see within 60 feet of you falls)
Components: V, M (a small feather or piece of down)
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Exploration, Utility
Saving Throw: None
Ritual: No
Scaling: None
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Bonus Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Healing
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Divination
Casting Time: 1 Minute ()
Components: V, S, M (a pearl worth 100+ GP)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Minute ()
Components: S, M (ink worth 10+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Communication
Saving Throw: None
Ritual: Yes
Scaling: None
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a morsel of food)
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Communication, Social
Saving Throw: None
Ritual: Yes
Scaling: Spell Slot Level
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level above 2.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V ()
Range: 120 ft.
Area: None
Duration: Time
Conditions/Effects: Blinded, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: 20 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Social
Saving Throw: Charisma
Ritual: Yes
Scaling: None
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):
Spell Level: 2
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a sliver of glass)
Range: 60 ft.
Area: 5 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Slashing, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A spectral crown appears on the Charmed target’s head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (1 Copper Piece)
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Detection, Social
Saving Throw: Wisdom
Ritual: No
Scaling: None
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (fur or a feather)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a pinch of powdered iron)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: Constitution
Ritual: No
Scaling: None
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a piece of iron and a flame)
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Fire, Damage, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Spell Level: 3
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Spell Level: 3
Spell School: Divination
Casting Time: 10 Minute ()
Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)
Range: 5280 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Detection, Scrying, Utility
Saving Throw: None
Ritual: No
Scaling: None
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
Spell Level: 3
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a white feather)
Range: Self
Area: 30 ft. Cone
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Control, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Spell Level: 3
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (a pinch of graveyard dirt)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Blinded, Incapacitated, Poisoned, Buff, Debuff, Deception
Saving Throw: None
Ritual: Yes
Scaling: None
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.
The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Hour ()
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Until Dispelled or Triggered
Conditions/Effects: Acid, Cold, Fire, Lightning, Thunder, Control, Damage, Warding
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.
Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Spell Level: 3
Spell School: Illusion
Casting Time: 1 Action ()
Components: S, M (a pinch of confetti)
Range: 120 ft.
Area: 30 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Incapacitated, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (three nut shells)
Range: 90 ft.
Area: 10 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
| 1d10 | Behavior for the Turn |
|---|---|
| 1 | The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |
| 2–6 | The target doesn’t move or take actions. |
| 7–8 | The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. |
| 9–10 | The target chooses its behavior. |
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V ()
Range: 500 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Spell Level: 4
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Radiant, Combat, Damage
Saving Throw: Constitution
Ritual: No
Scaling: None
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a leather strap)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Movement
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spell Level: 4
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Invisible
Saving Throw: None
Ritual: No
Scaling: None
A creature you touch has the Invisible condition until the spell ends.
Spell Level: 4
Spell School: Illusion
Casting Time: 10 Minute ()
Components: V, S, M (a mushroom)
Range: 300 ft.
Area: 150 ft. Cube
Duration: Time
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Spell Level: 5
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Creation, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
Spell Level: 5
Spell School: Transmutation
Casting Time: 8 Hour ()
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Charmed, Creation
Saving Throw: None
Ritual: No
Scaling: None
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn’t a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.
The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Spell Level: 5
Spell School: Illusion
Casting Time: 1 Minute ()
Components: V, S, M (a handful of sand)
Range: 10 ft.
Area: None
Duration: Special
Conditions/Effects: Communication, Damage
Saving Throw: Wisdom
Ritual: No
Scaling: None
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Minute ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Psychic, Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Charmed, Exhaustion, Petrified, Healing
Saving Throw: None
Ritual: No
Scaling: None
You touch a creature and magically remove one of the following effects from it:
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 90 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Poisoned, Unconscious, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.
Sickened. The target has the Poisoned condition.
Spell Level: 6
Spell School: Divination
Casting Time: 1 Minute ()
Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP)
Range: Self
Area: None
Duration: Concentration (1 Day)
Conditions/Effects: Detection
Saving Throw: None
Ritual: No
Scaling: None
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Spell Level: 6
Spell School: Abjuration
Casting Time: 1 Hour ()
Components: V, S, M (a silver rod worth 10+ GP)
Range: Touch
Area: 2500 ft. Special
Duration: Time
Conditions/Effects: Control, Warding
Saving Throw: None
Ritual: No
Scaling: None
ou create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded area:
Spell Level: 6
Spell School: Conjuration
Casting Time: 10 Minute ()
Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
Range: Self
Area: 10 ft. Cube
Duration: Instantaneous
Conditions/Effects: Frightened, Poisoned, Buff, Social
Saving Throw: None
Ritual: No
Scaling: None
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.
Spell Level: 7
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Buff, Teleportation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
Spell Level: 7
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Range: 100 ft.
Area: 10 ft. Cube
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Warding
Saving Throw: Charisma
Ritual: No
Scaling: None
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Hour ()
Components: V, S, M (a mix of vinegar and honey)
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Frightened
Saving Throw: Wisdom
Ritual: No
Scaling: None
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.
Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a key ring with no keys)
Range: 150 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Psychic
Saving Throw: Intelligence
Ritual: No
Scaling: None
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Social
Saving Throw: None
Ritual: No
Scaling: None
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Spell Level: 9
Spell School: Divination
Casting Time: 1 Minute ()
Components: V, S, M (a hummingbird feather)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Debuff, Foreknowledge
Saving Throw: None
Ritual: No
Scaling: None
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.