Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
As a Sorcerer, you can learn the following spells.
Spell Level: Cantrip
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Combat, Warding
Saving Throw: None
Ritual: No
Scaling: None
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Spell Level: Cantrip
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic
Saving Throw: None
Ritual: No
Scaling: Character Level
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spell Level: Cantrip
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a bit of phosphorus)
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Spell Level: Cantrip
Spell School: 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.
Spell Level: Cantrip
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Fire, Damage
Saving Throw: None
Ritual: No
Scaling: Character Level
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spell Level: Cantrip
Spell School: Enchantment
Casting Time: 1 Action ()
Components: S, M (some makeup)
Range: 10 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff, Deception, Social
Saving Throw: Wisdom
Ritual: No
Scaling: None
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Spell Level: Cantrip
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, M (a firefly or phosphorescent moss)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Creation, Utility
Saving Throw: None
Ritual: No
Scaling: None
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Spell Level: Cantrip
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Spell Level: Cantrip
Spell School: Transmutation
Casting Time: 1 Minute ()
Components: V, S, M (two lodestones)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
Spell Level: Cantrip
Spell School: Transmutation
Casting Time: 1 Action ()
Components: S, M (a copper wire)
Range: 120 ft.
Area: None
Duration: Time
Conditions/Effects: Communication, Social
Saving Throw: None
Ritual: No
Scaling: None
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Spell Level: Cantrip
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Psychic, Damage, Debuff
Saving Throw: Intelligence
Ritual: No
Scaling: Character Level
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spell Level: Cantrip
Spell School: Illusion
Casting Time: 1 Action ()
Components: S, M (a bit of fleece)
Range: 30 ft.
Area: 5 ft. Cube
Duration: Time
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Spell Level: Cantrip
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Poison, Damage
Saving Throw: None
Ritual: No
Scaling: Character Level
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Spell Level: Cantrip
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S ()
Range: 10 ft.
Area: None
Duration: Time
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Spell Level: Cantrip
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Cold, Damage
Saving Throw: None
Ritual: No
Scaling: Character Level
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spell Level: Cantrip
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Lightning, Damage
Saving Throw: None
Ritual: No
Scaling: Character Level
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spell Level: Cantrip
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Acid, Cold, Fire, Lightning, Poison, Psychic, Thunder, Damage
Saving Throw: None
Ritual: No
Scaling: Character Level
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spell Level: 1
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 15 ft. Cone
Duration: Instantaneous
Conditions/Effects: Fire, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control, Social
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a diamond worth 50+ GP)
Range: 90 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Acid, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a pinch of colorful sand)
Range: Self
Area: 15 ft. Cone
Duration: Instantaneous
Conditions/Effects: Blinded, Control
Saving Throw: Constitution
Ritual: No
Scaling: None
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (A pinch of soot and salt)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Social
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Shapechanging
Saving Throw: None
Ritual: No
Scaling: None
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
Spell Level: 1
Spell School: Transmutation
Casting Time: 1 Bonus Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Movement
Saving Throw: None
Ritual: No
Scaling: None
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Spell Level: 1
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (a drop of alcohol)
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Spell Level: 1
Spell School: Transmutation
Casting Time: 1 Reaction (which you take when you or a creature you can see within 60 feet of you falls)
Components: V, M (a small feather or piece of down)
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Exploration, Utility
Saving Throw: None
Ritual: No
Scaling: None
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Spell Level: 1
Spell School: 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.
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a bit of pork rind or butter)
Range: 60 ft.
Area: 10 ft. Square
Duration: Time
Conditions/Effects: Prone, Control
Saving Throw: Dexterity
Ritual: No
Scaling: None
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
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: 1
Spell School: Transmutation
Casting Time: 1 Bonus Action ()
Components: V, S, M (a grasshopper’s hind leg)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Movement
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a piece of cured leather)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: None
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Spell Level: 1
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Force, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Spell Level: 1
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Poison, Poisoned, Damage, Debuff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Reaction (which you take when you are hit by an attack roll or targeted by the Magic Missile spell)
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Warding
Saving Throw: None
Ritual: No
Scaling: None
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a bit of fleece)
Range: 60 ft.
Area: 15 ft. Cube
Duration: Concentration (10 Minute)
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a pinch of sand or rose petals)
Range: 60 ft.
Area: 5 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Incapacitated, Unconscious, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Spell Level: 2
Spell School: Abjuration
Casting Time: 1 Bonus Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: None
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V ()
Range: 120 ft.
Area: None
Duration: Time
Conditions/Effects: Blinded, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Spell Level: 2
Spell School: Illusion
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Warding
Saving Throw: None
Ritual: No
Scaling: None
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
Spell Level: 2
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a sliver of glass)
Range: 60 ft.
Area: 5 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Slashing, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A spectral crown appears on the Charmed target’s head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
Spell Level: 2
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, M (bat fur and a piece of coal)
Range: 60 ft.
Area: 15 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
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.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (1 Copper Piece)
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Detection, Social
Saving Throw: Wisdom
Ritual: No
Scaling: None
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Bonus Action ()
Components: V, S, M (a hot pepper)
Range: Touch
Area: 15 ft. Cone
Duration: Concentration (1 Minute)
Conditions/Effects: Acid, Cold, Fire, Lightning, Poison, Buff, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (fur or a feather)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a pinch of powdered iron)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: Constitution
Ritual: No
Scaling: None
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
Spell Level: 2
Spell School: 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.
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.
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.
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: 2
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (an eyelash in gum arabic)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Invisible, Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a metal spring)
Range: 60 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Movement
Saving Throw: Constitution
Ritual: No
Scaling: None
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Bonus Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action ()
Components: S ()
Range: 120 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Psychic, Damage, Detection
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spell Level: 2
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Deception, Warding
Saving Throw: None
Ritual: No
Scaling: None
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Spell Level: 2
Spell School: Conjuration
Casting Time: 1 Bonus Action ()
Components: V ()
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Spell Level: 2
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a bit of fleece)
Range: 60 ft.
Area: 10 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Psychic, Control, Damage, Deception
Saving Throw: Intelligence
Ritual: No
Scaling: None
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Spell Level: 2
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Fire, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Spell Level: 2
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (a pinch of talc)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Detection
Saving Throw: None
Ritual: No
Scaling: None
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Spell Level: 2
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a chip of mica)
Range: 60 ft.
Area: 10 ft. Sphere
Duration: Instantaneous
Conditions/Effects: Thunder, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a drop of bitumen and a spider)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Movement
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Spell Level: 3
Spell School: Divination
Casting Time: 10 Minute ()
Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)
Range: 5280 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Detection, Scrying, Utility
Saving Throw: None
Ritual: No
Scaling: None
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Reaction (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components)
Components: S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Negation
Saving Throw: Constitution
Ritual: No
Scaling: None
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
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: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a white feather)
Range: Self
Area: 30 ft. Cone
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Control, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Spell Level: 3
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a ball of bat guano and sulfur)
Range: 150 ft.
Area: 20 ft. Sphere
Duration: Instantaneous
Conditions/Effects: Fire, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 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.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a feather)
Range: Touch
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Movement
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a bit of gauze)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Movement
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a shaving of licorice root)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff
Saving Throw: None
Ritual: No
Scaling: None
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Spell Level: 3
Spell School: Illusion
Casting Time: 1 Action ()
Components: S, M (a pinch of confetti)
Range: 120 ft.
Area: 30 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Incapacitated, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Spell Level: 3
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a bit of fur and a crystal rod)
Range: Self
Area: 100 ft. Line
Duration: Instantaneous
Conditions/Effects: Lightning, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Spell Level: 3
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a bit of fleece)
Range: 120 ft.
Area: 20 ft. Cube
Duration: Concentration (10 Minute)
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a miniature umbrella)
Range: 150 ft.
Area: 40 ft. Cylinder
Duration: Concentration (1 Minute)
Conditions/Effects: Prone, Control, Movement
Saving Throw: Dexterity
Ritual: No
Scaling: None
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a drop of molasses)
Range: 120 ft.
Area: 40 ft. Square
Duration: Concentration (1 Minute)
Conditions/Effects: Control, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
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: 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.
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (three nut shells)
Range: 90 ft.
Area: 10 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
| 1d10 | Behavior for the Turn |
|---|---|
| 1 | The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |
| 2–6 | The target doesn’t move or take actions. |
| 7–8 | The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. |
| 9–10 | The target chooses its behavior. |
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V ()
Range: 500 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Spell Level: 4
Spell School: 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).
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.
Spell Level: 4
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Invisible
Saving Throw: None
Ritual: No
Scaling: None
A creature you touch has the Invisible condition until the spell ends.
Spell Level: 4
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a mitten)
Range: 300 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Bludgeoning, Cold, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
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: 4
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a caterpillar cocoon)
Range: 60 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Shapechanging
Saving Throw: Wisdom
Ritual: No
Scaling: None
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Spell Level: 5
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Creation, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
Spell Level: 5
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (an eggshell and a glove)
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Force, Control, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space.
When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.
Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
Spell Level: 5
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: 20 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Poison, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison 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 Sphere moves 10 feet away from you at the start of each of your turns.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
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.
Spell Level: 5
Spell School: Illusion
Casting Time: 1 Minute ()
Components: V, S, M (a paintbrush)
Range: 30 ft.
Area: 5 ft. Cube
Duration: Special
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.
| Material | Duration |
|---|---|
| Vegetable matter | 24 hours |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 90 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Spell Level: 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: 5
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Control
Saving Throw: Charisma
Ritual: No
Scaling: None
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat.
A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Spell Level: 6
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 500 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
Spell Level: 6
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (three silver pins)
Range: 150 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Lightning, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (the powder of a crushed black pearl worth 500+ GP)
Range: 150 ft.
Area: 60 ft. Cube
Duration: Instantaneous
Conditions/Effects: Necrotic, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 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 2d8 for each spell slot level above 6.
Spell Level: 6
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a lodestone and dust)
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Force, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Poisoned, Unconscious, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.
Sickened. The target has the Poisoned condition.
Spell Level: 6
Spell School: 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.
Spell Level: 6
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a glass bead)
Range: Self
Area: 10 ft. Emanation
Duration: Concentration (1 Minute)
Conditions/Effects: Negation, Warding
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Spell Level: 6
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, M (a snake’s tongue)
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Control, Social
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”
Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.
Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
Spell Level: 6
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a miniature shovel)
Range: 120 ft.
Area: None
Duration: Concentration (2 Hour)
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Spell Level: 6
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a miniature crystal sphere)
Range: 300 ft.
Area: 60 ft. Sphere
Duration: Instantaneous
Conditions/Effects: Cold, Control, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
Spell Level: 7
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (a ball of bat guano and sulfur)
Range: 150 ft.
Area: 20 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Fire, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
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: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic, Control, Creation, Damage
Saving Throw: Constitution
Ritual: No
Scaling: None
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.
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: 7
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Banishment, Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Spell Level: 7
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 60 ft. Cone
Duration: Instantaneous
Conditions/Effects: Acid, Cold, Fire, Lightning, Poison, Blinded, Petrified, Restrained, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: None
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.
| 1d8 | Ray |
|---|---|
| 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. |
| 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. |
| 3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. |
| 4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. |
| 5 | Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. |
| 6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. |
| 7 | Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). |
| 8 | Special. The target is struck by two rays. Roll twice, rerolling any 8. |
Spell Level: 7
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a lodestone and iron filings)
Range: 100 ft.
Area: 50 ft. Cylinder
Duration: Concentration (1 Minute)
Conditions/Effects: Control
Saving Throw: Dexterity
Ritual: No
Scaling: None
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Spell Level: 8
Spell School: Conjuration
Casting Time: 1 Action ()
Components: S ()
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.
Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Spell Level: 8
Spell School: 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: 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: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Stunned, Control
Saving Throw: None
Ritual: No
Scaling: None
You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.
The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
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.
Spell Level: 9
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 5280 ft.
Area: 40 ft. Sphere
Duration: Instantaneous
Conditions/Effects: Bludgeoning, Fire, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: None
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Spell Level: 9
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Psychic, Control, Damage
Saving Throw: None
Ritual: No
Scaling: None
You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.