Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
As a Wizard, 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: 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: 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 Hour ()
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Range: 10 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Summoning
Saving Throw: None
Ritual: Yes
Scaling: None
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
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: Divination
Casting Time: 1 Minute ()
Components: V, S, M (a pearl worth 100+ GP)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Minute ()
Components: S, M (ink worth 10+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Communication
Saving Throw: None
Ritual: Yes
Scaling: None
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
Spell Level: 2
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (gold dust worth 25+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Until Dispelled
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
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: Divination
Casting Time: 1 Minute ()
Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Foreknowledge
Saving Throw: None
Ritual: Yes
Scaling: None
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
| Omen | For Results That Will Be… |
|---|---|
| Weal | Good |
| Woe | Bad |
| Weal and woe | Good and bad |
| Indifference | Neither good nor bad |
The spell doesn’t account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spell Level: 2
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V ()
Range: 120 ft.
Area: None
Duration: Time
Conditions/Effects: Blinded, Debuff
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Spell Level: 2
Spell School: 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: Evocation
Casting Time: 1 Action ()
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Until Dispelled
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: None
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Spell Level: 2
Spell School: 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: 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: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (2 Copper Pieces, which the spell consumes)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Warding
Saving Throw: None
Ritual: Yes
Scaling: None
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Spell Level: 2
Spell School: 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: 3
Spell School: Necromancy
Casting Time: 1 Minute ()
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Range: 10 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Spell Level: 3
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Spell Level: 3
Spell School: 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: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
Spell Level: 3
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a white feather)
Range: Self
Area: 30 ft. Cone
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Control, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Spell Level: 3
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (a pinch of graveyard dirt)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Blinded, Incapacitated, Poisoned, Buff, Debuff, Deception
Saving Throw: None
Ritual: Yes
Scaling: None
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.
The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.
Spell Level: 3
Spell School: 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: Abjuration
Casting Time: 1 Hour ()
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Until Dispelled or Triggered
Conditions/Effects: Acid, Cold, Fire, Lightning, Thunder, Control, Damage, Warding
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.
Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Spell Level: 3
Spell School: 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: 4
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (a bit of bat fur)
Range: 30 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Detection
Saving Throw: None
Ritual: No
Scaling: None
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
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, S ()
Range: Self
Area: 15 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Acid, Cold, Fire, Lightning, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spell Level: 4
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a mixture of water and dust)
Range: 300 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Bludgeoning
Saving Throw: Strength
Ritual: No
Scaling: None
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Spell Level: 4
Spell School: 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: Divination
Casting Time: 1 Action ()
Components: V, S, M (incense worth 25+ GP, which the spell consumes)
Range: Self
Area: None
Duration: Instantaneous
Conditions/Effects: Foreknowledge
Saving Throw: None
Ritual: Yes
Scaling: None
This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a tentacle)
Range: 90 ft.
Area: 20 ft. Square
Duration: Concentration (1 Minute)
Conditions/Effects: Bludgeoning, Control, Damage
Saving Throw: Strength
Ritual: No
Scaling: None
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
Spell Level: 4
Spell School: Abjuration
Casting Time: 10 Minute ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Creation
Saving Throw: None
Ritual: No
Scaling: None
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
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: Illusion
Casting Time: 10 Minute ()
Components: V, S, M (a mushroom)
Range: 300 ft.
Area: 150 ft. Cube
Duration: Time
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Spell Level: 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: 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: Abjuration
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: 30 ft. Cube
Duration: Concentration (10 Minute)
Conditions/Effects: Buff, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
Spell Level: 5
Spell School: 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: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Cold, Summoning
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Spell Level: 5
Spell School: Divination
Casting Time: 1 Minute ()
Components: V ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Communication, Foreknowledge
Saving Throw: None
Ritual: Yes
Scaling: None
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
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: Illusion
Casting Time: 1 Minute ()
Components: V, S, M (a handful of sand)
Range: 10 ft.
Area: None
Duration: Special
Conditions/Effects: Communication, Damage
Saving Throw: Wisdom
Ritual: No
Scaling: None
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Minute ()
Components: V ()
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Psychic, Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 90 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Spell Level: 6
Spell School: 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: Abjuration
Casting Time: 10 Minute ()
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Minute ()
Components: V, S, M (one 150+ GP black onyx stone for each corpse)
Range: 10 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control, Creation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.
Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Spell Level: 6
Spell School: 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: Conjuration
Casting Time: 1 Minute ()
Components: V, S, M (a sapphire worth 1,000+ GP)
Range: Touch
Area: None
Duration: Until Dispelled
Conditions/Effects: Detection, Teleportation
Saving Throw: None
Ritual: Yes
Scaling: None
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.
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: Abjuration
Casting Time: 1 Hour ()
Components: V, S, M (a silver rod worth 10+ GP)
Range: Touch
Area: 2500 ft. Special
Duration: Time
Conditions/Effects: Control, Warding
Saving Throw: None
Ritual: No
Scaling: None
ou create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded area:
Spell Level: 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, M (ruby dust worth 1,500+ GP, which the spell consumes)
Range: 100 ft.
Area: 10 ft. Cube
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Warding
Saving Throw: Charisma
Ritual: No
Scaling: None
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Spell Level: 8
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (Iron Filings)
Range: Self
Area: 10 ft. Sphere
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Negation, Warding
Saving Throw: None
Ritual: No
Scaling: None
An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical properties of magic items don’t work inside the aura or on anything inside it.
Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Hour ()
Components: V, S, M (a mix of vinegar and honey)
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Frightened
Saving Throw: Wisdom
Ritual: No
Scaling: None
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.
Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a key ring with no keys)
Range: 150 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Psychic
Saving Throw: Intelligence
Ritual: No
Scaling: None
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spell Level: 8
Spell School: Necromancy
Casting Time: 1 Hour ()
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.
Spell Level: 8
Spell School: Transmutation
Casting Time: 10 Minute ()
Components: V, S, M (burning incense)
Range: Self
Area: 26400 ft. Sphere
Duration: Concentration (8 Hour)
Conditions/Effects: Control, Environment
Saving Throw: None
Ritual: No
Scaling: None
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
| Stage | Condition |
|---|---|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |
| Stage | Condition |
|---|---|
| 1 | Heat wave |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Freezing |
| Stage | Condition |
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
Spell Level: 8
Spell School: 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: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 150 ft.
Area: 20 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Fire, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: None
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Spell Level: 9
Spell School: Necromancy
Casting Time: 1 Hour ()
Components: V, S, M (for each of the spell’s targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)
Range: 10 ft.
Area: None
Duration: Until Dispelled
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.
Spell Level: 9
Spell School: Divination
Casting Time: 1 Minute ()
Components: V, S, M (a hummingbird feather)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Debuff, Foreknowledge
Saving Throw: None
Ritual: No
Scaling: None
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
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: Abjuration
Casting Time: 1 Minute ()
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Range: 30 ft.
Area: None
Duration: Until Dispelled
Conditions/Effects: Restrained, Unconscious, Control, Warding
Saving Throw: Wisdom
Ritual: No
Scaling: None
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.