Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Elementalism
PHB
Spell Level: Cantrip
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: 5 ft. Cube
Duration: Instantaneous
Conditions/Effects: None
Saving Throw: None
Ritual: No
Scaling: None
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
Guidance
PHB
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
Animal Friendship
PHB
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.
Charm Person
PHB
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.
Create or Destroy Water
PHB
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.
Cure Wounds
PHB
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.
Detect Magic
PHB
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.
Detect Poison and Disease
PHB
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.
Entangle
PHB
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 90 ft.
Area: 20 ft. Square
Duration: Concentration (1 Minute)
Conditions/Effects: Restrained, Control
Saving Throw: Strength
Ritual: No
Scaling: None
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Faerie Fire
PHB
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.
Fog Cloud
PHB
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: 20 ft. Sphere
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Environment
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
Goodberry
PHB
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a sprig of mistletoe)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Healing
Saving Throw: None
Ritual: No
Scaling: None
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
Healing Word
PHB
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.
Ice Knife
PHB
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action ()
Components: S, M (a drop of water or a piece of ice)
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Piercing, Cold, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Spell Level 2
Animal Messenger
PHB
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.
Augury
PHB
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.
Barkskin
PHB
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Bonus Action ()
Components: V, S, M (a handful of oak bark)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Beast Sense
PHB
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action ()
Components: S ()
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.
Continual Flame
PHB
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.
Darkvision
PHB
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a dried carrot)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: None
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
Enhance Ability
PHB
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.
Enlarge/Reduce
PHB
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).
Find Traps
PHB
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.
Flame Blade
PHB
Spell Level: 2
Spell School: Evocation
Casting Time: 1 Bonus Action ()
Components: V, S, M (a sumac leaf)
Range: Self
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Flaming Sphere
PHB
Spell Level: 2
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a ball of wax)
Range: 60 ft.
Area: 5 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Fire, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Gust of Wind
PHB
Spell Level: 2
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a legume seed)
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Control
Saving Throw: Strength
Ritual: No
Scaling: None
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Heat Metal
PHB
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.
Hold Person
PHB
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
Aura of Vitality
PHB
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.
Call Lightning
PHB
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: 60 ft. Cylinder
Duration: Concentration (10 Minute)
Conditions/Effects: Lightning, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.
Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Conjure Animals
PHB
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Slashing, Buff, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. 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 3.
Daylight
PHB
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.
Dispel Magic
PHB
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.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
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 4
Blight
PHB
Spell Level: 4
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Charm Monster
PHB
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.
Confusion
PHB
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.
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Conjure Woodland Beings
PHB
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 10 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Force, Summoning
Saving Throw: Wisdom
Ritual: Yes
Scaling: Spell Slot Level
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Control Water
PHB
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.
Divination
PHB
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.
Dominate Beast
PHB
Spell Level: 4
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 Beast 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 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Fire Shield
PHB
Spell Level: 4
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a bit of phosphorus or a firefly)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Cold, Fire, Buff, Damage
Saving Throw: None
Ritual: No
Scaling: None
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
Fount of Moonlight
PHB
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.
Freedom of Movement
PHB
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.
Giant Insect
PHB
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Summoning
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab.Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only).Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn.
Bonus Actions
Venomous Spew (Centipede Only).Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect’s next turn.
Grasping Vine
PHB
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Bonus Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Bludgeoning, Control, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.
Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.
Hallucinatory Terrain
PHB
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.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
Spell Level 5
Antilife Shell
PHB
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 10 ft. Sphere
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Awaken
PHB
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.
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Cone of Cold
PHB
Spell Level: 5
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a small crystal or glass cone)
Range: Self
Area: 60 ft. Cone
Duration: Instantaneous
Conditions/Effects: Cold
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Conjure Elemental
PHB
Spell Level: 5
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Cold, Summoning
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Contagion
PHB
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.
Geas
PHB
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.
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.
Greater Restoration
PHB
Spell Level: 5
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)
A curse, including the target’s Attunement to a cursed magic item
Any reduction to one of the target’s ability scores
Any reduction to the target’s Hit Point maximum
Insect Plague
PHB
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.
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6.
Find the Path
PHB
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.
Flesh to Stone
PHB
Spell Level: 6
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a cockatrice feather)
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Petrified, Control, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: None
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.
A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
Heroes' Feast
PHB
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
Fire Storm
PHB
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
Animal Shapes
PHB
Spell Level: 8
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Shapechanging
Saving Throw: None
Ritual: No
Scaling: None
Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target’s actions are limited by the Beast form’s anatomy, and it can’t cast spells. The target’s equipment melds into the new form, and the target can’t use any of that equipment while in that form.
The target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Antipathy/Sympathy
PHB
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.
Befuddlement
PHB
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.
Control Weather
PHB
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
Earthquake
PHB
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.
Incendiary Cloud
PHB
Spell Level: 8
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 150 ft.
Area: 20 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Fire, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: None
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Spell Level 9
Foresight
PHB
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.