You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
As a Cleric, you can learn the following spells.
Spell Level: Cantrip
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: None
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
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, M (a Holy Symbol worth 5+ GP)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to 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 ()
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: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a mix of water and sand)
Range: 30 ft.
Area: 30 ft. Cube
Duration: Instantaneous
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
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: No
Scaling: None
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
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: 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: Divination
Casting Time: 1 Action ()
Components: V, S, M (a yew leaf)
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 location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
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: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Time
Conditions/Effects: Radiant, Buff, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Minute ()
Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Foreknowledge
Saving Throw: None
Ritual: Yes
Scaling: None
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
| Omen | For Results That Will Be… |
|---|---|
| Weal | Good |
| Woe | Bad |
| Weal and woe | Good and bad |
| Indifference | Neither good nor bad |
The spell doesn’t account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
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: Evocation
Casting Time: 1 Action ()
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Until Dispelled
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: None
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
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: Divination
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Detection
Saving Throw: None
Ritual: No
Scaling: None
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Spell Level: 2
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (2 Copper Pieces, which the spell consumes)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Warding
Saving Throw: None
Ritual: Yes
Scaling: None
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
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 Minute ()
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Range: 10 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 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). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Healing
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: None
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
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: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: None
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Spell Level: 3
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: 60 ft. Sphere
Duration: Time
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
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: 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: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Healing, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a pentacle)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Banishment, Control
Saving Throw: Charisma
Ritual: No
Scaling: Spell Slot Level
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spell Level: 4
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a mixture of water and dust)
Range: 300 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Bludgeoning
Saving Throw: Strength
Ritual: No
Scaling: None
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Spell Level: 4
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (incense worth 25+ GP, which the spell consumes)
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Foreknowledge
Saving Throw: None
Ritual: Yes
Scaling: None
This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
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: Conjuration
Casting Time: 1 Action ()
Components: V ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Radiant, Control, Damage, Summoning
Saving Throw: Dexterity
Ritual: No
Scaling: None
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Cube
Duration: Concentration (10 Minute)
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
Spell Level: 5
Spell School: Divination
Casting Time: 1 Minute ()
Components: V, S, M (incense)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Foreknowledge
Saving Throw: None
Ritual: Yes
Scaling: None
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spell Level: 5
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Necrotic, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: None
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.
Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (powdered silver and iron)
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Frightened, Control, Debuff
Saving Throw: Charisma
Ritual: No
Scaling: None
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Spell Level: 5
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a pinch of sulfur)
Range: 60 ft.
Area: 10 ft. Cylinder
Duration: Instantaneous
Conditions/Effects: Fire, Radiant, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
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: Abjuration
Casting Time: 24 Hour ()
Components: V, S, M (incense worth 1,000+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Until Dispelled
Conditions/Effects: Buff, Control, Debuff, Environment
Saving Throw: None
Ritual: No
Scaling: None
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel.
Fear. Creatures of any types you choose have the Frightened condition while in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Spell Level: 5
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a locust)
Range: 300 ft.
Area: 20 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Piercing, Control, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.
Spell Level: 6
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 90 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Force, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: None
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.
Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Minute ()
Components: V, S, M (one 150+ GP black onyx stone for each corpse)
Range: 10 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control, Creation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.
Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
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: 10 Minute ()
Components: V, S, M (ruby dust worth 1,000+ GP)
Range: Touch
Area: 40000 ft. Special
Duration: Time
Conditions/Effects: Radiant, Control, Warding
Saving Throw: None
Ritual: Yes
Scaling: None
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).
You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic, Damage, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: None
You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Spell Level: 6
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Blinded, Deafened, Poisoned, Healing
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
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: 90 ft.
Area: 10 ft. Cylinder
Duration: Concentration (10 Minute)
Conditions/Effects: Radiant, Damage, Healing
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.
Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.
Spell Level: 7
Spell School: Evocation
Casting Time: 1 Bonus Action ()
Components: V ()
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Blinded, Deafened, Stunned, Banishment, Control, Debuff
Saving Throw: Charisma
Ritual: No
Scaling: None
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
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 ()
Range: 150 ft.
Area: 10 ft. Cube
Duration: Instantaneous
Conditions/Effects: Fire, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: None
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Spell Level: 8
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (Iron Filings)
Range: Self
Area: 10 ft. Sphere
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Negation, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it.
Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.
Spell Level: 8
Spell School: Transmutation
Casting Time: 10 Minute ()
Components: V, S, M (burning incense)
Range: Self
Area: 26400 ft. Sphere
Duration: Concentration (8 Hour)
Conditions/Effects: Control, Environment
Saving Throw: None
Ritual: No
Scaling: None
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
| Stage | Condition |
|---|---|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |
| Stage | Condition |
|---|---|
| 1 | Heat wave |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Freezing |
| Stage | Condition |
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
Spell Level: 8
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a fractured rock)
Range: 500 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Bludgeoning, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: None
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.
A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
Spell Level: 8
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a reliquary worth 1,000+ GP)
Range: Self
Area: 30 ft. Emanation
Duration: Concentration (1 Minute)
Conditions/Effects: Blinded, Buff, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: None
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
Spell Level: 9
Spell School: Necromancy
Casting Time: 1 Hour ()
Components: V, S, M (for each of the spell’s targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)
Range: 10 ft.
Area: None
Duration: Until Dispelled
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.
Spell Level: 9
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a diamond worth 5,000+ GP)
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Control, Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.