TEXT:  
   
  Aid 
  2 
  3 creatures 
  8 hours 
  V, S, M  
  (a tiny strip of white cloth) 
  1 action 
  30 feet 
  Your spell bolsters your allies with toughness and resolve. 
  Choose up to three creatures within range. Each target’s hit 
  point maximum and current hit points increase by 5 for the 
  duration. At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, a target’s hit points increase by 
  an additional 5 for each slot level above 2nd. 
  
   
   
  Antimagic Field 8 
  10-foot sphere 
  Concentration, 
  up to 1 hour 
  V, S, M  
  (a pinch of powdered iron or iron filings) 
  1 action 
  Self (10-foot-
  radius sphere) 
  A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that 
  suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items 
  become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, 
  except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to 
  cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed 
  counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, 
  that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell 
  or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the 
  area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within 
  the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a 
  creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and 
  powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a 
  nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the 
  sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the 
  sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the 
  item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the 
  sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, 
  world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick 
  spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic 
  temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature 
  occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on 
  the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other. 
  
   
   
  Arcane Lock 
  2 
  entryway 
  Until dispelled 
  V, S, M  
  (gold dust worth at least 25 gp, which the 
  spell consumes) 
  1 action 
  Touch 
  You touch a closed door, window, gate, chest, or other 
  entryway, and it becomes locked for the duration. You and the 
  creatures you designate when you cast this spell can open the 
  object normally. You can also set a password that, when spoken 
  within 5 feet of the object, suppresses this spell for 1 minute. 
  Otherwise, it is impassable until it is broken or the spell is 
  dispelled or suppressed. Casting knock on the object suppresses 
  arcane lock for 10 minutes. While affected by this spell, the 
  object is more difficult to break or force open; the DC to break 
  it or pick any locks on it increases by 10. 
  
   
   
  Beacon of Hope 3 
  creatures 
  Concentration, 
  up to 1 minute 
  V, S 
  1 action 
  30 feet 
  This spell bestows hope and vitality. Choose any number of 
  creatures within range. For the duration, each target has 
  advantage on Wisdom saving throws and death saving throws, 
  and regains the maximum number of hit points possible from any 
  healing. 
  
   
   
  Counterspell 
  3 
  creature 
  Instantaneous 
  S 
  1 reaction, 
  which you take 
  when you see a 
  creature 
  within 60 feet 
  of you casting 
  a spell 
  60 feet 
  You attempt to interrupt a creature in the process of casting a spell. If the 
  creature is casting a spell of 3rd level or lower, its spell fails and has no 
  effect. If it is casting a spell of l or higher, make an ability check using your 
  spellcasting ability. The DC equals 10 + the spell’s level. On a success, the 
  creature’s spell fails and has no effect. At Higher Levels when you cast this 
  spell using a spell slot of 4th level or higher, the interrupted spell has no effect 
  if its level is less than or equal to the level of the spell slot you used. 
   
  
   
   
  Death Ward 
  4 
  15-foot sphere 
  8 hours 
  V, S 
  1 action 
  Touch 
  You touch a creature and grant it a measure of protection from 
  death. The first time the target would drop to 0 hit points as a 
  result of taking damage, the target instead drops to 1 hit point, 
  and the spell ends. If the spell is still in effect when the target is 
  subjected to an effect that would kill it instantaneously without 
  dealing damage, that effect is instead negated against the target, 
  and the spell ends. 
  
   
   
  Dispel Magic 
  3 
  creature 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  Choose one creature, object, or magical effect within range. 
  Any spell of 3rd level or lower on the target ends. For each 
  spell of 4th level or higher on the target, make an ability check 
  using your spellcasting ability. The DC equals 10 + the spell’s 
  level. On a successful check, the spell ends. At Higher Levels. 
  When you cast this spell using a spell slot of 4th level or higher, 
  you automatically end the effects of a spell on the target if the 
  spell’s level is equal to or less than the level of the spell slot you 
  used. 
  
   
   
  Freedom of 
  Movement 
  4 
  willing 
  creature 
  1 hour 
  V, S, M  
  (a leather strap, bound around the arm or 
  a similar appendage) 
  1 action 
  Touch 
  You touch a willing creature. For the duration, the target’s 
  movement is unaffected by difficult terrain, and spells and other 
  magical effects can neither reduce the target’s speed nor cause 
  the target to be paralyzed or restrained. The target can also 
  spend 5 feet of movement to automatically escape from 
  nonmagical restraints, such as manacles or a creature that has it 
  grappled. Finally, being underwater imposes no penalties on the 
  target’s movement or attacks. 
  
   
   
  Globe of Invulnerability 6 
  10-foot radius 
  Concentration, 
  up to 1 minute 
  V, S, M 
   (a glass or crystal bead that shatters 
  when the spell ends) 
  1 action 
  Self (10-foot 
  radius) 
  An immobile, faintly shimmering barrier springs into existence 
  in a 10-foot radius around you and remains for the duration. 
  Any spell of 5th level or lower cast from outside the barrier 
  can’t affect creatures or objects within it, even if the spell is cast 
  using a higher level spell slot. 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 the 
  areas affected by such spells. At Higher Levels. When you cast 
  this spell using a spell slot of 7th level or higher, the barrier 
  blocks spells of one level higher for each slot level above 6th. 
  
   
   
  Greater Restoration 
  5 
  creature 
  Instantaneous 
  V, S, M  
  (diamond dust worth at least 100 gp, 
  which the spell consumes) 
  1 action 
  Touch 
  You imbue a creature you touch with positive energy to undo a 
  debilitating effect. You can reduce the target’s exhaustion level 
  by one, or end one of the following effects on the target: •   One 
  effect that charmed or petrified the target •   One curse, 
  including the target’s attunement to a cursed magic item •   Any 
  reduction to one of the target’s ability scores •   One effect 
  reducing the target’s hit point maximum 
  
   
   
  Holy Aura 
  8 
  30-foot radius 
  Concentration, 
  up to 1 minute 
  V, S, M  
  (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a 
  scrap of cloth from a saint’s robe or a piece of parchment from a religious text) 
  1 action 
  Self 
  Divine light washes out from you and coalesces in a soft 
  radiance in a 30-foot radius around you. Creatures of your 
  choice in that radius when you cast this spell shed dim light in a 
  5-foot radius and have advantage on all saving throws, and 
  other creatures have disadvantage on attack rolls against them 
  until the spell ends. In addition, when a fiend or an undead hits 
  an affected creature with a melee attack, the aura flashes with 
  brilliant light. The attacker must succeed on a Constitution 
  saving throw or be blinded until the spell ends. 
  
   
   
  Imprisonment 
  9 
  creature 
  Until dispelled 
  V, S, M  
  (a vellum depiction or a carved statuette in the likeness of the target, and a special 
  component that varies according to the version of the spell you choose, worth at 
  least 500 gp per Hit Die of the target) 
  1 minute 
  30 feet 
  You create a magical restraint to hold a creature that you can see within range. The target must succeed on a 
  Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While 
  affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t 
  locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. 
  The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. 
  Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The 
  special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the 
  ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any 
  means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. 
  The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The 
  demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special 
  component for this version of the spell is a miniature representation of the prison made from jade. Minimus 
  Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can 
  pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can 
  pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell 
  remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a 
  corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this 
  version of the spell consists of rare soporific herbs. Ending the Spell. During the casting of the spell, in any of its 
  versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as 
  specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of 
  coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on 
  observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can 
  end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. 
  You can use a particular special component to create only one prison at a time. If you cast the spell again using the 
  same component, the target of the first casting is immediately freed from its binding. 
  
   
   
  Lesser Restoration 
  2 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  You touch a creature and can end either one disease or one 
  condition afflicting it. The condition can be blinded, deafened, 
  paralyzed, or poisoned. 
  
   
   
  Mage Armor 
  1 
  willing 
  creature 
  8 hours 
  V, S, M  
  (a piece of cured leather) 
  1 action 
  Touch 
  You touch a willing creature who isn’t wearing armor, and a 
  protective magical force surrounds it until the spell ends. The 
  target’s base AC becomes 13 + its Dexterity modifier. The spell 
  ends if the target dons armor or if you dismiss the spell as an 
  action. 
  
   
   
  Protection from Energy 3 
  willing 
  creature 
  Concentration, 
  up to 1 hour 
  V, S 
  1 action 
  Touch 
  For the duration, the willing creature you touch has resistance 
  to one damage type of your choice: acid, cold, fire, lightning, or 
  thunder. 
  
   
   
  Remove Curse 
  3 
  creature/object 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  At your touch, all curses affecting one creature or object end. 
  If the object is a cursed magic item, its curse remains, but the 
  spell breaks its owner’s attunement to the object so it can be 
  removed or discarded. 
  
   
   
  Resistance 
  0 
  willing creature 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a miniature cloak) 
  1 action 
  Touch 
  You touch one willing creature. Once before the spell ends, the 
  target can roll a d4 and add the number rolled to one saving 
  throw of its choice. It can roll the die before or after making the 
  saving throw. The spell then ends. 
  
   
   
  Sanctuary 
  1 
  creature 
  1 minute 
  V, S, M  
  (a small silver mirror) 
  1 bonus action 
  30 feet 
  You ward a creature within range against attack. Until the spell 
  ends, any creature who targets the warded creature with an 
  attack or a harmful spell must first make a Wisdom saving 
  throw. On a failed save, the creature must choose a new target 
  or lose the attack or spell. This spell doesn’t protect the warded 
  creature from area effects, such as the explosion of a fireball. If 
  the warded creature makes an attack or casts a spell that affects 
  an enemy creature, this spell ends. 
  
   
   
  Shield 
  1 
  self 
  1 round 
  V, S 
  1 reaction, 
  which you take 
  when you are 
  hit by an attack 
  or targeted by 
  the magic 
  missile spell 
  Self 
  An invisible barrier of magical force appears and protects you. 
  Until the start of your next turn, you have a +5 bonus to AC, 
  including against the triggering attack, and you take no damage 
  from magic missile. 
  
   
   
  Shield of Faith 
  1 
  creature 
  Concentration, up to 10 
  minutes 
  V, S, M  
  (a small parchment with a bit of holy text 
  written on it) 
  1 bonus action 
  60 feet 
  A shimmering field appears and surrounds a creature of your 
  choice within range, granting it a +2 bonus to AC for the 
  duration. 
  
   
   
  Stoneskin 
  4 
  willing 
  creature 
  Concentration, up to 1 
  hour 
  V, S, M  
  (diamond dust worth 100 gp, which the 
  spell consumes) 
  1 action 
  Touch 
  This spell turns the flesh of a willing creature you touch as hard 
  as stone. Until the spell ends, the target has resistance to 
  nonmagical bludgeoning, piercing, and slashing damage. 
  
   
   
  Warding Bond 
  2 
  willing creature 
  1 hour 
  V, S, M  
  (a pair of platinum rings worth at least 50 
  gp each, which you and the target must 
  wear for the duration) 
  1 action 
  Touch 
  This spell wards a willing creature you touch and creates a 
  mystic connection between you and the target until the spell 
  ends. While the target is within 60 feet of you, it gains a +1 
  bonus to AC and saving throws, and it has resistance to all 
  damage. Also, each time it takes damage, you take the same 
  amount of damage. The spell ends if you drop to 0 hit points or 
  if you and the target become separated by more than 60 feet. It 
  also ends if the spell is cast again on either of the connected 
  creatures. You can also dismiss the spell as an action. 
  
   
   
  Alarm 
  1 
  20-foot cube 
  8 hours 
  V, S, M 
   (a tiny bell and a piece of fine silver 
  wire) 
  1 minute 
  30 feet 
  You set an alarm against unwanted intrusion. Choose a door, a 
  window, or an area within range that is no larger than a 20-
  foot cube. Until the spell ends, an alarm alerts you whenever a 
  Tiny or larger creature touches or enters the warded area. 
  When you cast the spell, you can designate creatures that won’t 
  set 
  
   
   
  Antilife Shell 
  5 
  10-foot radius 
  Concentration, up to 1 
  hour 
  V, S 
  1 action 
  Self (10-foot radius) 
  A shimmering barrier extends out from you in a 10-foot radius 
  and moves with you, remaining centered on you and hedging 
  out creatures other than undead and constructs. The barrier 
  lasts for the duration. The barrier prevents an affected creature 
  from passing or reaching through. An affected creature can cast 
  spells or make attacks with ranged or reach weapons through 
  the barrier. If you move so that an affected creature is forced 
  to pass through the barrier, the spell ends. 
  
   
   
  Armor of Agathys 1 
  self 
  Instantaneous 
  V, S, M  
  (a cup of water) 
  1 action 
  Self 
  A protective magical force surrounds you, manifesting as a 
  spectral frost that covers you and your gear. You gain 5 
  temporary hit points for the duration. If a creature hits you 
  with a melee attack while you have these hit points, the creature 
  takes 5 cold damage. At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or higher, both the temporary 
  hit points and the cold damage increase by 5 for each slot level 
  above 1st.  
  
   
   
  Aura of Life 
  4 
  30-foot radius 
  aura 
  Concentration, up to 10 
  minutes 
  V 
  1 action 
  Self (30-foot radius) 
  Life-preserving energy radiates from you in an aura with a 
  30-foot radius. Until the spell ends, the aura moves with you, 
  centered on you. Each nonhostile creature in the aura 
  (including you) has resistance to necrotic damage, and its hit 
  point maximum can’t be reduced. In addition, a nonhostile, 
  living creature regains 1 hit point when it starts its turn in the 
  aura with 0 hit points. 
  
   
   
  Aura of Purity 
  4 
  30-foot radius 
  aura 
  Concentration, up to 
  10 minutes 
  V 
  1 action 
  Self (30-foot radius) 
  Purifying energy radiates from you in an aura with a 30-foot 
  radius. Until the spell ends, the aura moves with you, centered 
  on you. Each nonhostile creature in the aura (including you) 
  can’t become diseased, has resistance to poison damage, and has 
  advantage on saving throws against effects that cause any of the 
  following conditions: blinded, charmed, deafened, frightened, 
  paralyzed, poisoned, and stunned. 
  
   
   
  Banishing Smite 5 
  self 
  Concentration, up to 1 
  minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a weapon attack before 
  this spell ends, your weapon crackles with force, and the attack 
  deals an extra 5d10 force damage to the target. Additionally, if 
  this attack reduces the target to 50 hit points or fewer, you 
  banish it. If the target is native to a different plane of existence 
  than the one you’re on, the target disappears, returning to its 
  home plane. If the target is native to the plane you’re on, the 
  creature vanishes into a harmless demiplane. While there, the 
  target is incapacitated. It remains there until the spell ends, at 
  which point the target reappears in the space it left or in the 
  nearest unoccupied space if that space is occupied. 
  
   
   
  Banishment 
  4 
  creature 
  Concentration, up to 1 
  minute 
  V, S, M  
  (an item distasteful to the target) 
  1 action 
  60 feet 
  You attempt to send one creature that you can see within range to 
  another plane of existence. The target must succeed on a Charisma 
  saving throw or be banished.   
  If the target is native to the plane of existence you’re on, you banish 
  the target to a harmless demiplane. While there, the target is 
  incapacitated. The target remains there until the spell ends, at which 
  point the target reappears in the space it left or in the nearest 
  unoccupied space if that space is occupied. 
  If the target is native to a different plane of existence than the one 
  you’re on, the target is banished with a faint popping noise, returning 
  to its home plane. If the spell ends before 1 minute has passed, the 
  target reappears in the space it left or in the nearest unoccupied space 
  if that space is occupied. Otherwise, the target doesn’t return. 
  At Higher Levels. When you cast this spell using a spell slot of 5th 
  level or higher, you can target one additional creature for each slot 
  level above 4th. 
  
   
   
  Blade Ward 
  0 
  Self 
  1 round 
  V, S 
  1 round 
  Self 
  You extend your hand and trace a sigil of warding in the air. 
  Until the end of your next turn, you have resistance against 
  bludgeoning, piercing, and slashing damage dealt by weapon 
  attacks. 
  
   
   
  Circle of Power 5 
  30-foot radius 
  aura 
  Concentration, up to 10 
  minutes 
  V 
  1 action 
  Self (30-foot radius) 
  Divine energy radiates from you, distorting and diffusing 
  magical energy within 30 feet of you. Until the spell ends, the 
  sphere moves with you, centered on you. For the duration, 
  each friendly creature in the area (including you) has advantage 
  on saving throws against spells and other magical effects. 
  Additionally, when an affected creature succeeds on a saving 
  throw made against a spell or magical effect that allows it to 
  make a saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw. 
  
   
   
  Daylight 
  4 
  60-foot sphere 
  8 hours 
  V, S 
  1 action 
  Touch 
  A 60-foot-radius sphere of light spreads out from a point you 
  choose within range. The sphere is bright light and sheds dim 
  light for an additional 60 feet. 
  If you chose a point on an object you are holding or one that 
  isn’t being worn or carried, the light shines from the object and 
  moves with it. 
  Completely covering the affected object with an opaque object, 
  such as a bowl or a helm, blocks the light. 
  If any of this spell’s area overlaps with an area of darkness 
  created by a spell of 3rd level or lower, the spell that created the 
  darkness is dispelled. 
   
  
   
   
  Dispel Evil and Good 
  5 
  self 
  Concentration, up to 1 
  minute 
  V,S, M  
  (holy water or powdered silver and iron) 
  1 action 
  Self 
  Shimmering energy surrounds and protects you from fey, undead, 
  and creatures originating from beyond the Material Plane. For the 
  duration, celestials, elementals, fey, fiends, and undead have 
  disadvantage on attack rolls against you. 
  You can end the spell early by using either of the following special 
  functions. 
  Break Enchantment. As your action, you touch a creature you can 
  reach that is charmed, frightened, or possessed by a celestial, an 
  elemental, a fey, a fiend, or an undead. The creature you touch is no 
  longer charmed, frightened, or possessed by such creatures. 
  Dismissal. As your action, make a melee spell attack against a 
  celestial, an elemental, a fey, a fiend, or an undead you can reach. On 
  a hit, you attempt to drive the creature back to its home plane. The 
  creature must succeed on a Charisma saving throw or be sent back to 
  its home plane (if it isn’t there already). If they aren’t on their home 
  plane, undead are sent to the Shadowfell, and fey are sent to the 
  Feywild. 
  
   
   
  Forbiddance 
  6 
  40,000x30-foot cube 
  1 day 
  V, S, M 
   (a sprinkling of holy water, rare incense, and 
  powdered ruby worth at least 1,000 gp) 
  10 minutes 
  Touch 
  You create a ward against magical travel that protects up to 40,000 square 
  feet of floor space to a height of 30 feet above the floor. For the duration, 
  creatures can’t teleport into the area or use portals, such as those created by 
  the gate spell, to enter the area. The spell proofs the area against planar 
  travel, and therefore prevents creatures from accessing the area by way of 
  the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift 
  spell. 
  In addition, the spell damages types of creatures that you choose when you 
  cast it. Choose one or more of the following: celestiaIs, elementals, fey, 
  fiends, and undead. When a chosen creature enters the spell’s area for the 
  first time on a turn or starts its turn there, the creature takes 5d10 radiant or 
  necrotic damage (your choice when you cast this spell). 
  When you cast this spell, you can designate a password. A creature that 
  speaks the password as it enters the area takes no damage from the spell. 
  The spell’s area can’t overlap with the area of another forbiddance spell. If 
  you cast forbiddance every day for 30 days in the same location, the spell 
  lasts until It is dispelled, and the material components are consumed on the 
  last casting. 
  
   
   
  Glyph of Warding 
  3 
  object 
  Until dispelled 
  or triggered 
  V,S, M  
  (incense and powdered diamond worth at 
  least 200 gp. which the spell consumes) 
  1 hour 
  Touch 
  When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section 
  of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If 
  you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, 
  that object must remain in its place; if the 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 invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be 
  found. 
  You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers 
  include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance 
  of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most 
  common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the 
  glyph. Once a glyph is triggered, this spell ends. 
  You can further refine the trigger so the spell activates only under certain circumstances or according to physical 
  characteristics (such as height or weight), creature kind (for example, the ward could be seI lo affect aberrations or drow), 
  or alignment. You can also set conditions for creatures that don’l trigger the glyph, such as those who say a certain password. 
  When you inscribe the glyph, choose explosive runes or a spell glyph. 
  Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-fool-radius sphere centered on the glyph. 
  The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes Sd8 
  acid, cold, tire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as 
  much damage on a successful one. 
  Spell Glyph. You can store a prepared spell of 3rd level 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 is cast. 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 lo the intruder and attack it. If the spell requires concentration, it lasts until the end 
  of its full duration. 
  At Higher Levels. When you cast this spell using a spell slot of 41h level or higher, the damage of an explosive runes glyph 
  increases by 1d8 for each slot level  above 3rd. If you create a spell glyph, you can store any spell of up to the same level as 
  the slot you use for the glyph of warding. 
  
   
   
  Guards and Wards 
  6 
  2,500-foot square 
  24 hours 
  V, S, M  
  (burning measure of brimstone and oil, a knotted string, a 
  small amount of umber hulk blood, and a small silver rod 
  worth at least 10 gp) 
  10 minutes 
  Touch 
  You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares 
  or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several 
  stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are 
  casting the spell. 
  When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can 
  also specify a password that, when spoken aloud, makes the speaker immune to these effects. 
  Guards and wards creates the following effects within the warded area. 
  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 will believe 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 an arcane lock spell. In addition, you can cover up 
  to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain 
  sections of wall. 
  Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they 
  are burned or torn away while guards and wards lasts. 
  Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the 
  stronghold. 
  Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards 
  lasts.  
  Place magic mouth in two locations.   
  Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if 
  dispersed by wind while guards and wards lasts.  
  Place a constant gust of wind in one corridor or room.   
  Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through 
  the area receives the suggestion mentally.  
  The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. 
  You can create a permanently guarded and warded structure by casting this spell there every day for one year. 
   
  
   
   
  Magic Circle 
  3 
  10x20-foot cylinder 
  ylindercylinder 
  1 hour 
  V, S, M 
   (holy water or powdered silver and iron worth at least 100 
  gp, which the spell consumes) 
  1 minute 
  10 feet 
  You create a 10-foot-radius, 20-foot-tall cylinder of magical 
  energy centered on a point on the ground that you can see 
  within range. Glowing runes appear wherever the cylinder 
  intersects with the floor or other surface. 
  Choose one or more of the following types of creatures: 
  celestials, elementals, fey, fiends, or undead. The circle affects a 
  creature of the chosen type in the following ways: 
  • The creature can’t willingly enter the cylinder by nonmagical 
  means. If the creature tries to use teleportation or interplanar 
  travel to do so, it must first succeed on a Charisma saving 
  throw. 
  • The creature has disadvantage on attack rolls against targets 
  within the cylinder. 
  • Targets within the cylinder can’t be charmed, frightened, or 
  possessed by the creature. 
  
   
   
  Mind Blank 
  8 
  willing creature 
  24 hours 
  V, S 
  1 action 
  Touch 
  Until the spell ends, one willing creature you touch is immune 
  to psychic damage, any effect that would sense its emotions or 
  read its thoughts, divination spells, and the charmed condition. 
  The spell even foils wish spells and spells or effects of similar 
  power used to affect the target’s mind or to gain information 
  about the target. 
  
   
   
  Mordenkainen’s Faithful Hound 4 
  unoccupied space 
  8 hours 
  V, S, M  
  (a tiny silver whistle, a piece of bone, and 
  a thread) 
  1 action 
  120 feet 
  You conjure a phantom watchdog in an unoccupied space that 
  you can see within range, where it remains for the duration, 
  until you dismiss it as an action, or until you move more than 
  100 feet away from it. 
  The hound is invisible to all creatures except you and can’t be 
  harmed. When a Small or larger creature comes within 30 feet 
  of it without first speaking the password that you specify when 
  you cast this spell, the hound starts barking loudly. The hound 
  sees invisible creatures and can see into the Ethereal Plane. It 
  ignores illusions. 
  At the start of each of your turns, the hound attempts to bite one 
  creature within 5 feet of it that is hostile to you. The hound’s 
  attack bonus is equal to your spellcasting ability modifier + your 
  proficiency bonus. On a hit, it deals 4d8 piercing damage. 
  
   
   
  Mordenkainen’s Private Sanctum 4 
  5x100-foot cube 
  24 hours 
  V, S, M  
  (a thin sheet of lead, a piece of opaque glass. A wad of 
  cotton or cloth, and powdered chrysolite) 
  10 minutes 
  120 feet 
  You make an area within range magically secure. The area is a cube that can 
  be as small as 5 feet to as large as 100 feel on each side. The spell lasts for the 
  duration or until you use an action to dismiss it. 
  When you cast the spell, you decide what sort of security the spell provides, 
  choosing any or all of the following properties:  
  • Sound can’t pass through the barrier aI the edge of the warded area. 
  • The barrier of the warded area appears dark and foggy, preventing vision 
  (including darkvision) through it. Sensors created by divination spells can’t 
  appear inside the protected area or pass through the barrier at its perimeter. 
  • Creatures in the area can’t be targeted by divination spells. 
  • Nothing can teleport into or out of the warded area. 
  • Planar travel is blocked within the warded area. 
  Casting this spell on the same spot every day for a year makes this effect 
  permanent. 
   
  At Higher Levels. When you cast this spell using a spell slot of 5th level or 
  higher, you can increase the size of the cube by 100 feet for each slot level 
  beyond 4th. Thus you could protect a cube that can be up to 200 feet on one 
  side by using a spell slot of 5th level. 
  
   
   
  Nondetection 
  3 
  target 
  8 hours 
  V, S, M  
  (a pinch of diamond dust worth 25 gp 
  sprinkled over the target, which the spell 
  consumes) 
  1 action 
  Touch 
  For the duration, you hide a target that you touch from 
  divination magic. The target can be a willing creature or a 
  place or an object no larger than 10 feet in any dimension. The 
  target can’t be targeted by any divination magic or perceived 
  through magical scrying sensors.      
  
   
   
  Pass without Trace 
  2 
  30-foot radius 
  aura 
  Concentration, 
  up to 1 hour 
  V, S, M 
   (ashes from a burned leaf of mistletoe and 
  a sprig of spruce) 
  1 action 
  Self 
  A veil of shadows and silence radiates from you, masking you 
  and your companions from detection. For the durationm each 
  creature you choose within 30 feet of you (including you) has a 
  +10 bonus to Dexterity  (Stealth) checks and can’t be tracked 
  except by magical means. A creature that receives this bonus 
  leaves behind no tracks or other traces of its passage. 
  
   
   
  Planar Binding 
  5 
  creatures 
  24 hours 
  V, S, M  
  (a jewel worth at least 1,000 GP, which 
  the spell consumes) 
  1 hour 
  60 feet 
  With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your 
  service. The creature must be within range for the entire casting of the spell. 
  (Typically. the creature is first summoned into the center of an inverted magic circle in 
  order to keep it trapped while this spell is cast.) At the completion of the casting, the 
  target must make a Charisma saving throw. On a failed save, it is bound to serve you 
  for the duration. If the creature was summoned or created by another spell, that spell’s 
  duration is extended to match the duration of this spell. 
  A bound creature must follow your instructions to the best of its ability. You might 
  command the creature to accompany you on an adventure. to guard a location. or to 
  deliver a message. The creature obeys the letter of your instructions. but if the 
  creature is hostile to you. it strives to twist your words to achieve its own objectives. 
  If the creature carries out your instructions completely before the spell ends, it travels 
  to you to report this fact if you are on the same plane of existence. If you are on a 
  different plane of existence. it returns to the place where you bound it and remains 
  there until the spell ends. 
  At Higher Levels. When you cast this spell using a spell slot of a higher level, the 
  duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot. to 
  180 days with an 8th-level slot. and to a year and a day with a 9th-level spell slot. 
  
   
   
  Prismatic Wall 
  9 
  90x30-foot wall 
  10 minutes 
  V, S 
  1 action 
  60 feet 
  A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point 
  you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet  in diameter centered on a point you choose 
  within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, 
  the spell fails, and your action and the spell slot are wasted. 
  The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you 
  cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it 
  or starts its turn there. the creature must succeed on a Constitution saving throw or become blinded for 1 minute. 
  The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so 
  one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving 
  throw or be affected by that layer’s properties as described below. 
  The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, 
  it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.  
  1. Red. The creatures takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, 
  nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 
  2. Orange. The creatures takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, 
  magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. 
  3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be 
  destroyed by dealing at least 60 force damage to it. 
  4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another 
  spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 
  5. Blue. The creatures takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by 
  dealing at least 25 fire damage to it. 
  6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it 
  successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified 
  condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. 
  While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar 
  spell of equal or higher level. 
  7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful 
  save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. 
  (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or 
  Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical 
  effects. 
  
   
   
  Protection from Evil and Good 1 
  willing creature 
  Concentration, up to 
  10 minutes 
  V, S, M 
   (holy water or powdered silver and iron, 
  which the spell consumes) 
  1 action 
  Touch 
  Until the spell ends, one willing creature you touch is protected 
  against certain types of creatures: aberrations, celestiais, 
  elementals, fey, fiends, and undead.\n   The protection grants 
  several benefits. Creatures of those types have disadvantage on 
  attack rolls against the target. The target also can’t be charmed, 
  frightened, or possessed by them. If the target is already 
  charmed, frightened, or possessed by such a creature, the target 
  has advantage on any new saving throw against the relevant 
  effect. 
  
   
   
  Protection from Poison 2 
  creature 
  1 hour 
  V, S 
  1 action 
  Touch 
  You touch a creature.If it is poisoned, you neutralize the poison. 
  If more than one poison afflicts the target, you neutralize one 
  poison that you know is present, or you neutralize one at 
  random. 
  For the duration, the target has advantage on saving throws 
  against being poisoned, and it has resistance to poison damage. 
  
   
   
   
  Symbol 
  7 
  object 
  Until dispelled 
  or triggered 
  V, S, M 
   (mercury, phosphorus, and powdered diamond and opal with a total value 
  of at least 1,000 gp, which the spell consumes) 
  1 action 
   
  When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object 
  that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of 
  the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the 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 invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. 
  You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or 
  stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds 
  it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or 
  seeing or reading the glyph. 
  You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical 
  characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also 
  specify creatures that don’t trigger the glyph, such as those who say a certain password. 
  When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere 
  with dim light. for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, 
  as is a creature that enters the sphere for the first time on a turn or ends its turn there. 
  Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a 
  successful save. 
  Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 
  minute. During this time,  it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\n   Fear. 
  Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops 
  whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. 
   Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. 
  During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. 
  Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane 
  creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its 
  movement, which is erratic. 
  Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. 
  Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it 
  takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and 
  becomes stunned for 1 minute on a failed save.  
  
   
   
  Conjure Celestial 
  7 
  unoccupied space 
  Concentration, up to 1 
  hour 
  V, S 
  1 minute 
  90 feet 
  You summon a celestial of challenge rating 4 or lower, which 
  appears in an unoccupied space that you can see within range. 
  The celestial disappears when it drops to 0 hit points or when 
  the spell ends. 
  The celestial is friendly to you and your companions for the 
  duration. Roll initiative for the celestial, which has its own 
  turns. It obeys any verbal commands that you issue to it (no 
  action required by you), as long as they don’t violate its 
  alignment. If you don’t issue any commands to the celestial, it 
  defends itself from hostile creatures but otherwise takes no 
  actions. 
   The DM has the celestial’s statistics. 
   
  At Higher Levels. When you cast this spell using a 9th-level 
  spell slot, you summon a celestial of challenge rating 5 or lower. 
  
   
   
  Acid Splash 
  0 
  two creatures 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  You hurl a bubble of acid. Choose one creature within range, or 
  choose two creatures within range that are within 5 feet of each 
  other. A target must succeed on a Dexterity saving throw or 
  take 1d6 acid damage. This spell’s damage increases by 1d6 
  when you reach 5th level (2d6), 11th level (3d6), and 17th level 
  (4d6). 
  
   
   
  Dimension Door 
  4 
  point 
  Instantaneous 
  V 
  1 action 
  500 feet 
  You teleport yourself from your current location to any other 
  spot 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 “upward to the northwest at a 45-
  degree angle, 300 feet.” You can bring along objects as long as 
  their weight doesn’t exceed what you can carry. You can also 
  bring one willing creature of your size or smaller who is 
  carrying gear up to its carrying capacity. The creature must be 
  within 5 feet of you when you cast this spell. If you would 
  arrive in a place already occupied by an object or a creature, 
  you and any creature traveling with you each take 4d6 force 
  damage, and the spell fails to teleport you. 
  
   
   
  Flaming Sphere 
  2 
  5-foot sphere 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a bit of tallow, a pinch of brimstone, 
  and a dusting of powdered iron) 
  1 action 
  60 feet 
  A 5-foot-diameter sphere of fire appears in an unoccupied 
  space of your choice within range and lasts for the duration. 
  Any creature that ends its turn within 5 feet of the sphere must 
  make a Dexterity saving throw. The creature takes 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. 
  If you ram the sphere into a creature, that creature must make 
  the saving throw against the sphere’s damage, and the sphere 
  stops moving this 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. The sphere ignites flammable objects not being 
  worn or carried, and it sheds bright light in a 20-foot radius 
  and dim light for an additional 20 feet. At Higher Levels. 
  When you cast this spell using a spell slot of 3rd level or higher, 
  the damage increases by 1d6 for each slot level above 2nd. 
  
   
   
  Gate 
  9 
  precise location 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a diamond worth at least 5,000 gp) 
  1 action 
  60 feet 
  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. 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 in the named creature’s immediate 
  vicinity and draws the creature through 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. 
   
  
   
   
  Guardian of Faith 
  4 
  unoccupied space 
  8 hours 
  V 
  1 action 
  30 feet 
  A Large spectral guardian appears and hovers for the duration 
  in an unoccupied space of your choice that you can see within 
  range. The guardian occupies that space and is indistinct except 
  for a gleaming sword and shield emblazoned with the symbol of 
  your deity. Any creature hostile to you that moves to a space 
  within 10 feet of the guardian for the first time on a turn must 
  succeed on a Dexterity saving throw. The creature takes 20 
  radiant damage on a failed save, or half as much damage on a 
  successful one. The guardian vanishes when it has dealt a total 
  of 60 damage. 
  
   
   
  Heroes’ Feast 
  6 
  point 
  Instantaneous 
  V, S , M  
  (a gem-encrusted bowl worth at least 
  1,000 gp, which the spell consumes) 
  10 minutes 
  30 feet 
  You bring forth a great feast, including magnificent food and 
  drink. The feast takes 1 hour to consume and disappears at the 
  end of that time, and the beneficial effects don’t set in until this 
  hour is over. Up to twelve other creatures can partake of the 
  feast. A creature that partakes of the feast gains several 
  benefits. The creature is cured of all diseases and poison, 
  becomes immune to poison and being frightened, and makes all 
  Wisdom saving throws with advantage. Its hit point maximum 
  also increases by 2d10, and it gains the same number of hit 
  points. These benefits last for 24 hours. 
  
   
   
  Mage Hand 
  0 
  point 
  1 minute 
  V, S 
  1 action 
  30 feet 
  A spectral, floating hand appears at a point you choose within 
  range. The hand lasts for the duration or until you dismiss it as 
  an action. The hand vanishes if it is ever more than 30 feet 
  away from you or if you cast this spell again. You can use your 
  action to control the hand. You can use the hand to manipulate 
  an object, open an unlocked door or container, stow or retrieve 
  an item from an open container, or pour the contents out of a 
  vial. You can move the hand up to 30 feet each time you use it. 
  The hand can’t attack, activate magic items, or carry more than 
  10 pounds. 
  
   
   
  Mass Cure Wounds 
  5 
  six creatures 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  A wave of healing energy washes out from a point of your 
  choice within range. Choose up to six creatures in a 30-foot-
  radius sphere centered on that point. Each target regains hit 
  points equal to 3d8 + your spellcasting ability modifier. This 
  spell has no effect on undead or constructs. At Higher Levels. 
  When you cast this spell using a spell slot of 6th level or higher, 
  the healing increases by 1d8 for each slot level above 5th. 
  
   
   
  Mass Heal 
  9 
  creatures 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  A flood of healing energy flows from you into injured creatures 
  around you. You restore up to 700 hit points, divided as you 
  choose among any number of creatures that you can see within 
  range. Creatures healed by this spell are also cured of all 
  diseases and any effect making them blinded or deafened. This 
  spell has no effect on undead or constructs. 
  
   
   
  Maze 
  8 
  creature 
  Concentration, up to 10 
  minutes 
  V, S 
  1 action 
  60 feet 
  You banish a creature that you can see within range into a 
  labyrinthine demiplane. The target remains there for the 
  duration or until it escapes the maze. The target can use its 
  action to attempt to escape. When it does so, it makes a DC 20 
  Intelligence check. If it succeeds, it escapes, and the spell ends 
  (a minotaur or goristro demon automatically succeeds). When 
  the spell ends, the target reappears in the space it left or, if that 
  space is occupied, in the nearest unoccupied space. 
  
   
   
  Misty Step 
  2 
  point 
  Instantaneous 
  V 
  1 bonus action 
  Self 
  Briefly surrounded by silvery mist, you teleport up to 30 feet to 
  an unoccupied space that you can see. 
  
   
   
  Poison Spray 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  10 feet 
  You extend your hand toward a creature you can see within 
  range and project a puff of noxious gas from your palm. The 
  creature must succeed on a Constitution saving throw or take 
  1d12 poison damage. This spell’s damage increases by 1d12 when 
  you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). 
  
   
   
  Revivify 
  3 
  dead creature 
  Instantaneous 
  V, S, M 
  (diamonds 
  worth 300 gp, 
  which the spell 
  consumes) 
  1 action 
  Touch 
  You touch a creature that has died within the last minute. That 
  creature returns to life with 1 hit point. This spell can’t return to 
  life a creature that has died of old age, nor can it restore any 
  missing body parts. 
  
   
   
  Spirit Guardians 
  3 
  self 
  Concentration, up to 10 
  minutes 
  V, S, M (a 
  holy symbol) 
  1 action 
  Self (15-foot 
  radius) 
  You call forth spirits to protect you. They flit around you to a 
  distance of 15 feet for the duration. If you are good or neutral, 
  their spectral form appears angelic or fey (your choice). If you 
  are evil, they appear fiendish. When you cast this spell, you can 
  designate any number of creatures you can see to be unaffected 
  by it. An affected creature’s speed is halved in the area, and 
  when the creature enters the area for the first time on a turn or 
  starts its turn there, it must make a Wisdom saving throw. On 
  a failed save, the creature takes 3d8 radiant damage (if you are 
  good or neutral) or 3d8 necrotic damage (if you are evil). On a 
  successful save, the creature takes half as much damage. At 
  Higher Levels. When you cast this spell using a spell slot of 4th 
  level or higher, the damage increases by 1d8 for each slot level 
  above 3rd. 
  
   
   
  Teleport 
  7 
  eight willing creatures 
  Instantaneous 
  V 
  1 action 
  10 feet 
  This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single 
  object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 
  10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and 
  it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there 
  successfully. The DM rolls d100 and consults the table. Familiarity. “Permanent circle” means a permanent teleportation 
  circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination 
  within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a 
  lich’s secret tomb. “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you 
  can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very 
  familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and 
  appearance you know through someone else’s description, perhaps from a map. “False destination” is a place that doesn’t 
  exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a 
  familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Off 
  Target. You and your group (or the target object) appear a random distance away from the destination in a random 
  direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to 
  travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 
  miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as 
  east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, 
  you could be in trouble. Similar Area. You and your group (or the target object) wind up in a different area that’s visually 
  or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in 
  another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your 
  laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably 
  wind up anywhere on the plane. Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting 
  creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple 
  mishaps can occur, dealing damage each time). Similar Off On Familiarity Mishap Area Target Target Permanent 
  circle — — — 01–100 Associated object — — — 01–100 Very familiar 01–05 06–13 14–24 25–100 Seen casually 01–33 34–43 44–
  53 54–100 Viewed once 01–43 44–53 54–73 74–100 Description 01–43 44–53 54–73 74–100 False destination 01–50 51–100 — 
  — 
  
   
   
  Web 
  2 
  point 
  Concentration, up to 1 
  hour 
  V, S, M  
  (a bit of spiderweb) 
  1 action 
  60 feet 
  You conjure a mass of thick, sticky webbing at a point of your choice within 
  range. The webs fill a 20-foot cube from that point for the duration. The 
  webs are difficult terrain and lightly obscure their area. If the webs aren’t 
  anchored between two solid masses (such as walls or trees) or layered across 
  a floor, wall, or ceiling, the conjured web collapses on itself, and the spell 
  ends at the start of your next turn. Webs layered over a flat surface have a 
  depth of 5 feet. Each creature that starts its turn in the webs or that enters 
  them during its turn must make a Dexterity saving throw. On a failed save, 
  the creature is restrained as long as it remains in the webs or until it breaks 
  free. A creature restrained by the webs can use its action to make a 
  Strength check against your spell save DC. If it succeeds, it is no longer 
  restrained. The webs are flammable. Any 5-foot cube of webs exposed to 
  fire burns away in 1 round, dealing 2d4 fire damage to any creature that 
  starts its turn in the fire. 
  
   
   
  Arcane Gate 
  6 
  two points 
  Concentration, up to 10 
  minutes 
  V, S 
  1 action 
  500 feet 
  You create linked teleportation portals that remain open for the duration. 
  Choose two points on the ground that you can see, one point within 10 feet of 
  you and one point within 500 feet of you. A circular portal, 10 feet in 
  diameter, opens over each point. If the portal would open in the space 
  occupied by a creature, the spell fails, and the casting is lost. 
  The portals are two-dimensional glowing rings filled with mist, hovering 
  inches from the ground and perpendicular to it at the points you choose. A 
  ring is visible only from one side (your choice), which is the side that 
  functions as a portal. 
  Any creature or object entering the portal exits from the other portal as if 
  the two were adjacent to each other; passing through a portal from the 
  nonportal side has no effect. The mist that fills each portal is opaque and 
  blocks vision through it. On your turn, you can rotate the rings as a bonus 
  action so that the active side faces in a different direction. 
  
   
   
  Arms of Hadar 
  1 
  10-foot radius 
  Instantaneous 
  V, S 
  1 action 
  Self (10-foot 
  radius) 
  You invoke the power of Hadar, the Dark Hunger. Tendrils 
  of dark energy erupt from you and batter all creatures within 10 
  feet of you. Each creature in that area must make a Strength 
  saving throw. On a failed save, a target takes 2d6 necrotic 
  damage and can’t take reactions until its next turn. On a 
  successful save, the creature takes half damage, but suffers no 
  other effect. 
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d6 for each slot 
  level above 1st. 
  
   
   
  Call Lightning 
  3 
  60x10-foot cylinder 
  Concentration, up to 10 
  minutes 
  V, S 
  1 action 
  120 feet 
  A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 
  60-foot radius, centered on a point you can see 100 feet directly above you. 
  The spell fails if you can’t see a point in the air where the storm cloud could 
  appear (for example, if you are in a room that can’t accommodate the cloud). 
  When you cast the spell, choose a point you can see within range. A bolt of 
  lightning flashes down from the cloud to that point. Each creature within 5 
  feet of that point must make a Dexterity saving throw. A creature takes 
  3d10 lightning damage on a failed sav , or half as much damage on a 
  successful one. On each of your turns until the spell ends, you can use your 
  action to call down lightning in this way again, targeting the same point or a 
  different one. 
  If you are outdoors in stormy conditions when you cast this spell, the spell 
  gives you control over the existing storm instead of creating a new one. 
  Under such conditions, the spell’s damage increases by 1d10. 
   
  At Higher Levels. When you cast this spell using a spell slot of 4th or higher 
  level, the damage increases by 1d10 for each slot level above 3rd. 
  
   
   
  Cloud of Daggers 
  2 
  5-foot cube 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a sliver of glass) 
  1 action 
  60 feet 
  You fill the air with spinning daggers in a cube 5 feet on each 
  side, centered on a point you choose within range. A creature 
  takes 4d4 slashing damage when it enters the spell's area for the 
  first time on a turn or starts its turn there. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 2d4 for each slot 
  level above 2nd. 
  
   
   
  Cloudkill 
  5 
  5-foot cube 
  Concentration, up to 10 
  minutes 
  V, S 
  1 action 
  120 feet 
  You fill the air with spinning daggers in a cube 5 feet on each 
  side, centered on a point you choose within range. A creature 
  takes 4d4 slashing damage when it enters the spell’s area for the 
  first time on a turn or starts its turn there. 
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 2d4 for each slot 
  level above 2nd. 
  
   
   
  Conjure Animals 
  3 
  unoccupied space 
  Concentration, up to 1 
  hour 
  V, S 
  1 action 
  60 feet 
  You summon fey spirits that take the form of beasts and  appear in 
  unoccupied spaces that you can see within range. Choose one of the 
  following options for what appears: 
  • One beast of challenge rating 2 or lower Two beasts of challenge rating 1 
  or lower 
  • Four beasts of challenge rating 1/2 or lower 
  • Eight beasts of challenge rating 1/4 or lower 
  Each beast is also considered fey, and it disappears when it drops to 0 hit 
  points or when the spell ends. 
   The summoned creatures are friendly to you and your companions. Roll 
  initiative for the summoned creatures as a group, which has its own turns. 
  They obey any verbal commands that you issue to them (no action required 
  by you). If you don’t issue any commands to them, they defend themselves 
  from hostile creatures, but otherwise take no actions. 
   The DM has the creatures’ statistics. 
   
  At Higher Levels. When you cast this spell using certain higher-level spell 
  slots, you choose one of the summoning options above, and more creatures 
  appear: twice as many with a 5th-level slot, three times as many with a 
  7th-level slot. and four times as many with a 9th level slot. 
  
   
   
  Conjure Barrage 
  3 
  cone 
  Instantaneous 
  V, S, M  
  (one piece of ammunition or 
  a thrown weapon) 
  1 action   
  Self (60-foot 
  cone) 
  You throw a nonmagical weapon or fire a piece of nonmagical 
  ammunition into the air to create a cone of identical weapons 
  that shoot forward and then disappear. Each creature in a 60-
  foot cone must succeed on a Dexterity saving throw. A 
  creature takes 3d8 damage on a failed save, or half as much 
  damage on a successful one. The damage type is the same as 
  that of the weapon or ammunition used as a component. 
  
   
   
  Conjure Elemental 
  5 
  10-foot cube 
  Concentration, up to 1 
  hour 
  V, S, M 
  (burning 
  incense for air, 
  soft day for 
  earth, sulfur 
  and phosphorus 
  for fire, or 
  water and 
  sand for 
  water) 
  1 minute 
  90 feet 
  You call forth an elemental servant. Choose an area of air, earth, fire, or 
  water that fills a 10-foot cube within range. An elemental of challenge rating 
  5 or lower appropriate to the area you chose appears in an unoccupied space 
  within 10 feet of it. For example, a fire elemental  emerges from a bonfire, 
  and an earth elemental rises up from the ground. The elemental disappears 
  when it drops to 0 hit points or when the spell ends.  
  The elemental is friendly to you and your companions for the duration. Roll 
  initiative for the elemental, which has its own turns. It obeys any verbal 
  commands that you issue to it (no action required by you). If you don’t issue 
  any commands to the elemental, it defends itself from hostile creatures but 
  otherwise takes no actions. 
  If your concentration is broken, the elemental doesn’t disappear. Instead, 
  you lose control of the elemental, it becomes hostile toward you and your 
  companions, and it might attack. An uncontrolled elemental can’t be dismissed 
  by you, and it disappears 1 hour after you summoned it. 
  The DM has the elemental’s statistics.  
   
  At Higher Levels. When you cast this spell using a spell slot of 6th level or 
  higher, the challenge rating increases by I for each slot level above 5th. 
  
   
   
  Conjure Fey 
  6 
  unoccupied space 
  Concentration, up to 1 
  hour 
  V, S 
  1 minute 
  90 feet 
  You summon a fey creature of challenge rating 6 or lower, or a fey spirit 
  that takes the form of a beast of challenge rating 6 or lower. It appears in an 
  unoccupied space that you can see within range, The fey creature disappears 
  when it drops to O hit points or when  the spell ends, 
  The fey creature is friendly to you and your  companions for the duration. 
  Roll initiative for the creature, which has its own turns. It obeys any verbal 
  commands that you issue to it (no action required by you), as long as they 
  don’t violate its alignment. If you don’t issue any commands to the fey 
  creature, it defends itself from hostile creatures but otherwise takes no 
  actions. 
  If your concentration is broken, the fey creature doesn’t disappear. Instead, 
  you lose control of the fey creature, it becomes hostile toward you and your 
  companions, and it might attack. An uncontrolled fey creature can’t be 
  dismissed by you. and it disappears 1 hour after you summoned it.  
  The DM has the fey creature’s statistics. 
   
  At Higher Levels. When you cast this spell using a spell slot of 7th level or 
  higher, the challenge rating increases by 1 for each slot level above 6th. 
  
   
   
  Conjure Minor 
  Elementals 
  4 
  unoccupied space 
  Concentration, up to 1 
  hour 
  V, S 
  1 minute 
  90 feet 
  You summon elementals that appear in unoccupied spaces that you can see 
  within range. You choose one the following options for what appears:  
  • One elemental of challenge rating 2 or lower 
  • Two elementals of challenge rating 1 or lower 
  • Four elementals of challenge rating 1/2 or lower 
  • Eight elementals of challenge rating 1/4 or lower. 
  An elemental summoned by this spell disappears when it drops to 0 hit points 
  or when the spell ends. 
  The summoned creatures are friendly to you and your companions. Roll 
  initiative for the summoned creatures as a group, which has its own turns. 
  They obey any verbal commands that you issue to them (no action required 
  by you). If you don’t issue any commands to them, they defend themselves 
  from hostile creatures, but otherwise take no actions. 
  The DM has the creatures’ statistics. 
   
  At Higher Levels. When you cast this spell using certain higher.level spell 
  slots, you choose one of the summoning options above, and more creatures 
  appear: twice as many with a 6th-level slot and three times as many with an 
  8th-level slot. 
  
   
   
  Conjure Volley 
  5 
  point 
  Instantaneous 
  V,S,M 
  (one piece of ammunition or one 
  thrown weapon) 
  1 action 
  150 feets 
  You fire a piece of nonmagical ammunition from a ranged 
  weapon or throw a nonmagical weapon into the air and choose 
  a point within range. Hundreds of duplicates of the ammunition 
  or weapon fall in a volley from above and then disappear. Each 
  creature in a 40-foot-radius, 20-foot-high cylinder centered 
  on that point must make a Dexterity saving throw. A creature 
  takes 8d8 damage on a failed save., or half as much damage on a 
  successful one. The damage type is the same as that of the 
  ammunition or weapon. 
  
   
   
  Conjure Woodland Beings 4 
  unoccupied space 
  Concentration, up to 1 
  hour 
  V, S, M 
  1 action 
  60 feet 
  You summon fey creatures that appear in unoccupied spaces that you can see 
  within range. Choose one of the following options for what appears: 
  • One fey creature of challenge rating 2 or lower 
  • Two fey creatures of challenge rating 1 or lower 
  • Four fey creatures of challenge rating 1/2 or lower 
  • Eight fey creatures of challenge rating 1/4 or lower 
  A summoned creature disappears when it drops to 0 hit points or when the 
  spell ends. 
  The summoned creatures are friendly to you and your companions. Roll 
  initiative for the summoned creatures as a group, which have their own 
  turns. They obey any verbal commands that you issue to them (no action 
  required by you). If you don’t issue any commands to them, they defend 
  themselves from hostile creatures, but otherwise take no actions. 
  The DM has the creatures’ statistics. 
   
  At Higher Levels. When you cast this spell using certain higher-level spell 
  slots, you choose one of the summoning options above, and more creatures 
  appear: twice as many with a 6th-level slot and three times as many with an 
  8th-level slot. 
  
   
   
  Create Food and Water 3 
  point 
  Instantaneous 
  V, S 
  1 action 
  30 feet 
  You create 45 pounds of food and 30 gallons of water on the 
  ground or in containers within range, enough to sustain up to 
  fifteen humanoids or five steeds for 24 hours. The food is bland 
  but nourishing, and spoils if uneaten after 24 hours. The water 
  is clean and doesn’t go bad. 
  
   
   
  Demiplane 
  8 
  surface 
  1 hour 
  S 
  1 action 
  60 feet 
  You create a shadowy door on a fIat solid surface that you can 
  see within range. The door is large enough to allow Medium 
  creatures to pass through unhindered. When opened, the door 
  leads to a demiplane that appears to be an empty room 30 feet in 
  each dimension, made of wood or stone. When the spell ends, 
  the door disappears, and any creatures or objects inside the 
  demiplane remain trapped there, as the door also disappears 
  from the other side.\n   Each time you cast this spell, you can 
  create a new demiplane, or have the shadowy door connect 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 have the shadowy door connect to its demiplane 
  instead. 
  
   
   
  Drawmij’s Instant Summons 6 
  object 
  Until dispelled 
  V, S, M  
  (a sapphire worth 1,000 gp) 
  1 minute 
  Touch 
  You touch an object weighing 10 pounds or less whose longest 
  dimension is 6 feet or less. The spell leaves an invisible mark on 
  its surface and invisibly inscribes the name of the item on the 
  sapphire you use as the material component. Each time you cast 
  this spell, you must use a different sapphire. 
  At any time thereafter, you can use your action to speak the 
  item’s name and crush the sapphire. The item instantly appears 
  in your hand regardless of physical or planar distances, and the 
  spell ends.\n   If another creature is holding or carrying the 
  item, crushing the sapphire doesn’t transport the item to you, but 
  instead you learn who the creature possessing the object is and 
  roughly where that creature is located at that moment. 
  Dispel magic or a similar effect successfully applied to the 
  sapphire ends this spell’s effect. 
  
   
   
  Ensnaring Strike 
  1 
  self 
  Concentration, up to 1 
  minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a weapon attack before 
  this spell ends, a writhing mass of thorny vines appears at the 
  point of impact, and the target must succeed on a Strength 
  saving throw or be restrained by the magical vines until the spell 
  ends. A Large or larger creature has advantage on this saving 
  throw. If the target succeeds on the save, the vines shrivel 
  away. 
  While restrained by this spell, the target takes 1d6 piercing 
  damage at the start of each of its turns. A creature restrained 
  by the vines or one that can touch the creature can use its action 
  to make a Strength check against your spell save DC. On a 
  success, the target is freed. 
   
  At Higher Levels. If you cast this spell using a spell slot of 2nd 
  level or higher, the damage increases by 1d6 for each slot level 
  above 1st. 
  
   
   
  Entangle 
  1 
  20-foot square 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  90 feet 
  Grasping weeds and vines sprout from the ground in a 20-foot 
  square starting from a point within range. For the duration, 
  these plants turn the ground in the area into difficult terrain. 
  A creature in the area when you cast the spell must succeed on 
  a Strength saving throw or be restrained by the entangling 
  plants until the spell ends. A creature restrained by the plants 
  can use its action to make a Strength check against your spell 
  save DC. On a success, it frees itself. 
  When the spell ends, the conjured plants wilt away. 
  
   
   
  Evard’s Black Tentacles 4 
  20-foot square 
  Concentration, up to 1 
  minute 
  V,S, M (a 
  piece of 
  tentacle from a 
  giant octopus 
  or a giant 
  squid) 
  1 action 
  90 feet 
  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 the area into difficult terrain. 
  When a creature enters the affected area for the first time on a 
  turn or starts its turn there, the creature must succeed on a 
  Dexterity saving throw or take 3d6 bludgeoning damage and be 
  restrained by the tentacles until the spell ends. A creature that 
  starts its turn in the area and is already restrained by the 
  tentacles lakes 3d6 bludgeoning damage. 
  A creature restrained by the tentacles can use its action lo make 
  a Strength or Dexterity check (its choice) against your spell 
  save DC. On a success, it frees itself. 
  
   
   
  Find Familiar 
  1 
  familiar 
  Instantaneous 
  V, S, M  
  (10 gp worth of charcoal, incense, and herbs that must 
  be consumed by fire in a brass brazier) 
  1 hour 
  10 feet 
  You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog 
  (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper),rat, raven, sea horse, spider, or weasel. 
  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 always obeys your commands. In combat, it rolls its own 
  initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. 
  When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after 
  you cast this spell again. 
  While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, 
  as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next 
  turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and 
  blind with regard to your own senses. 
  As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it 
  awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily 
  dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. 
   You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, 
  you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar 
  transforms into the chosen creature. 
  Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast 
  the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell 
  when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. 
  
   
   
  Find Steed 
  2 
  unoccupied space 
  Instantaneous 
  V, S 
  10 minutes 
  30 feet 
  You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal 
  steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, 
  the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a 
  mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the 
  statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its 
  normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence 
  becomes 6, and it gains the ability to understand one language of your choice that you speak. 
  Your steed serves you as a mount, both in combat and out, and you have an instinctive bond 
  with it that allows you to fight as a seamless unit. While mounted on your steed, you can 
  make any spell you cast that targets only you also target your steed. 
  When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can 
  also dismiss your steed at any time as an action, causing it to disappear. In either case, 
  casting this spell again summons the same steed, restored to its hit point maximum. 
  While your steed is within 1 mile of you, you can communicate with it telepathically. 
  You can’t have more than one steed bonded by this spell at a time. As an action, you can 
  release the steed from its bond at any time, causing it to disappear. 
  
   
   
  Fog Cloud 
  1 
  20-foot sphere 
  Concentration, up to 1 
  hour 
  V, S 
  1 action 
  120 feet 
  You create a 20-foot-radius sphere of fog centered on a point 
  within range. The sphere spreads around corners, and its area 
  is heavily obscured. It lasts for the duration or until a wind of 
  moderate or greater speed (at least 10 miles per hour) disperses 
  it. 
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the radius of the fog increases by 20 feet for 
  each slot level above 1st. 
  
   
   
  Grasping Vine 
  4 
  unoccupied space 
  Concentration, up to 1 
  minute 
  V, S 
  1 bonus action 
  30 feet 
  You conjure a vine that sprouts from the ground in an 
  unoccupied space of your choice that you can see within range. 
  When you cast this spell, you can direct the vine to lash out at a 
  creature within 30 feel of it that you can see. That creature 
  must succeed on a Dexterity saving throw or be pulled 20 feel 
  directly toward the vine. 
  Until the spell ends, you can direct the vine to lash out at the 
  same creature or another one as a bonus action on each of your 
  turns. 
  
   
   
  Grease 
  1 
  10-foot square 
  1 minute 
  V, S, M (a bit 
  of pork rind or 
  butter) 
  1 action 
  60 feet 
  Slick grease covers the ground in a 10-fool 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 fall prone. A 
  creature that enters the area or ends its turn there must also 
  succeed on a Dexterity saving throw or fall prone. 
  
   
   
  Hail of Thorns 
  1 
  self 
  Concentration, up to 1 
  minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a ranged weapon attack 
  before the spell ends, this spell creates a rain of thorns that 
  sprouts from your ranged weapon or ammunition. In addition 
  to the normal effect of the attack, the target of the attack and 
  each creature within 5 feet of it must make a Dexterity saving 
  throw. A creature takes 1d10 piercing damage on a failed save, 
  or half as much damage on a successful one. 
   
  At Higher Levels. If you cast this spell using a spell slot of 2nd 
  level or higher, the damage increases by 1d10 for each slot level 
  above 1st (to a maximum of 6d10). 
  
   
   
  Hunger of Hadar 
  3 
  20-foot sphere 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a pickled octopus tentacle) 
  1 action 
  150 feet 
  You open a gateway to the dark between the stars, a region 
  infested with unknown horrors. A 20-foot-radius sphere of 
  blackness and bitter cold appears, centered on a point with range 
  and lasting for the duration. This void is filled with a cacophony 
  of soft whispers and slurping noises that can be heard up to 30 
  feet away. No light, magical or otherwise, can illuminate the 
  area, and creatures fully within the area are blinded. 
  The void creates a warp in the fabric of space. and the area is 
  difficult terrain. Any creature that starts its turn in the area 
  takes 2d6 cold damage. Any creature that ends its turn in the 
  area must succeed on a Dexterity saving throw or take 2d6 
  acid damage as milky, otherworldly tentacles rub against it. 
  
   
   
  Incendiary Cloud 
  8 
  20-foot sphere 
  Instantaneous 
  V, S 
  1 action 
  150 feet 
  A swirling cloud of smoke shot through with white-hot embers 
  appears in a 20-foot-radius sphere centered on a point within 
  range. The cloud spreads around corners and is heavily 
  obscured. It lasts for the duration or until a wind of moderate 
  or greater speed (at least 10 miles per hour) disperses it. 
  When the cloud appears, each creature in it must make a 
  Dexterity saving throw. A creature takes 10d8 fire damage on 
  a failed save, or half as much damage on a successful one. A 
  creature must also make this saving throw when it enters the 
  spell’s area for the first time on a turn or ends its turn there. 
  The cloud moves 10 feet directly away from you in a direction 
  that you choose at the start of each of your turns. 
  
   
   
  Insect Plague 
  5 
  20-foot sphere 
  Concentration, up to 10 
  minutes 
  V, S, M  
  (a few grains of sugar, some kernels of grain, 
  and a smear of fat) 
  1 action 
  300 feet 
  Swarming, biting locusts fill a 20-foot-radius sphere centered 
  on a point you choose within range, The sphere spreads around 
  corners. The sphere remains for the duration, and its area is 
  lightly obscured. The sphere’s area is difficult terrain. 
  When the area appears, each creature in it must make a 
  Constitution saving throw. A creature takes 4d10 piercing 
  damage on a failed save, or half as much damage on a successful 
  one. A creature must also make this saving throw when it 
  enters the spell’s area for the first time on a turn or ends its turn 
  there. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  6th level or higher, the damage increases by 1d10 for each slot 
  level above 5th. 
  
   
   
  Leomund’s Secret Chest 4 
  12-foot cube 
  Instantaneous 
  V, S, M 
   (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare 
  materials worth at least 5,000 gp, and a Tiny replica made from 
  the same materiais worth at least 50 gp) 
  1 action 
  Touch 
  You hide a chest, and all its contents on the Ethereal Plane. You 
  must touch the chest and the miniature replica that serves as a 
  material component for the spell. The chest can contain up to 12 
  cubic feet of nonliving material (3 feet by 2 feet by 2 feet). 
  While the chest remains on the Ethereal Plane, you can use an 
  action and touch the replica to recall the chest. It appears in an 
  unoccupied space on the ground within 5 feet of you. You can 
  send the chest back to the Ethereal Plane by using an action and 
  touching both the chest and the replica. 
  After 60 days, there is a cumulative 5 percent chance per day 
  that the spell’s effect ends. This effect ends if you cast this spell 
  again, if the smaller replica chest is destroyed, or if you choose 
  to end the spell as an action. If the spell ends and the larger 
  chest is on the Ethereal Plane, it is irretrievably lost. 
  
   
   
  Mordenkainen’s Magnificent Mansion 7 
  point 
  24 hours 
  V, S, M 
   (a miniature portal carved from ivory, a small piece of polished 
  marble, and a tiny silver spoon, each item worth at least 5 gp) 
  10 minutes 
  300 feet 
  You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one 
  entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any 
  creature you designate when you cast the spell can enter the extradimensional dwelling as long as the 
  portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the 
  portal is invisible. 
  Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, 
  and warm. 
  You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each 
  side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine- 
  course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You 
  decide the visual appearance of these servants and their attire. They are completely obedient to your 
  orders. 
  Each servant can perform any task a normal human servant could perform, but they can’t attack or take 
  any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, 
  fold clothes, light tires, serve food, pour wine, and so on. The servants can go anywhere in the mansion 
  but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from 
  the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the 
  open spaces nearest to the entrance. 
  
   
   
  Planar Ally 
  6 
  any 
  Instantaneous 
  V, S 
  10 minutes 
  60 feet 
  You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a 
  demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend 
  loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a 
  specific creature’s name, you can speak that name when you cast this spell to request that creature, 
  though you might get a different creature anyway (DM’s choice). 
  When the creature appears, it is under no compulsion to behave in any particular way. You can ask the 
  creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task 
  could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, 
  or protect us during our foray into the dungeon). You must be able to communicate with the creature to 
  bargain for its services. 
  Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items 
  to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures 
  might exchange their service for a quest undertaken by you.\n   As a rule of thumb, a task that can be 
  measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 
  1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can 
  adjust these payments based on the circumstances under which you cast the spell. If the task is aligned 
  with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically 
  require only half the suggested payment, while especially dangerous tasks might require a greater gift. 
  Creatures rarely accept tasks that seem suicidal. 
  After the creature completes the task, or when the agreed-upon duration of service expires, the creature 
  returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are 
  unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. 
  A creature enlisted to join your group counts as a member of it, receiving a full share of experience 
  points awarded. 
  
   
   
  Plane Shift 
  7 
  willing creature 
  Instantaneous 
  V, S, M  
  (a forked, metal rod worth at least 250 gp, 
  attuned to a particular plane of existence) 
  1 action   
  Touch 
  You and up to eight willing creatures who link hands in a circle are 
  transported to a different plane of existence. You can specify a target 
  destination in general terms, such as the City of Brass on the Elemental 
  Plane of Fire or the palace of Dispater on the second level of the Nine 
  Hells, and you appear in or near that destination. If you are trying to reach 
  the City of Brass, for example, you might arrive in its Street of Steel, 
  before its Gate of Ashes, or looking at the city from across the Sea of Fire, 
  at the DM’s discretion. 
  Alternatively, if you know the sigil sequence of a teleportation circle on 
  another plane of existence, this spell can take you to that circle. If the 
  teleportation circle is too small to hold all the creatures you transported, they 
  appear in the closest unoccupied spaces next to the circle. 
  You can use this spell to banish an unwilling creature to another plane. 
  Choose a creature within your reach and make a melee spell attack against 
  it. On a hit, the creature must make a Charisma saving throw. If the 
  creature fails this save, it is transported to a random location on the plane of 
  existence you specify. A creature so transported must find its own way back 
  to your current plane of existence. 
  
   
   
  Produce Flame 
  0 
  self 
  10 minutes 
  V, S 
  1 action 
  Self 
  A flickering flame appears in your hand. The flame remains 
  there for the duration and harms neither you nor your 
  equipment. The flame sheds bright light in a 10-foot radius and 
  dim light for an additional 10 feet. The spell ends if you dismiss 
  it as an action or if you cast it again. 
  You can also attack with the flame, although doing so ends the 
  spell. When you cast this spell, or as an action on a later turn, 
  you can hurl the flame at a creature within 30 feet of you. 
  Make a ranged spell attack. On a hit, the target takes 1d8 fire 
  damage. 
  This spell’s damage increases by 1d8 when you reach 5th level 
  (2d8), 11th level (3d8), and 17th level(4d8).  
   
  
   
   
  Sleet Storm 
  3 
  40x20-foot cylinder 
  Concentration, up to 1 
  minute 
  V, S, M 
   (a pinch of dust and a few drops of 
  water) 
  1 action 
  150 feet 
  Until the spell ends, freezing rain and sleet fall in a 20-foot-tall 
  cylinder with a 40-foot radius centered on a point you choose 
  within range. The area is heavily obscured, and exposed flames 
  in the area are doused. 
  The ground in the area is covered with slick ice, making it 
  difficult terrain. When a creature enters the spell’s area for the 
  first time on a turn or starts its turn there, it must make a 
  Dexterity saving throw. On a failed save, it falls prone. 
  If a creature is concentrating in the spell’s area, the creature 
  must make a successful Constitution saving throw against your 
  spell save DC or lose concentration. 
  
   
   
  Stinking Cloud 
  3 
  20-foot sphere 
  Concentration, up to 1 
  minute 
  V, S, M 
   (a rotten egg or several skunk cabbage leaves) 
  1 action 
  90 feet 
  You create a 20-foot-radius sphere of yellow, nauseating gas 
  centered on a point within range. The cloud spreads around 
  corners, and its area is heavily obscured. The cloud lingers in 
  the air for the duration. 
  Each creature that is completely within the cloud at the start of 
  its turn must make a Constitution saving throw against paisano 
  On a failed save, the creature spends its action that turn 
  retching and reeling. Creatures that dan’t need to breathe or are 
  immune to poison automatically succeed on this saving throw. 
  A moderate wind (at least 10 miles per hour) disperses the cloud 
  after 4 rounds. A strong wind (at least 20 miles per hour) 
  disperses it after 1 round. 
  
   
   
  Storm of Vengeance 
  9 
  360-foot radius 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  Sight 
  A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning 
  flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 
  feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature 
  takes 2d6 thunder damage and becomes deafened for 5 minutes. 
  Each round you maintain concentration on this spell, the storm produces additional effects on your turn. 
  Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes ld6 acid damage. 
  Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the 
  cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a 
  Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on 
  a successful one. 
  Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. 
  Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is 
  heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are 
  impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on 
  spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and 
  similar phenomena in the area, whether mundane or magical. 
  The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described 
  to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested 
  activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. 
  You can also specify conditions that will trigger a special activity during the duration. For example, you might 
  suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell 
  expires, the activity isn’t performed. 
  If you or any of your companions damage the target, the spell ends.  
  
   
   
  Teleportation Circle 
  5 
  10-foot circle 
  1 round 
  V, M 
   (rare chalks and inks infused with precious 
  gems with 50 gp, which the spell consumes) 
  1 minute 
  10 feet 
  As you cast the spell, you draw a 10-foot-diameter circle on the ground 
  inscribed with sigils that link your location to a permanent teleportation 
  circle of your choice whose sigil sequence you know and that is on the same 
  plane of existence as you. A shimmering portal opens within the circle you 
  drew and remains open until the end of your next turn. Any creature that 
  enters the portal instantly appears within 5 feet of the destination circle or in 
  the nearest unoccupied space if that space is occupied. 
  Many major temples, guilds, and other important places have permanent 
  teleportation circles inscribed somewhere within their confines. Each such 
  circle includes a unique sigil sequence-a string of magical runes arranged in 
  a particular pattern. When you first gain the ability to cast this spell, you 
  learn the sigil sequences for two destinations on the Material Plane, 
  determined by the DM. You can learn additional sigil sequences during your 
  adventures. You can commit a new sigil sequence to memory after studying it 
  for 1 minute. 
  You can create a permanent teleportation circle by casting this spell in the 
  same location every day for one year. You need not use the circle to teleport 
  when you cast the spell in this way. 
  
   
   
  Tenser’s Floating Disk 
  1 
  3-foot circle 
  1 hour 
  V, S, M 
   (a drop of mercury) 
  1 action 
  30 feet 
  This spell creates a circular, horizontal plane of force, 3 feet in 
  diameter and 1 inch thick, that floats 3 feet above the ground in an 
  unoccupied space of your choice that you can see within range. The 
  disk remains for the duration, and can hold up to 500 pounds. If more 
  weight is placed on it, the spell ends, and everything on the disk falls to 
  the ground. 
  The disk is immobile while you are within 20 feet of it. If you move 
  more than 20 feet away from it, the disk follows you so that it 
  remains within 20 feet of you. It can move across uneven terrain, up 
  or down stairs, slopes and the like, but it can’t cross an elevation 
  change of 10 feet or more. For example, the disk can’t move across a 
  10-foot-deep pit, nor could it leave such a pit if it was created at the 
  bottom. 
  If you move more than 100 feet from the disk (typically because it 
  can’t move around an obstacle to follow you), the spell ends. 
  
   
   
  Transport via Plants 
  6 
  large plant 
  1 round 
  V, S 
  1 action 
  10 feet 
  This spell creates a magical link between a Large or larger 
  inanimate plant within range and another plant, at any distance, 
  on the same plane of existence. You must have seen or touched 
  the destination plant at least once before. For the duration, any 
  creature can step into the target plant and exit from the 
  destination plant by using 5 feet of movement. 
  
   
   
  Tree Stride 
  5 
  tree 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  Self 
  You gain the ability to enter a tree and move from inside it to 
  inside another tree of the same kind within 500 feet. Both trees 
  must be living and at least the same size as you. You must use 5 
  feet of movement to enter a tree. You instantly know the location 
  of all other trees of the same kind within 500 feet and, as part of 
  the move used to enter the tree, can either pass into one of those 
  trees or step out of the tree you’re in. You appear in a spot of 
  your choice within 5 feet of the destination tree, using another 5 
  feet of movement. If you have no movement left, you appear 
  within 5 feet of the tree you entered. 
  You can use this transportation ability once per round for the 
  duration. You must end each turn outside a tree. 
  
   
   
  Unseen Servant 
  1 
  unoccupied space 
  1 hour 
  V, S, M 
   (a piece of string and a bit of wood) 
  1 action 
  60 feet 
  This spell creates an invisible, mindless, shapeless force that 
  performs simple tasks at your command until the spell ends. The 
  servant springs into existence in an unoccupied space on the 
  ground within range. It has AC 10, 1 hit point, and a Strength 
  of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. 
  Once on each of your turns as a bonus action, you can mentally 
  command the servant to move up to 15 feet and interact with an 
  object. The servant can perform simple tasks that a human 
  servant could do, such as fetching things, cleaning, mending, 
  folding clothes, lighting fires, serving food, and pouring wine. 
  Once you give the command, the servant performs the task to 
  the best of its ability until it completes the task, then waits for 
  your next command. 
  If you command the servant to perform a task that would move 
  it more than 60 feet away from you, the spell ends. 
  
   
   
  Wall of Thorns 
  6 
  60x10x5-foot wall 
  Concentration, up to 10 
  minutes 
  V, S, M 
   (a handful of thorns) 
  1 action 
  120 feet 
  You create a wall of tough, pliable. tangled brush bristling with needle-sharp 
  thorns. The wall appears within range on a solid surface and lasts for the 
  duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 
  feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 
  5 feet thick. The wall blocks line of sight. 
  When the wall appears, each creature within its area must make a 
  Dexterity saving throw. On a failed save, a creature lakes 7d8 piercing 
  damage, or half as much damage on a successful save. 
  A creature can move through the wall, albeit slowly and painfully. For 
  every 1 foot a creature moves through the wall, it must spend 4 feet of 
  movement. Furthermore, the first time a creature enters the wall on a turn 
  or ends its turn there, the creature must make a Dexterity saving throw. It 
  takes 7d8 slashing damage on a failed save, or half as much damage on a 
  successful one. 
   
  At Higher Levels. When you cast this spell using a spell slot of 7th level or 
  higher, both types of damage increase by 1d8 for each slot level above 6th. 
  
   
   
  Wish 
  9 
  any 
  Instantaneous 
  V 
  1 action 
  Self 
  Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality 
  in accord with your desires. 
  The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that 
  spell, including costly components. The spell simply takes effect. 
  Alternatively, you can create one of the following effects of your choice: 
  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any 
  dimension, and it appears in an unoccupied space you can see on the ground,  
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the 
  greater restoration spell. 
  • You grant up to ten creatures that you can see resistance to a damage type you choose 
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you 
  could make yourself and all your companions immune to a lich’s life drain attack. 
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last tum). Reality 
  reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s 
  critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose 
  whether to use the reroll or the original roll. 
  You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as 
  possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood 
  that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer 
  some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might 
  propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. 
  Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current 
  owner. 
  The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that 
  stress, each time you cast a spell until you finish a long rest, you take IdlO necrotic damage per level of that spell. This 
  damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 
  days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time 
  decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress. 
  
   
   
   
  Word of Recall 
  6 
  five willing 
  creatures 
  Instantaneous 
  V 
  1 action 
  5 feet 
  You and up to five willing creatures within 5 feet of you 
  instantly teleport to a previously designated sanctuary. You and 
  any creatures that teleport with you appear in the nearest 
  unoccupied space to the spot you designated when you prepared 
  your sanctuary (see below), you cast this spell without first 
  preparing a sanctuary, the spell has no effect. 
  You must designate a sanctuary by casting this spell within a 
  location, such as a temple, dedicated to or strongly linked to 
  your deity. If you attempt to cast the spell in this manner in an 
  area that isn’t dedicated to your deity, the spell has no effect.  
  
   
   
  Arcane Eye 
  4 
  none 
  Concentration, up to 1 
  hour 
  V, S, M  
  (a bit of bat fur) 
  1 action 
  30 feet 
  You create an invisible, magical eye within range that hovers in 
  the air for the duration. You mentally receive visual information 
  from the eye, which has normal vision and darkvision out to 30 
  feet. The eye can look in every direction. As an action, you can 
  move the eye up to 30 feet in any direction. There is no limit to 
  how far away from you the eye can move, but it can’t enter 
  another plane of existence. A solid barrier blocks the eye’s 
  movement, but the eye can pass through an opening as small as 1 
  inch in diameter. 
  
   
   
  Augury 
  2 
  none 
  Instantaneous 
  V, S, M  
  (specially marked sticks, bones, or similar tokens worth at 
  least 25 gp) 
  1 minute 
  Self 
  By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, 
  or employing some other divining tool, you receive an omen from an 
  otherworldly entity about the results of a specific course of action that you 
  plan to take within the next 30 minutes.  
  The DM chooses from the following possible omens:  
  •    Weal, for good results  
  •   Woe, for bad results  
  •  Weal and woe, for both good and bad results  
  •     Nothing, for results that aren’t especially good or bad  
  The spell doesn’t take into account any possible circumstances that might 
  change the outcome, such as the casting of additional spells or the loss or gain 
  of a companion. If you cast the spell two or more times before completing 
  your next long rest, there is a cumulative 25 percent chance for each casting 
  after the first that you get a random reading. The DM makes this roll in 
  secret. 
  
   
   
  Commune 
  5 
  none 
  1 minute 
  V, S, M  
  (incense and a vial of holy or unholy water) 
  1 minute 
  Self 
  You contact your deity or a divine proxy and ask up to three 
  questions that can be answered with a yes or no. You must ask 
  your questions before the spell ends. You receive a correct 
  answer for each question. Divine beings aren’t necessarily 
  omniscient, so you might receive “unclear” as an answer if a 
  question pertains to information that lies beyond the deity’s 
  knowledge. In a case where a one-word answer could be 
  misleading or contrary to the deity’s interests, the DM might 
  offer a short phrase as an answer instead. If you cast the spell 
  two or more times before finishing your next long rest, there is 
  a cumulative 25 percent chance for each casting after the first 
  that you get no answer. The DM makes this roll in secret. 
  
   
   
  Comprehend Languages 
  1 
  self 
  1 hour 
  V, S, M 
   (a pinch of soot and salt) 
  1 action 
  Self 
  For the duration, you understand the literal meaning of any 
  spoken language that you hear. 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 secret messages in a 
  text or a glyph, such as an arcane sigil, that isn’t part of a 
  written language. 
  
   
   
  Detect Magic 
  1 
  30 feet aura 
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  Self 
  For the duration, you sense the presence of magic within 30 
  feet of you. If you sense magic in this way, you can use your 
  action to see a faint aura around any visible creature or object 
  in the area that bears magic, and you learn its school of magic, if 
  any. The spell can penetrate most barriers, but it is blocked by 1 
  foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 
  feet of wood or dirt. 
  
   
   
  Divination 
  4 
  self 
  Instantaneous 
  V, S, M  
  (incense and a sacrificial offering appropriate to your religion, 
  together worth at least 25 gp, which the spell consumes) 
  1 action 
  Self 
  Your magic and an offering put you in contact with a god or a 
  god’s servants. You ask a single question concerning a specific 
  goal, event, or activity to occur within 7 days. The DM offers 
  a truthful reply. The reply might be a short phrase, a cryptic 
  rhyme, or an omen. The spell doesn’t take into account any 
  possible circumstances that might change the outcome, such as 
  the casting of additional spells or the loss or gain of a 
  companion. If you cast the spell two or more times before 
  finishing your next long rest, there is a cumulative 25 percent 
  chance for each casting after the first that you get a random 
  reading. The DM makes this roll in secret. 
  
   
   
  Find the Path 
  6 
  self 
  Concentration, up to 1 
  day 
  V, S, M  
  (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, 
  or carved runes— worth 100 gp and an object from the location you 
  wish to find) 
  1 minute 
  Self 
  This spell allows you to find the shortest, most direct physical route to a specific fixed 
  location that you are familiar with on the same plane of existence. If you name a 
  destination on another plane of existence, a destination that moves (such as a mobile 
  fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. 
  For the duration, as long as you are on the same plane of existence as the destination, you 
  know how far it is and in what direction it lies. While you are traveling there, whenever 
  you are presented with a choice of paths along the way, you automatically determine which 
  path is the shortest and most direct route (but not necessarily the safest route) to the 
  destination. Faerie Fire 1st-level evocation Casting Time: 1 action Range: 60 feet 
  Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube 
  within range is outlined in blue, green, or violet light (your choice). Any creature in the 
  area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For 
  the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack 
  roll against an affected creature or object has advantage if the attacker can see it, and the 
  affected creature or object can’t benefit from being invisible. 
   
  
   
   
  Foresight 
  9 
  willing creature 
  8 hours 
  V, S, M  
  (a hummingbird feather) 
  1 minute 
  Touch 
  You touch a willing creature and bestow a limited ability to see 
  into the immediate future. For the duration, the target can’t be 
  surprised and has advantage on attack rolls, ability checks, and 
  saving throws. Additionally, other creatures have disadvantage 
  on attack rolls against the target for the duration. This spell 
  immediately ends if you cast it again before its duration ends. 
  
   
   
  Guidance 
  0 
  willing creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Touch 
  You touch one willing creature. Once before the spell ends, the 
  target can roll a d4 and add the number rolled to one ability 
  check of its choice. It can roll the die before or after making the 
  ability check. The spell then ends. 
  
   
   
  Identify 
  1 
  one object 
  Instantaneous 
  V, S, M 
   (a pearl worth at least 100 gp and an owl feather) 
  1 minute 
  Touch 
  You choose one object that you must touch throughout the casting 
  of the spell. If it is a magic item or some other magic-imbued 
  object, you learn its properties and how to use them, whether it 
  requires attunement to use, and how many charges it has, if 
  any. You learn whether any spells are affecting the item and 
  what they are. If the item was created by a spell, you learn 
  which spell created it. If you instead touch a creature 
  throughout the casting, you learn what spells, if any, are 
  currently affecting it. 
  
   
   
  Locate Creature 
  4 
  1000-feet aura 
  Concentration, up 
  to 1 hour 
  V, S, M 
   (a bit of fur from a bloodhound) 
  1 action 
  Self 
  Describe or name a creature that is familiar to you. You sense 
  the direction to the creature’s location, as long as that creature 
  is within 1,000 feet of you. If the creature is moving, you know 
  the direction of its movement. The spell can locate a specific 
  creature known to you, or the nearest creature of a specific 
  kind (such as a human or a unicorn), so long as you have seen 
  such a creature up close—within 30 feet—at least once. If the 
  creature you described or named is in a different form, such as 
  being under the effects of a polymorph spell, this spell doesn’t 
  locate the creature. This spell can’t locate a creature if running 
  water at least 10 feet wide blocks a direct path between you and 
  the creature. 
  
   
   
  True Seeing 
  6 
  willing creature 
  1 hour 
  V, S, M 
   (an ointment for the eyes that costs 25 gp; is made from mushroom 
  powder, saffron, and fat; and is consumed by the spell) 
  1 action 
  Touch 
  This spell gives the willing creature you touch the ability to see 
  things as they actually are. For the duration, the creature has 
  truesight, notices secret doors hidden by magic, and can see into 
  the Ethereal Plane, all out to a range of 120 feet. 
  
   
   
  Beast Sense 
  2 
  willing beast 
  Concentration, up 
  to 1 hour 
  S 
  1 action 
  Touch 
  You touch a willing beast. For the duration of the spell, you can 
  use your action to see through the beast’s eyes and hear what it 
  hears, and continue to do so until you use your action to return 
  to your normal senses.\n   While perceiving through the beast’s 
  senses, you gain the benefits of any special senses possessed by 
  that creature, though you are blinded and deafened to your own 
  surroundings. 
  
   
   
  Clairvoyance 
  3 
  familiar location 
  Concentration, up 
  to 10 minutes 
  V, S, M 
   (a focus worth at least 100 gp, either a jeweled horn for 
  hearing or a glass eye for seeing) 
  10 minutes 
  1 mile 
  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 sensor remains in place 
  for the duration, and it can’t be attacked or otherwise interacted 
  with.\n   When you cast the spell, you choose seeing or hearing. 
  You can use the chosen sense through the sensor as if you were 
  in its space. As your action, you can switch between seeing and 
  hearing.\n   A creature that can see the sensor (such as a 
  creature benefiting from see invisibility or truesight) sees a 
  luminous, intangible orb about the size of your fist. 
  
   
   
  Commune with Nature 
  5 
  self 
  Intantaneous 
  V, S 
  1 minute 
  Self 
  You briefly become one with nature and gain knowledge of the 
  surrounding territory. In the outdoors, the spell gives you 
  knowledge of the land within 3 miles of you. In caves and other 
  natural underground settings, the radius is limited to 300 feet. 
  The spell doesn’t function where nature has been replaced by 
  construction, such as in dungeons and towns. 
  You instantly gain knowledge of up to three facts of your choice 
  about any of the following subjects as they relate to the area: 
  • terrain and bodies of water 
  • prevalent plants, minerals, animals, or peoples 
  • powerful celestials, fey, fiends, elementals, or undead 
  • influence from other planes of existence 
  • buildings 
  For example, you could determine the location of powerful 
  undead in the area, the location of major sources of safe 
  drinking water, and the location of any nearby towns. 
   
  
   
   
  Contact Other Plane 
  5 
  self 
  1 minute 
  V 
  1 minute 
  Self 
  You mentally contact a demigod, the spirit of a long dead sage, 
  or some other mysterious entity from another plane. Contacting 
  this extraplanar intelligence can strain or even break your mind. 
  When you cast this spell, make a DC 15 Intelligence saving 
  throw. On a failure, you take 6d6 psychic damage and are 
  insane until you finish a long rest. While insane, you can’t take 
  actions, can’t understand what other creatures say, can’t read, 
  and speak only in gibberish, A greater restoration spell cast on 
  you ends this effect. 
  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. 
  
   
   
  Detect Evil and Good 
  1 
  30-foot aura 
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  Self 
  For the duration, you know if there is an aberration, celestial, 
  elemental, fey, fiend, or undead within 30 feet of you, as well as 
  where the creature is located. Similarly, you know if there is a 
  place or object within 30 feet of you that has been magically 
  consecrated or desecrated. 
  The spell can penetrate most barriers, but it is blocked by 1 foot 
  of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt. 
  
   
   
  Detect Poison and Disease 1 
  30-foot aura 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a yew leaf) 
  1 action 
  Self 
  For the duration, you can sense the presence and location of 
  poisons, poisonous creatures, and diseases within 30 feet of you. 
  You also identify the kind of poison, poisonous creature, or 
  disease in each case. 
  The spell can penetrate most barriers, but it is blocked by 1 foot 
  of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of 
  wood or dirt. 
  
   
   
  Detect Thoughts 
  2 
  creatures 
  Concentration, up 
  to 1 minute  
  V, S, M  
  (a copper piece) 
  1 action 
  Self 
  For the duration, you can read the thoughts of certain creatures, When you cast the spell and as your 
  action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 
  30 feet of you, If the creature you choose has an Intelligence of  3 or lower or doesn’t speak any language, 
  the creature is unaffected.  
  You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an 
  action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the 
  same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you 
  gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as 
  something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that 
  you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature 
  can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it 
  succeeds, the spell ends. 
  Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is 
  particularly effective as part of an interrogation. 
  You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell 
  or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can 
  penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. 
  You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. 
  Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration 
  as described above, even if you can’t see it, but it must still be within range. 
  
   
   
  Find Traps 
  2 
  in sight aura 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  You sense the presence of any trap within range that is within 
  line of sight. A trap, for the purpose of this spell, includes 
  anything that would inflict a sudden or unexpected effect you 
  consider harmful or undesirable, which was specifically 
  intended as such by its creator. Thus, the spell would sense an 
  area affected by the alarm spell, a glyph of warding, or a 
  mechanical pit trap, but it would not reveal a natural weakness 
  in the floor, an unstable ceiling, or a hidden sinkhole. 
  This spell merely reveals that a trap is present. You don't learn 
  the location of each trap, but you do learn the general nature of 
  the danger posed by a trap you sense. 
  
   
   
  Hunter’s Mark 
  1 
  creature 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  90 feet 
  You choose a creature you can see within range and mystically 
  mark it as your quarry. Until the spell ends, you deal an extra 
  1d6 damage to the target whenever you hit it with a weapon 
  attack. and you have advantage on any Wisdom (Perception) 
  or Wisdom (Survival) check you make to find it. If the target 
  drops to 0 hit points before this spell ends. you can use a bonus 
  action on a subsequent turn of yours to mark a new creature. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd or 4th level, you can maintain your concentration on the 
  spell for up to 8 hours. When you use a spell slot of 5th level or 
  higher, you can maintain your concentration on the spell for up 
  to 24 hours. 
  
   
   
  Legend Lore 
  5 
  person/place/object 
  Instantaneous 
  V, S, M  
  (incense worth at least 250gp, which the spell consumes, and 
  four ivory strips worth at least 50 gp each) 
  10 minutes 
  Self 
  Name or describe a person, place, or object. The spell brings to your 
  mind a brief summary of the significant lore about the thing you named. 
  The lore might consist of current tales, forgotten stories, or even secret 
  lore that has never been widely known. If the thing you named isn’t of 
  legendary importance, you gain no information. The more information 
  you already have about the thing, the more precise and detailed the 
  information you receive is. 
  The information you learn is accurate but might be couched in figurative 
  language. For example, if you have a mysterious magic axe on hand, 
  the spell might yield this information: “Woe to the evildoer whose hand 
  touches the axe, for even the haft slices the hand of the evil ones. Only a 
  true Child of Stone, lover and beloved of Moradin, may awaken the 
  true powers of the axe, and only with the sacred word Rudnogg on the 
  lips.“ 
  
   
   
  Locate Animals or Plants 2 
  beast/plant 
  Instantaneous 
  V, S, M (a bit of fur from a bloodhound) 
  1 action 
  Self 
  Describe or name a specific kind of beast or plant. 
  Concentrating on the voice of nature in your surroundings, you 
  learn the direction and distance to the closest creature or plant 
  of that kind within 5 miles, if any are present. 
  
   
   
  Locate Object 
  2 
  familiar object 
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a forked twig) 
  1 action 
  Self 
  Describe or name an object that is familiar to you. You sense the 
  direction to the object’s location, as lang as that object is within 
  1,000 feet of you. If the object is in motion, you know the 
  direction of its movement. 
  The spell can locate a specific object known to you, as long as 
  you have seen it up close-within 30 feet-at least once. 
  Alternatively, the spell can locate the nearest object of a 
  particular kind, such as a certain kind of apparel, jewelry, 
  furniture, tool, or weapon. 
  This spell can’t locate an object if any thickness of lead, even a 
  thin sheet, blocks a direct path between you and the object. 
  
   
   
  Rary’s Telepathic Bond 
  5 
  eight willing 
  creatures 
  1 hour 
  V, S, M (pieces of egg shell from two different 
  kinds of creatures) 
  1 action 
  30 feet 
  You forge a telepathic link among up to eight willing creatures of 
  your choice within range, psychically linking each creature to 
  all the others for the duration. Creatures with Intelligence 
  scores of 2 or less aren’t affected by this spell.\n   Until the spell 
  ends, the targets can communicate telepathically through the 
  bond whether or not they have a common language. The 
  communication is possible over any distance, though it can’t 
  extend to other planes of existence. 
  
   
   
  Scrying 
  5 
  creature 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a focus worth at least 1.000 gp, such as a crystal ball, a 
  silver mirror, or a font filled with holy water) 
  10 minutes 
  Self 
  You can see and hear a particular creature you choose that is on the same plane of existence as you. The 
  target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of 
  physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw 
  voluntarily if it wants to be observed. 
  - Knowledge / Save Modifier  
  - Secondhand (you have heard of the target) / +5 
  - Firsthand (you have met the target) / +0 
  - Familiar (you know the target well) / -5 
   
  - Connection / Save Modifier 
  - Likeness or picture / -2 
  - Possession or garment / -4 
  - Body part, lock of hair, bit of nail, or the like / -10 
   
  On a successful save. the target isn’t affected. and you can’t use this spell against it again for 24 hours. 
  On a failed save. the spell creates an invisible sensor within 10 feet of the target. You can see and hear through 
  the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the 
  duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. 
  Instead of targeting a creature. you can choose a location you have seen before as the target of this spell. 
  When you do, the sensor appears al that location and doesn’t move.  
  
   
   
  See Invisibility 
  2 
  self 
  1 hour 
  V,S, M 
   (a pinch of tale and a small sprinkling ofpowdered 
  silver) 
  1 action 
  Self 
  For the duration, you see invisible creatures and objects as if 
  they were visible, and you can see into the Ethereal Plane. 
  Ethereal creatures and objects appear ghostly and translucent. 
  
   
   
  Speak with Animals 
  1 
  self 
  10 minutes 
  V, S 
  1 action 
  Self 
  You gain the ability to comprehend and verbally communicate 
  with beasts for the duration. The knowledge and awareness of 
  many beasts is limited by their intelligence, but at minimum, 
  beasts can give you information about nearby locations and 
  monsters, including whatever they can perceive or have 
  perceived within the past day. You might be able to persuade a 
  beast to perform a small favor for you, at the DM’s discretion.  
  
   
   
  Tongues 
  3 
  creature 
  1 hour 
  V, M  
  (a small clay model of a ziggurat) 
  1 action 
  Touch 
  This spell grants the creature you touch the ability to 
  understand any spoken language it hears. Moreover, when the 
  target speaks, any creature that knows at least one language and 
  can hear the target understands what it says. 
  
   
   
  True Strike 
  0 
  self 
  Concentration, up 
  to 1 round 
  S 
  1 action 
  30 feet 
  You extend your hand and point a finger at a target in range. 
  Your magic grants you a brief insight into the target’s defenses. 
  On your next turn, you gain advantage on your first attack roll 
  against the target, provided that this spell hasn’t ended. 
  
   
   
   
  Tsunami 
  0 
  300x300x50 foot wall 
  Concentration, up 
  to 6 rounds 
  V, S 
  1 minute 
  Sight 
  A wall of water springs into existence at a point you choose within range. 
  You can make the wall up to 300 feel long, 300 feet high, and 50 feet thick. 
  The wall lasts for the duration. 
  When the wall appears, each creature within its area must make a Strength 
  saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, 
  or half as much damage on a successful save. 
  At the start of each of your turns after the wall appears, the wall, along with 
  any creatures in it, moves 50 feet away from you. Any Huge or smaller 
  creature inside the wall or whose space the wall enters when it moves must 
  succeed on a Strength saving throw or take 5d10 bludgeoning damage. A 
  creature can take this damage only once per round. At the end of the turn, 
  the wall’s height is reduced by 50 feet, and the damage creatures take from 
  the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 
  feet in height, the spell ends. 
  A creature caught in the wall can move by swimming. Because of the force 
  of the wave, though, the creature must make a successful Strength 
  (Athletics) check against your spell save DC in order to move at alI. If it 
  fails the check, it can’t move, A creature that moves out of the area faIls to 
  the ground. 
  
   
   
  Bless 
  1 
  3 creatures 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a sprinkling of holy water) 
  1 action 
  30 feet 
  You bless up to three creatures of your choice within range. 
  Whenever a target makes an attack roll or a saving throw 
  before the spell ends, the target can roll a d4 and add the number 
  rolled to the attack roll or saving throw.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you can target one additional creature for 
  each slot level above 1st. 
  
   
   
  Charm Person 
  1 
  humanoid creature 
  1 hour 
  V, S 
  1 action 
  30 feet 
  You attempt to charm a humanoid you can see within range. It 
  must make a Wisdom saving throw, and does so with 
  advantage if you or your companions are fighting it. If it fails 
  the saving throw, it is charmed by you until the spell ends or 
  until you or your companions do anything harmful to it. The 
  charmed creature regards you as a friendly acquaintance. 
  When the spell ends, the creature knows it was charmed by 
  you.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you can target one additional creature for 
  each slot level above 1st. The creatures must be within 30 feet of 
  each other when you target them. 
  
   
   
  Command 
  1 
  creature 
  1 round 
  V 
  1 action 
  60 feet 
  You speak a one-word command to a creature you can see within range. 
  The target must succeed on a Wisdom saving throw or follow the command 
  on its next turn. The spell has no effect if the target is undead, if it doesn’t 
  understand your language, or if your command is directly harmful to it. 
  Some typical commands and their effects follow. You might issue a command 
  other than one described here. If you do so, the DM determines how the 
  target behaves. If the target can’t follow your command, the spell ends. 
  Approach. The target moves toward you by the shortest and most direct 
  route, ending its turn if it moves within 5 feet of you. Drop. The target 
  drops whatever it is holding and then ends its turn. Flee. The target spends 
  its turn moving away from you by the fastest available means. Grovel. The 
  target falls prone and then ends its turn. Halt. The target doesn’t move and 
  takes no actions. A flying creature stays aloft, provided that it is able to do 
  so. If it must move to stay aloft, it flies the minimum distance needed to 
  remain in the air.  
   
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or 
  higher, you can affect one additional creature for each slot level above 1st. 
  The creatures must be within 30 feet of each other when you target them. 
  
   
   
  Dominate Monster 
  8 
  creature 
  Concentration, up to 1 
  hour 
  V, S 
  1 action 
  60 feet 
  You attempt to beguile a creature that you can see within range. It must succeed on a 
  Wisdom saving throw or be charmed by you for the duration. If you or creatures that 
  are friendly to you are fighting it, it has advantage on the saving throw. While the 
  creature is charmed, you have a telepathic link with it as long as the two of you are on 
  the same plane of existence. You can use this telepathic link to issue commands to the 
  creature while you are conscious (no action required), which it does its best to obey. You 
  can specify a simple and general course of action, such as “Attack that creature,” “Run 
  over there,” or “Fetch that object.” If the creature completes the order and doesn’t 
  receive further direction from you, it defends and preserves itself to the best of its 
  ability. You can use your action to take total and precise control of the target. Until the 
  end of your next turn, the creature takes only the actions you choose, and doesn’t do 
  anything that you don’t allow it to do. During this time, you can also cause the creature 
  to use a reaction, but this requires you to use your own reaction as well. Each time the 
  target takes damage, it makes a new Wisdom saving throw against the spell. If the 
  saving throw succeeds, the spell ends.  
   
  At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is 
  concentration, up to 8 hours. 
  
   
   
  Dominate Person 
  5 
  humanoid creature 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  60 feet 
  You attempt to beguile a humanoid that you can see within range. It must succeed on a 
  Wisdom saving throw or be charmed by you for the duration. If you or creatures that are 
  friendly to you are fighting it, it has advantage on the saving throw. While the target is 
  charmed, you have a telepathic link with it as long as the two of you are on the same plane of 
  existence. You can use this telepathic link to issue commands to the creature while you are 
  conscious (no action required), which it does its best to obey. You can specify a simple and 
  general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that 
  object.” If the creature completes the order and doesn’t receive further direction from you, it 
  defends and preserves itself to the best of its ability. You can use your action to take total and 
  precise control of the target. Until the end of your next turn, the creature takes only the 
  actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you 
  can also cause the creature to use a reaction, but this requires you to use your own reaction as 
  well. Each time the target takes damage, it makes a new Wisdom saving throw against the 
  spell. If the saving throw succeeds, the spell ends.  
   
  At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is 
  concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is 
  concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is 
  concentration, up to 8 hours. 
  
   
   
  Hold Person 
  2 
  humanoid creature 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a small, straight piece of iron) 
  1 action 
  60 feet 
  Choose a humanoid that you can see within range. The target 
  must succeed on a Wisdom saving throw or be paralyzed for 
  the duration. At the end of each of its turns, the target can make 
  another Wisdom saving throw. On a success, the spell ends on 
  the target. At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you can target one additional 
  humanoid for each slot level above 2nd. The humanoids must be 
  within 30 feet of each other when you target them. 
  
   
   
  Mass Suggestion 
  6 
  twelve creatures 
  24 hours 
  V, M  
  (a snake’s tongue and either a bit of 
  honeycomb or a drop of sweet oil) 
  1 action 
  60 feet 
  You suggest a course of activity (limited to a sentence or two) and magically influence up to 
  twelve creatures of your choice that you can see within range and that can hear and 
  understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must 
  be worded in such a manner as to make the course of action sound reasonable. Asking the 
  creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously 
  harmful act automatically negates the effect of the spell. Each target must make a Wisdom 
  saving throw. On a failed save, it pursues the course of action you described to the best of its 
  ability. The suggested course of action can continue for the entire duration. If the suggested 
  activity can be completed in a shorter time, the spell ends when the subject finishes what it was 
  asked to do. You can also specify conditions that will trigger a special activity during the 
  duration. For example, you might suggest that a group of soldiers give all their money to the 
  first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t 
  performed. If you or any of your companions damage a creature affected by this spell, the spell 
  ends for that creature. At Higher Levels. When you cast this spell using a 7th-level spell slot, 
  the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When 
  you use a 9th-level spell slot, the duration is a year and a day. 
  
   
   
  Otto’s Irresistible Dance 6 
  creature 
  Concentration, up to 1 
  minute 
  V 
  1 action 
  30 feet 
  Choose one creature that you can see within range. The target 
  begins a comic dance in place: shuffling, tapping its feet, and 
  capering for the duration. Creatures that can’t be charmed are 
  immune to this spell. A dancing creature must use all its 
  movement to dance without leaving its space and has 
  disadvantage on Dexterity saving throws and attack rolls. 
  While the target is affected by this spell, other creatures have 
  advantage on attack rolls against it. As an action, a dancing 
  creature makes a Wisdom saving throw to regain control of 
  itself. On a successful save, the spell ends. 
  
   
   
  Power Word Kill 
  9 
  creature 
  Instantaneous 
  V 
  1 action 
  60 feet 
  You utter a word of power that can compel one creature you 
  can see within range to die instantly. If the creature you choose 
  has 100 hit points or fewer, it dies. Otherwise, the spell has no 
  effect. 
  
   
   
  Power Word Stun 
  8 
  creature 
  Instantaneous 
  V 
  1 action 
  60 feet 
  You speak a word of power that can overwhelm the mind of one 
  creature you can see within range, leaving it dumbfounded. If 
  the target has 150 hit points or fewer, it is stunned. Otherwise, 
  the spell has no effect. The stunned target must make a 
  Constitution saving throw at the end of each of its turns. On a 
  successful save, this stunning effect ends. 
  
   
   
  Sleep 
  1 
  creature 
  1 minute 
  V, S, M 
   (a pinch of fine sand, rose petals, or a 
  cricket) 
  1 action 
  90 feet 
  This spell sends creatures into a magical slumber. Roll 5d8; the 
  total is how many hit points of creatures this spell can affect. 
  Creatures within 20 feet of a point you choose within range are 
  affected in ascending order of their current hit points (ignoring 
  unconscious creatures). Starting with the creature that has the 
  lowest current hit points, each creature affected by this spell 
  falls unconscious until the spell ends, the sleeper takes damage, 
  or someone uses an action to shake or slap the sleeper awake. 
  Subtract each creature’s hit points from the total before moving 
  on to the creature with the next lowest hit points. A creature’s 
  hit points must be equal to or less than the remaining total for 
  that creature to be affected. Undead and creatures immune to 
  being charmed aren’t affected by this spell. At Higher Levels. 
  When you cast this spell using a spell slot of 2nd level or higher, 
  roll an additional 2d8 for each slot level above 1st. 
  
   
   
  Suggestion 
  2 
  creature 
  Concentration, up to 8 
  hours 
  V, M 
   (a snake’s tongue and either a bit of 
  honeycomb or a drop of sweet oil) 
  1 action 
  30 feet 
  You suggest a course of activity (limited to a sentence or two) and magically 
  influence a creature you can see within range that can hear and understand 
  you. Creatures that can’t be charmed are immune to this effect. The 
  suggestion must be worded in such a manner as to make the course of action 
  sound reasonable. Asking the creature to stab itself, throw itself onto a spear, 
  immolate itself, or do some other obviously harmful act ends the spell. The 
  target must make a Wisdom saving throw. On a failed save, it pursues the 
  course of action you described to the best of its ability. The suggested course 
  of action can continue for the entire duration. If the suggested activity can be 
  completed in a shorter time, the spell ends when the subject finishes what it 
  was asked to do. You can also specify conditions that will trigger a special 
  activity during the duration. For example, you might suggest that a knight 
  give her warhorse to the first beggar she meets. If the condition isn’t met 
  before the spell expires, the activity isn’t performed. If you or any of your 
  companions damage the target, the spell ends. 
  
   
   
  Animal Friendship 
  1 
  beast 
  24 hours 
  V, S, M  
  (a morsel of food) 
  1 action 
  30 feet 
  This spell lets you convince a beast that you mean it no harm. 
  Choose a beast that you can see within range. It must see and 
  hear you. If the beast’s Intelligence is 4 or higher, the spell fails. 
  Otherwise, the beast must succeed on a Wisdom saving throw 
  or be charmed by you for the spell’s duration. If you or one of 
  your companions harms the target, the spells ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you can affect one additional beast for each 
  slot level above 1st. 
  
   
   
  Animal Messenger 
  1 
  tiny beast 
  24 hours 
  V, S, M 
   (a morsel of food) 
  1 action 
  30 feet 
  By means of this spell, you use an animal to deliver a message. Choose a 
  Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. 
  You specify a location, which you must have visited, and a recipient who 
  matches a general description, such as “a man or woman dressed in the 
  uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” 
  You also speak a message of up to twenty-five words. The target beast 
  travels for the duration of the spell toward the specified location, covering 
  about 50 miles per 24 hours for a flying messenger, or 25 miles for other 
  animals.\n  When the messenger arrives, it delivers your message to the 
  creature that you described, replicating the sound of your voice. The 
  messenger speaks only to a creature matching the description you gave. If 
  the messenger doesn’t reach its destination before the spell ends, the message 
  is lost, and the beast makes its way back to where you cast this spell. 
   
  At Higher Levels.If you cast this spell using a spell slot of 3nd level or 
  higher, the duration of the spell increases by 48 hours for each slot level 
  above 2nd. 
  
   
   
  Antipathy/Sympathy 
  8 
  creatures 
  10 days 
  V, S, M 
   (either a lump of alum soaked in vinegar for the antipathy 
  effect or a drop of honey for the sympathy effect) 
  1 hour 
  60 feet 
  This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object 
  or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red 
  dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for 
  the duration. Choose antipathy or sympathy as the aura’s effect. 
  Antipathy.The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and 
  avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a 
  Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 
  feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which 
  it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer 
  frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n   
  Sympathy.The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 
  feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must 
  succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of 
  the target. When the creature has done so, it can’t willingly move away from the target. 
  If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw 
  to end the effect, as described below. 
  Ending the Effect.If an affected creature ends its turn while not within 60 feet of the target or able to see it, the 
  creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and 
  recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed 
  another Wisdom saving throw every 24 hours while the spell persists. 
  A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected 
  again. 
  
   
   
  Bane 
  1 
  three creatures 
  Concentration, up to 1 
  minute 
  V, S, M 
   (a drop of blood) 
  1 action 
  30 feet 
  Up to three creatures of your choice that you can see within 
  range must make Charisma saving throws. Whenever a target 
  that fails this saving throw makes an attack roll or a saving 
  throw before the spell ends, the target must roll a d4 and 
  subtract the number rolled from the attack roll or saving throw. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you can target one additional creature for 
  each slot level above 1st. 
  
   
   
  Calm Emotions 
  2 
  20-foot aura 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  60 feet 
  You attempt to suppress strong emotions in a group of people. 
  Each humanoid in a 20-foot-radius sphere centered on a point 
  you choose within range must make a Charisma saving throw; 
  a creature can choose to fail this saving throw if it wishes. If a 
  creature fails its saving throw, choose one of the following two 
  effects. 
  You can suppress any effect causing a target to be charmed or 
  frightened. When this spell ends, any suppressed effect resumes, 
  provided that its duration has not expired in the meantime. 
  Alternatively, you can make a target indifferent about 
  creatures of your choice that it is hostile toward. This 
  indifference ends if the target is attacked or harmed by a spell or 
  if it witnesses any of its friends being harmed. When the spell 
  ends, the creature becomes hostile again, unless the DM rules 
  otherwise. 
  
   
   
  Compelled Duel 
  1 
  creature 
  Concentration, up to 1 
  minute 
  V 
  1 bonus action 
  30 feet 
  You attempt to compel a creature into a duel. One creature that 
  you can see within range must make a Wisdom saving throw. 
  On a failed save, the creature is drawn to you, compelled by 
  your divine demand. For the duration, it has disadvantage on 
  attack rolls against creatures other than you, and must make a 
  Wisdom saving throw each time it attempts to move to a space 
  that is more than 30 feet away from you; if it succeeds on this 
  saving throw, this spell doesn’t restrict the target’s movement for 
  that turn. 
  The spell ends if you attack any other creature, if you cast a 
  spell that targets a hostile creature other than the target, if a 
  creature friendly to you damages the target or casts a harmful 
  spell on it, or if you end your turn more than 30 feet away from 
  the target. 
  
   
   
  Compulsion 
  4 
  creatures 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  30 feet 
  Creatures o f your choice that you can see within range and 
  that can hear you must make a Wisdom saving throw. A target 
  automatically succeeds on this saving throw if it can’t be 
  charmed. On a failed save, a target is affected by this spell. 
  Until the spell ends, you can use a bonus action on each of your 
  turns to designate a direction that is horizontal to you. Each 
  affected target must use as much of its movement as possible to 
  move in that direction on its next turn. It can take its action 
  before it moves. After moving in this way, it can make another 
  Wisdom saving to try to end the effect. 
  A target isn’t compelled to move into an obviously deadly 
  hazard, such as a fire or pit, but it will provoke opportunity 
  attacks to move in the designated direction. 
  
   
   
  Confusion 
  4 
  creatures 
  Concentration, up to 1 
  minute 
  V, S, M 
   (three nut shells) 
  1 action 
  90 feet 
  This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. 
  Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed 
  on a Wisdom saving throw when you cast this spell or be affected by it. 
  An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine 
  its behavior for that turn. 
   
  Behavior for each d10 Roll 
  • 1 ->   The creature uses all its movement to move in a random direction. To determine the direction, 
  roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 
  • 2-6 -> The creature doesn’t move or take actions this turn. 
  • 7-8 The creature uses its action to make a melee attack against a randomly determined creature 
  within its reach. If there is no creature within its reach, the creature does nothing this turn. 
  • 9-10 -> The creature can act and move normally. 
   
  At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this 
  effect ends for that target. 
   
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the 
  sphere increases by 5 feet for each slot level above 4th. 
  
   
   
  Crown of Madness 
  2 
  humanoid 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  120 feet 
  One humanoid of your choice that you can see within range 
  must succeed on a Wisdom saving throw or become charmed by 
  you for the duration. While the target is charmed in this way, a 
  twisted crown of jagged iron appears on its head, and a 
  madness glows in its eyes. 
  The charmed target 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 none are within its 
  reach. 
  On your subsequent turns, you must use your action to 
  maintain control over the target, or the spell ends. Also, the 
  target can make a Wisdom saving throw at the end of each of 
  its turns. On a success, the spell ends. 
  
   
   
  Dissonant Whispers 
  1 
  creature 
  Instantaneous 
  V 
  1 action 
  60 feet 
  You whisper a discordant melody that only one creature of your 
  choice within range can hear, wracking it with terrible pain. 
  The target must make a Wisdom saving throw. On a failed 
  save, it takes 3d6 psychic damage and must immediately use its 
  reaction, if available, to move as far as its speed allows away 
  from you. The creature doesn’t move into obviously dangerous 
  ground, such as a fire or a pit. On a successful save, the target 
  takes half as much damage and doesn’t have to move away. A 
  deafened creature automatically succeeds on the save. 
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d6 for each slot 
  level above 1st. 
  
   
   
  Dominate Beast 
  4 
  beast 
  Concentration, up to 1 
  minute 
  VS 
  1 action 
  60 feet 
  You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom 
  saving throw or be charmed by you for the duration. If you or creatures that are friendly to 
  you are fighting it, it has advantage on the saving throw. 
  While the beast is charmed, you have a telepathic link with it as long as the two of you are on 
  the same plane of existence. You can use this telepathic link to issue commands to the creature 
  while you are conscious (no action required), which it does its best to obey. You can specify a 
  simple and general course of action, such as ”Attack that creature.” ”Run over there,” or ”Fetch 
  that object.” If the creature completes the order and doesn’t receive further direction from you, 
  it defends and preserves itself to the best of its ability. 
  You can use your action to take total and precise controI of the target. Until the end of your 
  next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t 
  allow it to do. During this time, you can also cause the creature to use a reaction, but this 
  requires you to use your own reaction as well. 
  Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If 
  the saving throw succeeds, the spell ends. 
   
  At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is 
  concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is 
  concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is 
  concentration, up to 8 hours. 
  
   
   
  Enthrall 
  2 
  creatures 
  1 minute 
  V, S 
  1 action 
  60 feet 
  You weave a distracting string of words, causing the creatures 
  of your choice that you can see within range and that can hear 
  you to make a Wisdom saving throw. Any creature that can’t 
  be charmed succeeds on this saving throw automatically, and if 
  you or your companions are fighting a creature, it has 
  advantage on the save. On a failed save, the target has 
  disadvantage on Wisdom (Perception) checks made to perceive 
  any creature other than you until the spell ends or until the 
  target can no longer hear you. The spell ends if you are 
  incapacitated or can no longer speak. 
   
  
   
   
  Feeblemind 
  8 
  creature 
  Instantaneous 
  V, S, M  
  (a handful of clay, crystal, glass, or mineral spheres) 
  1 action 
  150 feet 
  You blast the mind of a creature that you can see within range, 
  attempting to shatter its intellect and personality. The target 
  takes 4d6 psychic damage and must make an Intelligence saving 
  throw. 
  On a failed save, the creature’s Intelligence and Charisma 
  scores become 1. The creature can’t cast spells, activate magic 
  items, understand language, or communicate in any intelligible 
  way. The creature can, however, identify its friends, follow 
  them, and even protect them. 
  At the end of every 30 days, the creature can repeat its saving 
  throw against this spell. If it succeeds on its saving throw, the 
  spell ends. 
  The spell can also be ended by greater restoration, heal, or 
  wish. 
  
   
   
  Friends 
  0 
  creature 
  Concentration, up to 1 
  minute 
  S, M 
   (a small amount of makeup applied to the face as this 
  spell is cast) 
  1 action 
  Self 
  For the duration, you have advantage on all Charisma checks 
  directed at one creature of your choice that isn't hostile toward 
  you. When the spell ends, the creature realizes that you used 
  magic to influence its mood and becomes hostile toward you. A 
  creature prone to violence might attack you. Another creature 
  might seek retribution in other ways (at the DM's discretion), 
  depending on the nature of your interaction with it.  
  
   
   
  Geas 
  5 
  creature 
  30 days 
  V 
  1 minute 
  60 feet 
  You place a magical command on a creature that you can see within 
  range, forcing it to carry out some service or refrain from some action or 
  course of activity as you decide. If the creature can understand you, it 
  must succeed on a Wisdom saving throw or become charmed by you for 
  the duration. While the creature is charmed by you, it takes 5d10 psychic 
  damage each time it acts in a manner directly counter to your 
  instructions, but no more than once each day. A creature that can’t 
  understand you is unaffected by the spell. 
  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. 
  You can end the spell early by using an action to dismiss it. A remove 
  curse, greater restoration, or wish spell also ends it. 
  At Higher Levels. When you cast this spell using a spell slot of 7th or 8th 
  level, the duration is 1 year. When you cast this spell using a spell slot of 
  9th level, the spell lasts until it is ended by one of the spells mentioned 
  above. 
  
   
   
  Heroism 
  1 
  creature 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  Touch 
  A willing creature you touch is imbued with bravery. Until the 
  spell ends, the creature is immune to being frightened and gains 
  temporary hit points equal to your spellcasting ability modifier 
  at the start of each of its turns. When the spell ends, the target 
  loses any remaining temporary hit points from this spell. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you can target one additional creature for 
  each slot level above 1st. 
  
   
   
  Hex 
  1 
  creature 
  Concentration, up to 1 
  hour 
  V, S, M  
  (the petrified eye of a newt) 
  1 bonus action 
  90  feet 
  You place a curse on a creature that you can see within range. 
  Until the spell ends, you deal an extra 1d6 necrotic damage to 
  the target whenever you hit it with an attack. Also, choose one 
  ability when you cast the spell. The target has disadvantage on 
  ability checks made with the chosen ability. 
  If the target drops to 0 hit points before this spell ends. you can 
  use a bonus action on a subsequent turn of yours to curse a new 
  creature. 
  A remove curse cast on the target ends this spell early. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd or 4th level, you can maintain your concentration on the 
  spell for up to 8 hours. When you use a spell slot of 5th level or 
  higher, you can maintain your concentration on the spell for up 
  to 24 hours. 
  
   
   
  Hold Monster 
  5 
  creature 
  Concentration, up to 1 
  minute 
  V, S, M  
  (a small, straight piece of iron) 
  1 action 
  90 feet 
  Choose a creature that you can see within range. The target 
  must succeed on a Wisdom saving throw or be paralyzed for 
  the duration. This spell has no effect on undead. At the end of 
  each of its turns, the target can make another Wisdom saving 
  throw. On a success, the spell ends on the target. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  6th level or higher. you can target one additional creature for 
  each slot level above 5th. The creatures must be within 30 feet 
  of each other when you target them. 
  
   
   
  Modify Memory 
  5 
  creature 
  Concentration, up to 1 
  minute 
  V, S 
  1 action 
  30 feet 
  You attempt to reshape another creature’s memories. One creature that you can see must make a 
  Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a 
  failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated 
  and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by 
  another spell, this spell ends, and none of the target’s memories are modified. 
  While this charm lasts, you can offset the target’s memory of an event that it experienced within the 
  last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of 
  the event, allow the target to recall the event with perfect clarity and exacting detail, change its 
  memory of the details of the event, or create a memory of some other event. 
  You must speak to the target to describe how its memories are affected, and it must be able to 
  understand your language for the modified memories to take root. Its mind fills in any gaps in the 
  details of your description. If the spell ends before you have finished describing the modified 
  memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the 
  spell ends.\n   A modified memory doesn’t necessarily affect how a creature behaves, particularly if 
  the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified 
  memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is 
  dismissed, perhaps as a bad dream. The DM might deem a modified memory to a nonsensical to 
  affect a creature in a significant manner. 
  A remove curse or greater restoration spell cast on the target restores the creature’s true memory. 
   
  At Higher Levels. If you east this spell using a spell slot of 6th level or higher, you can alter the 
  target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year 
  ago (8th level), or any time in the creature’s past (9th level). 
  
   
   
  Tasha’s Hideous 
  Laughter 
  1 
  creature 
  Concentration, up to 1 
  minute 
  V, S, M 
   (tiny tarts and a feather that is waved 
  in the air) 
  1 action 
  30 feet 
  A creature of your choice that you can see with range 
  perceives everything as ilariously funny and falls into fits of 
  laughter if this spell affects it. The target must succeed on a 
  wisdom saving throw or fall prone, becoming incapacitated and 
  unable to stand up for this duration. A creature with an 
  Intelligence score of 4 or less isn’t affected. 
  At the end of each of its turns, and each time it takes damage, 
  the target can make another Wisdom saving throw. The target 
  has an advantage on the saving throw if it’s triggered by 
  damage. On a success, the spell ends. 
  
   
   
  Vicious Mockery 
  0 
  creature 
  Instantaneous 
  V 
  1 action 
  60 feet 
  You unleash a string of insults laced with subtle enchantments at 
  a creature you can see within range. If the target can hear you 
  (though it need not understand you), it must succeed on a 
  Wisdom saving throw or take 1d4 psychic damage and have 
  disadvantage on the next attack roll it makes before the end of 
  its next turn. 
  This spell’s damage increases by 1d4 when you reach 5th level 
  (2d4), 11th level (3d4), and 17th level (4d4). 
  
   
   
   
  Zone of Truth 
  2 
  15-foot sphere 
  10 minutes 
  V, S 
  1 action 
  60 feet 
  You create a magical zone that guards against deception in a 15-
  foot-radius sphere centered on a point of your choice within 
  range. Until the spell ends, a creature that enters the spell’s area 
  for the first time on a turn or starts its tum there must make a 
  Charisma saving throw. On a failed save, a creature can’t 
  speak a deliberate lie while in the radius. You know whether 
  each creature succeeds or fails on its saving throw. 
  An affected creature is aware of the spell and can thus avoid 
  answering questions to which it would normally respond with a 
  lie. Such a creature can be evasive in its answers as long as it 
  remains within the boundaries of the truth. 
  
   
   
  Blade Barrier 
  6 
  100 feet line 
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  90 feet 
  You create a vertical wall of whirling, razor-sharp blades made 
  of magical energy. The wall appears within range and lasts for 
  the duration. You can make a straight wall up to 100 feet long, 
  20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in 
  diameter, 20 feet high, and 5 feet thick. The wall provides 
  three-quarters cover to creatures behind it, and its space is 
  difficult terrain. When a creature enters the wall’s area for the 
  first time on a turn or starts its turn there, the creature must 
  make a Dexterity saving throw. On a failed save, the creature 
  takes 6d10 slashing damage. On a successful save, the creature 
  takes half as much damage. 
  
   
   
  Burning Hands 
  1 
  15-foot cone 
  Instantaneous 
  V, S 
  1 action 
  Self (15-foot 
  cone) 
  As you hold your hands with thumbs touching and fingers 
  spread, a thin sheet of flames shoots forth from your 
  outstretched fingertips. Each creature in a 15-foot cone must 
  make a Dexterity saving throw. A creature takes 3d6 fire 
  damage on a failed save, or half as much damage on a successful 
  one. The fire ignites any flammable objects in the area that 
  aren’t being worn or carried. At Higher Levels. When you 
  cast this spell using a spell slot of 2nd level or higher, the damage 
  increases by 1d6 for each slot level above 1st. 
  
   
   
  Chain Lightning 
  6 
  target 
  Instantaneous 
  V, S, M 
   (a bit of fur; a piece of amber, glass, or a crystal rod; and 
  three silver pins) 
  1 action 
  150 feet 
  You create a bolt of lightning that arcs toward a target of your 
  choice that you can see within range. Three bolts then leap from 
  that target to as many as three other targets, 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. A 
  target must make a Dexterity saving throw. The target takes 
  10d8 lightning damage on a failed save, or half as much damage 
  on a successful one. At Higher Levels. When you cast this spell 
  using a spell slot of 7th level or higher, one additional bolt leaps 
  from the first target to another target for each slot level above 
  6th. 
  
   
   
  Cone of Cold 
  5 
  60-foot cone 
  Instantaneous 
  V, S, M  
  (a small crystal or glass cone) 
  1 action 
  Self (60-foot 
  cone) 
  A blast of cold air erupts from your hands. Each creature in a 
  60-foot cone must make a Constitution saving throw. A 
  creature takes 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. At Higher Levels. 
  When you cast this spell using a spell slot of 6th level or higher, 
  the damage increases by 1d8 for each slot level above 5th. 
  
   
   
  Cure Wounds 
  1 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  A creature you touch regains a number of hit points equal to 1d8 
  + your spellcasting ability modifier. This spell has no effect on 
  undead or constructs. At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or higher, the healing 
  increases by 1d8 for each slot level above 1st. 
  
   
   
  Dancing Lights 
  0 
  none 
  Concentration, up 
  to 1 minute 
  V, S, M 
   (a bit of phosphorus or wychwood, or a 
  glowworm) 
  1 action 
  120 feet 
  You create up to four torch-sized lights within range, making 
  them appear as torches, lanterns, or glowing orbs that hover in 
  the air for the duration. You can also combine the four lights into 
  one glowing vaguely humanoid form of Medium size. 
  Whichever form you choose, each light sheds dim light in a 10-
  foot radius. As a bonus action on your turn, you can move the 
  lights up to 60 feet to a new spot within range. A light must be 
  within 20 feet of another light created by this spell, and a light 
  winks out if it exceeds the spell’s range. 
  
   
   
  Darkness 
  2 
  15-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, M 
  (bat fur and a drop of pitch or piece of coal) 
  1 action 
  60 feet 
  Magical darkness spreads from a point you choose within range 
  to fill a 15-foot-radius sphere for the duration. The darkness 
  spreads around corners. A creature with darkvision can’t see 
  through this darkness, and nonmagical light can’t illuminate it. If 
  the point you choose is on an object you are holding or one that 
  isn’t being worn or carried, the darkness emanates from the 
  object and moves with it. Completely covering the source of the 
  darkness with an opaque object, such as a bowl or a helm, blocks 
  the darkness. If any of this spell’s area overlaps with an area of 
  light created by a spell of 2nd level or lower, the spell that 
  created the light is dispelled. 
  
   
   
  Delayed Blast Fireball 7 
  point 
  Concentration, up 
  to 1 minute 
  V, S, M 
   (a tiny ball of bat guano and sulfur) 
  1 action 
  150 feet 
  A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen 
  point within range as a glowing bead for the duration. When the spell ends, either because your 
  concentration is broken or because you decide to end it, the bead blossoms with a low roar into 
  an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere 
  centered on that point must make 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. If at the end of your turn the bead has not yet detonated, 
  the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the 
  creature touching it must make a Dexterity saving throw. On a failed save, the spell ends 
  immediately, causing the bead to erupt in flame. On a successful save, the creature can throw 
  the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead 
  explodes. The fire damages objects in the area and ignites flammable objects that aren’t being 
  worn or carried.  
   
  At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base 
  damage increases by 1d6 for each slot level above 7th. 
  
   
   
  Earthquake 
  8 
  100-foot radius 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a pinch of dirt, a piece of rock, and a lump of clay) 
  1 action 
  500 feet 
  You create a seismic disturbance at a point on the ground that you can see within range. For the 
  duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point 
  and shakes creatures and structures in contact with the ground in that area. The ground in the area 
  becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution 
  saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at 
  the end of each turn you spend concentrating on it, each creature on the ground in the area must make a 
  Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have 
  additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures 
  open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such 
  fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends 
  from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure 
  opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves 
  with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically 
  collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact 
  with the ground in the area when you cast the spell and at the start of each of your turns until the spell 
  ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A 
  creature within half the distance of a structure’s height must make a Dexterity saving throw. On a 
  failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, 
  requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC 
  higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as 
  much damage and doesn’t fall prone or become buried. 
  
   
   
  Fire Bolt 
  0 
  creature/object 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  You hurl a mote of fire at a creature or 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 
  ignites if it isn’t being worn or carried. This spell’s damage 
  increases by 1d10 when you reach 5th level (2d10), 11th level 
  (3d10), and 17th level (4d10). 
  
   
   
  Fire Storm 
  7 
  point 
  Instantaneous 
  V, S 
  1 action 
  150 feet 
  A storm made up of sheets of roaring flame appears in a 
  location you choose within range. The area of the storm consists 
  of up to ten 10-foot cubes, which you can arrange as you wish. 
  Each cube must have at least one face adjacent to the face of 
  another cube. Each creature in the area must make a 
  Dexterity saving throw. It takes 7d10 fire damage on a failed 
  save, or half as much damage on a successful one. The fire 
  damages objects in the area and ignites flammable objects that 
  aren’t being worn or carried. If you choose, plant life in the 
  area is unaffected by this spell. 
  
   
   
  Fireball 
  3 
  20-foot sphere 
  Instantaneous 
  V, S, M  
  (a tiny ball of bat guano and sulfur) 
  1 action 
  150 feet 
  A bright streak flashes from your pointing finger to a point you 
  choose within range and then blossoms with a low roar into an 
  explosion of flame. Each creature in a 20-foot-radius sphere 
  centered on that point must make a Dexterity saving throw. A 
  target takes 8d6 fire damage on a failed save, or half as much 
  damage on a successful one. The fire spreads around corners. 
  It ignites flammable objects in the area that aren’t being worn or 
  carried.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d6 for each slot 
  level above 3rd. 
  
   
   
  Flame Strike 
  5 
  10x40-foot 
  cylinder 
  Instantaneous 
  V, S, M 
  (pinch of 
  sulfur) 
  1 action 
  60 feet 
  A vertical column of divine fire roars down from the heavens 
  in a location you specify. Each creature in a 10-foot-radius, 
  40-foot-high cylinder centered on a point within range must 
  make a Dexterity saving throw. A creature takes 4d6 fire 
  damage and 4d6 radiant damage on a failed save, or half as 
  much damage on a successful one.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  6th level or higher, the fire damage or the radiant damage (your 
  choice) increases by 1d6 for each slot level above 5th. 
  
   
   
  Guiding Bolt 
  1 
  creature 
  1 round 
  V, S 
  1 action 
  120 feet 
  A flash of light streaks toward a creature of your choice within 
  range. Make a ranged spell attack against the target. On a hit, 
  the target takes 4d6 radiant damage, and the next attack roll 
  made against this target before the end of your next turn has 
  advantage, thanks to the mystical dim light glittering on the 
  target until then.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d6 for each slot 
  level above 1st. 
  
   
   
  Heal 
  6 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  Choose a creature that you can see within range. A surge of 
  positive energy washes through the creature, causing it to 
  regain 70 hit points. This spell also ends blindness, deafness, and 
  any diseases affecting the target. This spell has no effect on 
  constructs or undead.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  7th level or higher, the amount of healing increases by 10 for 
  each slot level above 6th. 
  
   
   
  Healing Word 
  1 
  creature 
  Instantaneous 
  V 
  1 bonus action 
  60 feet 
  A creature of your choice that you can see within range regains 
  hit points equal to 1d4 + your spellcasting ability modifier. This 
  spell has no effect on undead or constructs.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the healing increases by 1d4 for each slot 
  level above 1st. 
  
   
   
  Ice Storm 
  4 
  20x40-foot 
  cylinder 
  Instantaneous 
  V, S, M  
  (a pinch of dust and a few drops of water) 
  1 action 
  300 feet 
  A hail of rock-hard ice pounds to the ground in a 20-foot-
  radius, 40-foot-high cylinder centered on a point within range. 
  Each creature in the cylinder must make a Dexterity saving 
  throw. A creature takes 2d8 bludgeoning damage and 4d6 cold 
  damage on a failed save, or half as much damage on a successful 
  one. Hailstones turn the storm’s area of effect into difficult 
  terrain until the end of your next turn.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the bludgeoning damage increases by 1d8 for 
  each slot level above 4th. 
  
   
   
  Light 
  0 
  creature/object 
  1 hour 
  V, M 
   (a firefly or phosphorescent moss) 
  1 action 
  Touch 
  You touch one object that is no larger than 10 feet in any 
  dimension. Until the spell ends, the object sheds bright light in a 
  20-foot radius and dim light for an additional 20 feet. The light 
  can be colored as you like. Completely covering the object with 
  something opaque blocks the light. The spell ends if you cast it 
  again or dismiss it as an action. If you target an object held or 
  worn by a hostile creature, that creature must succeed on a 
  Dexterity saving throw to avoid the spell. 
  
   
   
  Lightning Bolt 
  3 
  100x5-feet line 
  Instantaneous 
  V, S, M 
   (a bit of fur and a rod of amber, crystal, or glass) 
  1 action 
  Self (100-foot 
  line) 
  A stroke of lightning forming a line 100 feet long and 5 feet wide 
  blasts out from you in a direction you choose. Each creature in 
  the line must make a Dexterity saving throw. A creature takes 
  8d6 lightning damage on a failed save, or half as much damage 
  on a successful one. The lightning ignites flammable objects in the 
  area that aren’t being worn or carried.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d6 for each slot 
  level above 3rd. 
  
   
   
  Magic Missile 
  1 
  target 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  You create three glowing darts of magical force. Each dart hits 
  a creature of your choice that you can see within range. A dart 
  deals 1d4 + 1 force damage to its target. The darts all strike 
  simultaneously, and you can direct them to hit one creature or 
  several.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the spell creates one more dart for each slot 
  level above 1st. 
  
   
   
  Mass Healing Word 
  3 
  six creatures 
  Instantaneous 
  V 
  1 bonus action 
  60 feet 
  As you call out words of restoration, up to six creatures of 
  your choice that you can see within range regain hit points 
  equal to 1d4 + your spellcasting ability modifier. This spell has 
  no effect on undead or constructs.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the healing increases by 1d4 for each slot 
  level above 3rd. 
  
   
   
  Meteor Swarm 
  9 
  40-foot sphere 
  Instantaneous 
  V, S 
  1 action 
  1 mile 
  Blazing orbs of fire plummet to the ground at four different 
  points you can see within range. Each creature in a 40-foot-
  radius sphere centered on each point you choose must make a 
  Dexterity saving throw. The sphere spreads around corners. 
  A creature takes 20d6 fire damage and 20d6 bludgeoning 
  damage on a failed save, or half as much damage on a successful 
  one. A creature in the area of more than one fiery burst is 
  affected only once. The spell damages objects in the area and 
  ignites flammable objects that aren’t being worn or carried. 
  
   
   
  Mordenkainen’s Sword 
  7 
  none 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a miniature platinum sword with a grip and pommel of copper and 
  zinc, worth 250 gp) 
  1 action 
  60 feet 
  You create a sword-shaped plane of force that hovers within 
  range. It lasts for the duration. When the sword appears, you 
  make a melee spell attack against a target of your choice within 
  5 feet of the sword. On a hit, the target takes 3d10 force 
  damage. Until the spell ends, you can use a bonus action on each 
  of your turns to move the sword up to 20 feet to a spot you can 
  see and repeat this attack against the same target or a different 
  one. 
  
   
   
  Prayer of Healing 
  2 
  six creatures 
  Instantaneous 
  V 
  10 minutes 
  30 feet 
  Up to six creatures of your choice that you can see within 
  range each regain hit points equal to 2d8 + your spellcasting 
  ability modifier. This spell has no effect on undead or 
  constructs.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the healing increases by 1d8 for each slot 
  level above 2nd. 
  
   
   
  Ray of Frost 
  0 
  any 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  A frigid beam of blue-white light streaks toward a creature 
  within range. Make a ranged spell attack against the target. On 
  a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet 
  until the start of your next turn. The spell’s damage increases by 
  1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level 
  (4d8). 
  
   
   
  Sacred Flame 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  Flame-like radiance descends on a creature that you can see 
  within range. The target must succeed on a Dexterity saving 
  throw or take 1d8 radiant damage. The target gains no benefit 
  from cover for this saving throw. The spell’s damage increases 
  by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). 
  
   
   
  Shatter 
  2 
  point 
  Instantaneous 
  V, S, M  
  (a chip of mica) 
  1 action 
  60 feet 
  A sudden loud ringing noise, painfully intense, erupts from a 
  point of your choice within range. Each creature in a 10-foot-
  radius sphere centered on that point must make a Constitution 
  saving throw. A creature takes 3d8 thunder damage on a failed 
  save, or half as much damage on a successful one. A creature 
  made of inorganic material such as stone, crystal, or metal has 
  disadvantage on this saving throw. A nonmagical object that isn’t 
  being worn or carried also takes the damage if it’s in the spell’s 
  area.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 1d8 for each slot 
  level above 2nd. 
  
   
   
  Shocking Grasp 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  Lightning springs from your hand to deliver a shock to a 
  creature you try to touch. Make a melee spell attack against the 
  target. You have advantage on the attack roll if the target is 
  wearing armor made of metal. On a hit, the target takes 1d8 
  lightning damage, and it can’t take reactions until the start of its 
  next turn. The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  
   
   
  Spiritual Weapon 
  2 
  any 
  1 minute 
  V, S 
  1 bonus action 
  60 feet 
  You create a floating, spectral weapon within range that lasts 
  for the duration or until you cast this spell again. When you 
  cast the spell, you can make a melee spell attack against a 
  creature within 5 feet of the weapon. On a hit, the target takes 
  force damage equal to 1d8 + your spellcasting ability modifier. 
  As a bonus action on your turn, you can move the weapon up to 
  20 feet and repeat the attack against a creature within 5 feet of 
  it. The weapon can take whatever form you choose. Clerics of 
  deities who are associated with a particular weapon (as St. 
  Cuthbert is known for his mace and Thor for his hammer) make 
  this spell’s effect resemble that weapon.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 1d8 for every two 
  slot levels above the 2nd. 
  
   
   
  Sunburst 
  8 
  60-foot radius 
  Instantaneous 
  V, S, M  
  (fire and a piece of sunstone) 
  1 action 
  150 feet 
  Brilliant sunlight flashes in a 60-foot radius centered on a point 
  you choose within range. Each creature in that light must make 
  a Constitution saving throw. On a failed save, a creature takes 
  12d6 radiant damage and is blinded for 1 minute. On a 
  successful save, it takes half as much damage and isn’t blinded by 
  this spell. Undead and oozes have disadvantage on this saving 
  throw. A creature blinded by this spell makes another 
  Constitution saving throw at the end of each of its turns. On a 
  successful save, it is no longer blinded. This spell dispels any 
  darkness in its area that was created by a spell. 
  
   
   
  Thunderwave 
  1 
  15-foot cube 
  Instantaneous 
  V, S 
  1 action 
  Self (15-foot 
  cube) 
  A wave of thunderous force sweeps out from you. Each 
  creature in a 15-foot cube originating from you must make a 
  Constitution saving throw. On a failed save, a creature takes 
  2d8 thunder damage and is pushed 10 feet away from you. On a 
  successful save, the creature takes half as much damage and isn’t 
  pushed. In addition, unsecured objects that are completely 
  within the area of effect are automatically pushed 10 feet away 
  from you by the spell’s effect, and the spell emits a thunderous 
  boom audible out to 300 feet.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d8 for each slot 
  level above 1st. 
  
   
   
  Wall of Fire 
  4 
  60x20x1-feet wall 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a small piece of phosphorus) 
  1 action 
  120 feet 
  You create a wall of fire on a solid surface within range. You 
  can make the wall up to 60 feet long, 20 feet high, and 1 foot 
  thick, or a ringed wall up to 20 feet in diameter, 20 feet high, 
  and 1 foot thick. The wall is opaque and lasts for the duration. 
  When the wall appears, each creature within its area must 
  make a Dexterity saving throw. On a failed save, a creature 
  takes 5d8 fire damage, or half as much damage on a successful 
  save. One side of the wall, selected by you when you cast this 
  spell, deals 5d8 fire damage to each creature that ends its turn 
  within 10 feet of that side or inside the wall. A creature takes 
  the same damage when it enters the wall for the first time on a 
  turn or ends its turn there. The other side of the wall deals no 
  damage.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the damage increases by 1d8 for each slot 
  level above 4th. 
  
   
   
  Wall of Stone 
  5 
  point 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a small block of granite) 
  1 action 
  120 feet 
  A nonmagical wall of solid stone springs into existence at a point you choose within range. The 
  wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be 
  contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot 
  panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, 
  the creature is pushed to one side of the wall (your choice). If a creature would be surrounded 
  on all sides by the wall (or the wall and another solid surface), that creature can make a 
  Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is 
  no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy 
  the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm 
  foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you 
  can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in 
  length, you must halve the size of each panel to create supports. You can crudely shape the wall to 
  create crenellations, battlements, and so on. The wall is an object made of stone that can be 
  damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. 
  Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the 
  DM’s discretion. If you maintain your concentration on this spell for its whole duration, the 
  wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell 
  ends. 
  
   
   
  Aura of Vitality 
  3 
  30-foot aura 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  Self (30-foot 
  radius) 
  Healing energy radiates from you in an aura with a 30-foot 
  radius. Until the spell ends, the aura moves with you, centered 
  on you. You can use a bonus action to cause one creature in the 
  aura (including you) to regain 2d6 hit points. 
  
   
   
  Bigby’s Hand 
  5 
  self 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (an eggshell and a snakeskin glove) 
  1 action 
  120 feet 
  You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The 
  hand lasts for the spell’s 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. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.  When you cast the spell 
  and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following 
  effects with it. 
  Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for  the hand using 
  your game statistics. On a hit, the target takes 4d8 force damage. 
  Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with 
  the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you 
  have advantage on the check. If you succeed, 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 to remain within 5 feet of it. 
  Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s 
  Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the 
  hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes 
  bludgeoning damage equal to 2d6 + your spellcasting ability modifier. 
  Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different 
  command. The hand moves to stay between you and the target, providing you with half cover against the target. The 
  target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its 
  Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but 
  that space is difficult terrain for the target. 
   
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist 
  option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. 
  
   
   
  Blinding Smite 
  3 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a melee weapon attack 
  during this spell’s duration, your weapon flares with bright light, 
  and the attack deals an extra 3d8 radiant damage to the target. 
  Additionally, the target must succeed on a Constitution saving 
  throw or be blinded until the spell ends. 
  A creature blinded by this spell makes another Constitution 
  saving throw at the end of each of its turns. On a successful 
  save, it is no longer blinded. 
  
   
   
  Branding Smite 
  2 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a weapon attack before 
  this spell ends, the weapon gleams with astral radiance as you 
  strike. The attack deals an extra 2d6 radiant damage to the 
  target, which becomes visible if it’s invisible, and the target sheds 
  dim light in a 5-foot radius and can’t become invisible until the 
  spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the extra damage increases by 1d6 for each 
  slot level above 2nd. 
  
   
   
  Chromatic Orb 
  1 
  creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 50 gp) 
  1 action 
  90 feet 
  You hurl a 4-inch-diameter sphere of energy at a creature that 
  you can see within range. You 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. If the attack hits, the 
  creature takes 3d8 damage of the type you chose. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d8 for each slot 
  level above 1st. 
  
   
   
  Contingency 
  6 
  self 
  10 days 
  V, S, M  
  (a statuetle of yourself carved from ivory and decorated 
  with gems worth at least 1,500 gp) 
  10 minutes 
  Self 
  Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 
  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 circumstance 
  occurs. You describe that circumstance 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 circumstance is met 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. 
  
   
   
  Continual Flame 
  2 
  point 
  Until Dispelled 
  V,S, M  
  (ruby dust worth 50 gp, which 
  the spell consumes) 
  1 action 
  Touch 
  A flame, equivalent in brightness to a torch, springs forth from 
  an object that you touch. The effect looks like a regular flame, 
  but it creates no heat and doesn’t use oxygen. A continual flame 
  can be covered or hidden but not smothered or quenched. 
  
   
   
  Crusader’s Mantle 
  3 
  30-foot aura 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  Self 
  Holy power radiates from you in an aura with a 30-foot 
  radius, awakening boldness in friendly creatures. Until the spell 
  ends, the aura moves with you, centered on you. While in the 
  aura, each nonhostile creature in the aura (including you) deals 
  an extra 1d4 radiant damage when it hits with a weapon attack. 
  
   
   
  Destructive Wave 
  5 
  30-foot aura 
  Instantaneous 
  V 
  1 action 
  Self (30-foot 
  radius) 
  You strike the ground, creating a burst of divine energy that 
  ripples outward from you. Each creature you choose within 30 
  feet of you must succeed on a Constitution saving throw or take 
  5d6 thunder damage, as well as 5d6 radiant of necrotic damage 
  (your choice), and be knocked prone. A creature that succeeds 
  on its saving throw takes half as much damage and isn't knocked 
  prone. 
  
   
   
  Divine Favor 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V, S 
  1 bonus action 
  Self 
  Your prayer empowers you with divine radiance. Until the 
  spell ends, your weapon attacks deal an extra 1d4 radiant 
  damage on a hit. 
  
   
   
  Divine Word 
  7 
  creatures 
  Instantaneous 
  V 
  1 bonus action 
  30 feet 
  You utter a divine word, imbued with the power that shaped the 
  world at the dawn of creation. Choose any number of creatures 
  you can see within range. Each creature that can hear you 
  must make a Charisma saving throw. On a failed save, a 
  creature suffers an effect based on its current hit points: 
  • 50 hit points or fewer: deafened for 1 minute 
  • 40 hit points or fewer: deafened and blinded for 10 minutes 
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 
  hour 
  • 20 hit points or fewer: killed instantly 
  Regardless of its current hit points, a celestial, an elemental, a 
  fey. or a fiend that fails its save is forced back to its plane of 
  origin (if it isn’t there already) and can’t return to your current 
  plane for 24 hours by any means short of a wish spell. 
  
   
   
  Eldritch Blast 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  A beam of crackling energy streaks toward a creature within 
  range. Make a ranged spell attack against the target. On a hit, 
  the target takes 1d10 force damage. 
  The spell creates more than one beam when you reach higher 
  levels: two beams at 5th level, three beams at 11th level, and four 
  beams at 17th level. You can direct the beams at the same target 
  or at different ones. Make a separate attack roll for each beam. 
  
   
   
  Faerie Fire 
  1 
  20-foot aura 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  60 feet 
  Each object in a 20-foot cube within range is outlined in blue, 
  green, or violet light (your choice). Any creature in the area 
  when the spell is cast is also outlined in light if it fails a 
  Dexterity saving throw. For the duration, objects and affected 
  creatures shed dim light in a 10 foot radius. Any attack roll 
  against an affected creature or object  the attacker can see it, 
  and the affected creature or object can’t benefit from being 
  invisible. 
  
   
   
  Fire Shield 
  4 
  10-foot aura 
  10 minutes 
  V, S, M 
   (a bit of phosphorus or a firefly) 
  1 action 
  Self 
  Thin and wispy flames wreathe your body for the duration, 
  shedding bright light in a 10-foot radius and dim light for an 
  additional 10 feet. You can end the spell early by using an action 
  to dismiss it. 
  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, the shield erupts with flame. The attacker 
  takes 2d8 fire damage from a warm shield, or 2d8 cold damage 
  from a cold shield. 
  
   
   
  Flame Blade 
  2 
  self 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (leaf of sumac) 
  1 bonus action 
  Self 
  You evoke a fiery blade in your free hand. The blade is similar 
  in size and shape to a scimitar, and it lasts for the duration. If 
  you let go of the blade, it disappears, but You can evoke the blade 
  again as a bonus action. 
  You can use your action to make a melee spell attack with the 
  fiery blade. On a hit, the target takes 3d6 fire damage. 
  The flaming blade sheds bright light in a 10.foot radills and dim 
  light for an additional 10 feel. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d6 for every two 
  slot levels above 2nd. 
  
   
   
  Forcecage 
  7 
  20-foot cube 
  1 hour 
  V, S, M 
  (ruby dust 
  worth 1,500gp) 
  1 action 
  100 feet 
  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 the area, are pushed 
  away from the center of the area until they are completely outside the area. 
  A creature inside the cage can’t leave It by nonmagical means. If the creature tries to use 
  teleportation or interplanar travel to leave the cage, it must first make a Charisma saving 
  throw. On a success, the creature can use that magic to exit the cage. On a failure, the 
  creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into 
  the Ethereal Plane, blocking ethereal travel. 
  This spell can’t be dispelled by dispel magic. 
  
   
   
  Gust of Wind 
  2 
  60x10-foot line 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a legume seed) 
  1 action 
  Self (60-foot line 
  A line of strong wind 60 feet long and 10 feet wide blasts from 
  you in a direction you choose for the spell’s duration. Each 
  creature that starts its turn in the line must succeed on a 
  Strength saving throw or be pushed 15 feet away from you in a 
  direction following the line. 
  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, 
  torches, 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 each of your turns before the spell ends, 
  you can change the direction in which the line blasts from you. 
  
   
   
  Hallow 
  5 
  60-foot radius 
  Until dispelled 
  V, S, M 
  (herbs, oils, and 
  incense worth 
  at least 1,000 
  gp, which the 
  spell consumes) 
  24 hours 
  Touch 
  You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, 
  and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the 
  following effects. 
  First, celestiais, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or 
  possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, 
  frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. 
  Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by 
  the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all 
  creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a 
  creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a 
  Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. 
  Courage. Affected creatures can’t be frightened while in the area. 
  Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot 
  you used to cast this spell, can’t illuminate the area. 
  Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast 
  this spell can’t extinguish the light. 
  Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for 
  bludgeoning, piercing, or slashing. 
  Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for 
  bludgeoning, piercing, or slashing. 
  Everlasting Rest. Dead bodies interred in the area can’t be turned into undead. 
  Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extra dimensional or 
  interplanar means. 
  Fear. Affected creatures are frightened while in the area. 
  Silence. No sound can emanate from within the area, and no sound can reach into it. 
  Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common 
  language. 
  
   
   
  Hellish Rebuke 
  1 
  creature 
  Instantaneous 
  V, S 
  1 reaction, which 
  you take in 
  response to being 
  damaged by a 
  creature within 
  60 feet of you that 
  you can see 
  10 feet 
  You point your finger, and the creature that damaged you is 
  momentarily surrounded by hellish flames. The creature must 
  make a Dexterity saving throw. It takes 2d10 fire damage on a 
  failed save, or half as much damage on a successful one.\n   At 
  Higher Levels. When you cast this spell using a spell slot of 2nd 
  level or higher, the damage increases by 1d10 for each slot level 
  above 1st. 
  
   
   
  Leomund’s Tiny Hut 
  3 
  10-foot radius 
  8 hours 
  V, S, M  
  (a small crystal bead) 
  1 minute 
  Self (10-foot-
  radius 
  hemisphere) 
  A 10-foot-radius immobile dome of force springs into existence around and 
  above you and remains stationary for the duration. The spell ends if you leave 
  its area. 
  Nine creatures of Medium size or smaller can fit inside the dome with you. 
  The spell fails if its area includes a larger creature or more than nine 
  creatures. Creatures and objects within the dome when you cast this spell can 
  move through it freely. All other creatures and objects are barred from 
  passing through it. Spells and other magical effects can’t extend through the 
  dome or be cast through it. The atmosphere inside the space is comfortable and 
  dry, regardless of the weather outside. 
  Until the spell ends, you can command the interior to become dimly lit or 
  dark. The dome is opaque from the outside, of any color you choose, but it is 
  transparent from the inside. 
  
   
   
  Melf’s Acid Arrow 
  2 
  target 
  Instantaneous 
  V, S, M 
  (powdered 
  rhubarb leaf 
  and an adder’s 
  stomach) 
  1 action 
  90 feet 
  A shimmering green arrow streaks toward a target within 
  range and bursts in a spray of acid. Make a ranged spell attack 
  against the target. On a hit, the target takes 4d4 acid damage 
  immediately and 2d4 acid damage aI the end of its next turn. 
  On a miss, the arrow splashes the target with acid for half as 
  much of the initial damage and no damage at the end of its next 
  turn. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage (both initial and later) increases 
  by 1d4 for each slot level above 2nd. 
  
   
   
  Moonbeam 
  2 
  5x40-foot 
  cylinder 
  Concentration, up 
  to 1 minute 
  V, S, M 
  (several seeds 
  of any 
  moonseed plant 
  and a piece of 
  opalescent 
  feldspar) 
  1 action 
  120 feet 
  A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-
  high cylinder centered on a point within range. Until the spell ends, dim 
  light fills the cylinder. 
  When a creature enters the spell’s area for the first time on a turn or 
  starts its turn there, it is engulfed in ghostly flames that cause searing pain, 
  and it must make a Constitution saving throw. It takes 2d10 radiant 
  damage on a failed save, or half as much damage on a successful one. 
  A shapechanger makes its saving throw with disadvantage. If it fails, it 
  also instantly reverts to its original form and can’t assume a different form 
  until it leaves the spell’s light. 
  On each of your turns after you cast this spell, you can use an action to 
  move the beam 60 feet in any direction. 
   
  At Higher Levels. When you cast this spell using a spell slot of 3rd level 
  or higher, the damage increases by 1d10 for each slot level above 2nd. 
  
   
   
  Otiluke’s Freezing Sphere 5 
  60-foot sphere 
  Instanteous 
  V, S, M  
  (a small crystal sphere) 
  1 action 
  300 feet 
  A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, 
  where it explodes in a 60-foot-radius sphere. Each creature within the area must make a 
  Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a 
  successful save, it takes half as much damage. 
  If the globe strikes a body of water or a liquid that is principally water (not including water-
  based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice 
  lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in 
  the ice. A trapped creature can use an action to make a Strength check against your spell save 
  DC to break free. 
  You can refrain from firing the globe after completing the spell, if you wish. A small globe about 
  the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature 
  you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the 
  sling’s normal range). It shatters on impact, with the same effect as the normal casting of the 
  spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t 
  already shattered, it explodes. 
   
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage 
  increases by 1d6 for each slot level above 6th. 
  
   
   
  Otiluke’s Resilient Sphere 
  4 
  creature/object 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) 
  1 action 
  30 feet 
  A sphere of shimmering force encloses a creature or object of Large size or 
  smaller within range. An unwilling creature must make a Dexterity saving 
  throw. On a failed save. the creature is enclosed for the duration. 
  Nothing-not physical objects. energy. or other spell effects-can pass through the 
  barrier. in or out. though a creature in the sphere can breathe there. The 
  sphere is immune to all damage. and a creature or object inside can’t be 
  damaged by attacks or effects originating from outside, nor can a creature 
  inside the sphere damage anything outside it. 
  The sphere is weightless and just large enough to contain the creature or object 
  inside. An enclosed creature can use its action to push against the sphere’s walls 
  and thus roll the sphere at up to half the creature’s speed. Similarly, the globe 
  can be picked up and moved by other creatures. 
  A disintegrate spell targeting the globe destroys it without harming anything 
  inside it. 
  
   
   
  Power Word Heal 
  9 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  A wave of healing energy washes over the creature you touch. 
  The target regains all its hit points. If the creature is charmed, 
  frightened, paralyzed, or stunned, the condition ends. If the 
  creature is prone, it can use its reaction to stand up. This spell 
  has no effect on undead or constructs. 
  
   
   
  Prismatic Spray 
  7 
  60-foot cone 
  Instanataneous 
  V, S 
  1 action 
  Self (60-foot 
  cone) 
  Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different 
  power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each 
  target. roll a d8 to determine which color ray affects it. 
  1. Red. The target takes 10d6 tire damage on a failed save. or half as much damage on a successful one. 
  2. Orange. The target takes 10d6 acid damage on a failed save. or half as much damage on a successful 
  one. 
  3. Yellow. The target takes 10d6 lightning damage on a failed save. or half as much damage on a successful 
  one. 
  4. Green. The target takes 10d6 poison damage on a failed save. or half as much damage on a successful 
  one. 
  5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n   
  6.Indigo. On a failed save. the target is restrained. It must then make a Constitution saving throw at the 
  end of each of its turns. If it successfully saves three times. the spell ends. If it fails its save three times, it 
  permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need 
  to be consecutive; keep track of both until the target collects three of a kind. 
  7. Violet, On a failed save, the target is blinded. lt must then make a Wisdom saving throw at the start of 
  your next turn. A successful save ends the blindness. lf it fails that save, the creature is transported to 
  another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a 
  plane that isn’t its home plane is banished home. while other creatures are usually cast into the Astral or 
  Ethereal planes.) 
  8. Special. The target is struck by two rays. Roll twice more, rerolling any 8. 
  
   
   
  Scorching Ray 
  2 
  creatures 
  Instantaneous 
  V, S 
  1 action   
  120 feet 
  You create three rays of fire and hurl them at targets within 
  range. You can hurl them at one target or several. 
  Make a ranged spell attack for each ray. On a hit, the target 
  takes 2d6 fire damage. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher. you create one additional ray for each slot 
  level above 2nd. 
  
   
   
  Searing Smite 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a melee weapon attack 
  during the spell’s duration, your weapon flares with white-hot 
  intensity, and the attack deals an extra 1d6 tire damage to the 
  target and causes the target to ignite in flames. At the start of 
  each of its turns until the spell ends, the target must make a 
  Constitution saving throw. On a failed save, it takes 1d6 tire 
  damage. On a successful save, the spell ends. If the target or a 
  creature within 5 feet of it uses an action to put out the flames, 
  or if some other effect douses the flames (such as the target being 
  submerged in water), the spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the initial extra damage dealt by the attack 
  increases by Id6 for each slot level above 1st. 
  
   
   
  Sending 
  3 
  creature 
  1 round 
  V, S, M  
  (a short piece of fine copper wire) 
  1 action 
  Unlimited 
  You send a short message of twenty-five words or less to a 
  creature with which you are familiar. The creature hears the 
  message in its mind, recognizes you as the sender if it knows 
  you, and can answer in a like manner immediately. The spell 
  enables creatures with Intelligence scores of at least 1 to 
  understand the meaning of your message. 
  You can send the message across any distance and even to other 
  planes of existence, but if the target is on a different plane than 
  you, there is a 5 percent chance that the message doesn’t arrive.  
  
   
   
  Sunbeam 
  6 
  5x60-foot line 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a magnifying glass) 
  1 action 
  Self (60-foot line) 
  A beam of brilliant light flashes out from your hand in a 5-
  foot-wide, 60-foot-long line. Each creature in the line must 
  make a Constitution saving throw. On a failed save, a creature 
  takes 6d8 radiant damage and is blinded until your next turn. 
  On a successful save, it takes half as much damage and isn’t 
  blinded by this spell. Undead and oozes have disadvantage on 
  this saving throw. 
  You can create a new line of radiance as your action on any 
  turn until the spell ends. 
  For the duration, a mote of brilliant radiance shines in your 
  hand. It sheds bright light in a 30-foot radius and dim light for 
  an additional 30 feet. This light is sunlight. 
  
   
   
  Telepathy 
  8 
  willing creature 
  24 hours 
  V, S, M  
  (a pair of linked silver rings) 
  1 action 
  Unlimited 
  You create a telepathic link between yourself and a willing 
  creature with which you are familiar. The creature can be 
  anywhere on the same plane of existence as you. The spell ends 
  if you or the target are no longer on the same plane. 
  Until the spell ends, you and the target can instantaneously 
  share words, images, sounds, and other sensory messages with 
  one another through the link, and the target recognizes you as 
  the creature it is communicating with. The spell enables a 
  creature with an Intelligence score of at least 1 to understand 
  the meaning of your words and lake in the scope of any sensory 
  messages you send lo it. 
  
   
   
  Thunderous Smite 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The first time you hit with a melee weapon attack during this 
  spell’s duration, your weapon rings with thunder that is audible 
  within 300 feet of you, and the attack deals an extra 2d6 
  thunder damage to the target. Additionally, if the target is a 
  creature, it must succeed on a Strength saving throw or be 
  pushed 10 feet away from you and knocked prone. 
  
   
   
  Wall of Force 
  5 
  10-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a pinch of powder made by crushing a clear gemstone) 
  1 action 
  120 feet 
  An invisible wall of force springs into existence at a point you choose 
  within range. The wall appears in any orientation you choose, as a 
  horizontal or vertical barrier or at an angle. It can be free floating 
  or resting on a solid surface. You can form it into a hemispherical 
  dome or a sphere with a radius of up to 10 feet, or you can shape a 
  flat surface made up of ten 10-foot-by-10-foot panels. Each panel 
  must be contiguous with another panel. In any form, the wall is 1/4 
  inch thick. It lasts for the duration. If the wall cuts through a 
  creature’s space when it appears, the creature is pushed to one side 
  of the wall (your choice which side). 
  Nothing can physically pass through the wall. It is immune to all 
  damage and can’t be dispelled by dispel magic. A disintegrate spell 
  destroys the wall instantly, however. The wall also extends into the 
  Ethereal Plane, blocking ethereal travel through the wall. 
   
  
   
   
  Wall of Ice 
  6 
  10-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a small piece of quartz) 
  1 action 
  120 feet 
  You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome 
  or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-
  square panels. Each panel must be contiguous with another pane!. In any form, the wall is 1 foot 
  thick and lasts for the duration. 
  If the wall cuts through a creature’s space when it appears, the creature within its area is pushed 
  to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature 
  takes 10d6 cold damage, or half as much damage on a successful save. 
  The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 
  10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit 
  points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature 
  moving through the sheet of frigid air for the first time on a turn must make a Constitution saving 
  throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a 
  successful one. 
   
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the 
  wall deals when it appears increases by 2d6, and the damage from passing through the sheet of 
  frigid air increases by 1d6, for each slot level above 6th. 
  
   
   
  Wind Wall 
  3 
  50x15x1-foot wall 
  Concentration, up 
  to 1 minute 
  V, S, M 
  1 action 
  120 feet 
  A wall of strong wind rises from the ground at a point you choose within 
  range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. 
  You can shape the wall in any way you choose so long as it makes one 
  continuous path along the ground. The wall lasts for the duration. 
  When the wall appears, each creature within its area must make a Strength 
  saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or 
  half as much damage on a successful one. 
  The strong wind keeps fog, smoke, and other gases at bay. Small or smaller 
  flying creatures or objects can’t pass through the wall. Loose, lightweight 
  materials brought into the wall fly upward. Arrows, bolts, and other ordinary 
  projectiles launched at targets behind the wall are deflected upward and 
  automatically miss. (Boulders hurled by giants or siege engines, and similar 
  projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. 
  
   
   
  Witch Bolt 
  1 
  creature 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a twig from a tree that has been struck by lightning) 
  1 action 
  30 feet 
  A beam of crackling, blue energy lances out toward a creature 
  within range, forming a sustained are of lightning between you 
  and the target. Make a ranged spell attack against that creature. 
  On a hit, the target takes 1d12 lightning damage, and on each of 
  your turns for the duration, you can use your action to deal 1d12 
  lightning damage to the target automatically. The spell ends if 
  you use your action to do anything else. The spell also ends if 
  the target is ever outside the spell’s range or if it has total cover 
  from you. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the initial damage increases by 1d12 for each 
  slot level above 1st. 
  
   
   
  Wrathful Smite 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit with a melee weapon attack during this 
  spell’s duration, your attack deals an extra 1d6 psychic damage. 
  Additionally, if the target is a creature, it must make a Wisdom 
  saving throw or be frightened of you until the spell ends. As an 
  action, the creature can make a Wisdom check against your 
  spell save DC to steel its resolve and end this spell. 
  
   
   
   
  Staggering Smite 
  4 
  20-foot sphere 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  You create a 20-foot-radius sphere of yellow, nauseating gas 
  centered on a point within range. The cloud spreads around 
  corners, and its area is heavily obscured. The cloud lingers in 
  the air for the duration. 
  Each creature that is completely within the cloud at the start of 
  its turn must make a Constitution saving throw against paisano 
  On a failed save, the creature spends its action that turn 
  retching and reeling. Creatures that dan’t need to breathe or are 
  immune to poison automatically succeed on this saving throw. 
  A moderate wind (at least 10 miles per hour) disperses the cloud 
  after 4 rounds. A strong wind (at least 20 miles per hour) 
  disperses it after 1 round. 
  
   
   
  Blur 
  2 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  Self 
  Your body becomes blurred, shifting and wavering to all who 
  can see you. For the duration, any creature has disadvantage 
  on attack rolls against you. An attacker is immune to this effect 
  if it doesn’t rely on sight, as with blindsight, or can see through 
  illusions, as with truesight. 
  
   
   
  Disguise Self 
  1 
  self 
  1 hour 
  V, S 
  1 action 
  Self 
  You make yourself—including your clothing, armor, weapons, 
  and other belongings on your person—look different until the 
  spell ends or until you use your action to dismiss it. You can 
  seem 1 foot shorter or taller and can appear thin, fat, or in 
  between. You can’t change your body type, so you must adopt a 
  form that has the same basic arrangement of limbs. 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 or would 
  feel your head and hair. If you use this spell to appear thinner 
  than you are, the hand of someone who reaches out to touch you 
  would bump into you while it was seemingly still in midair. To 
  discern that you are disguised, a creature can use its action to 
  inspect your appearance and must succeed on an Intelligence 
  (Investigation) check against your spell save DC. 
  
   
   
  Dream 
  5 
  creature 
  8 hours 
  V, S, M  
  (a handful of sand, a dab of ink, and a writing quill 
  plucked from a sleeping bird) 
  1 minute 
  Special 
  This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The 
  target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be 
  contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a 
  messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take 
  actions or move. 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 duration of the spell. The messenger 
  can also shape the environment of the dream, creating landscapes, objects, and other images. The 
  messenger can emerge from the trance at any time, ending the effect of the spell early. 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 fall asleep, 
  at which point the messenger appears in the target’s dreams. You can make the messenger appear 
  monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more 
  than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of 
  the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and 
  prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it 
  takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar 
  portion of the target’s body, the target makes its saving throw with disadvantage. 
  
   
   
  Greater Invisibility 
  4 
  self/creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Touch 
  You or a creature you touch becomes invisible until the spell 
  ends. Anything the target is wearing or carrying is invisible as 
  long as it is on the target’s person. 
  
   
   
  Invisibility 
  2 
  creature 
  Concentration, up 
  to 1 hour 
  V, S, M  
  (an eyelash encased in gum arabic) 
  1 action 
  Touch 
  A creature you touch becomes invisible until the spell ends. 
  Anything the target is wearing or carrying is invisible as long as 
  it is on the target’s person. The spell ends for a target that 
  attacks or casts a spell.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, you can target one additional creature for 
  each slot level above 2nd. 
  
   
   
  Major Image 
  3 
  20-foot cube 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a bit of fleece) 
  1 action 
  120 feet 
  You create the image of an object, a creature, or some other visible phenomenon that is no larger 
  than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the 
  duration. It seems completely real, including sounds, smells, and temperature appropriate to the 
  thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal 
  thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s 
  stench). As long as you are within range of the illusion, you can use your action to cause the image 
  to move to any other spot within range. As the image changes location, you can alter its 
  appearance so that its movements appear natural for the image. For example, if you create an 
  image of a creature and move it, you can alter the image so that it appears to be walking. 
  Similarly, you can cause the illusion to make different sounds at different times, even making it 
  carry on a conversation, for example. Physical interaction with the image reveals it to be an 
  illusion, because things can pass through it. A creature that uses its action to examine the image can 
  determine that it is an illusion with a successful Intelligence (Investigation) check against your spell 
  save DC. If a creature discerns the illusion for what it is, the creature can see through the image, 
  and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this 
  spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your 
  concentration. 
  
   
   
  Minor Illusion 
  0 
  none 
  1 minute 
  S, M  
  (a bit of fleece) 
  1 action 
  30 feet 
  You create a sound or an image of an object within range that lasts for the 
  duration. The illusion also ends if you dismiss it as an action or cast this spell 
  again. If you create a sound, its volume can range from a whisper to a 
  scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of 
  drums, or any other sound you choose. The sound continues unabated 
  throughout the duration, or you can make discrete sounds at different times 
  before the spell ends. If you create an image of an object—such as a chair, 
  muddy footprints, or a small chest—it must be no larger than a 5-foot cube. 
  The image can’t create sound, light, smell, or any other sensory effect. 
  Physical interaction with the image reveals it to be an illusion, because things 
  can pass through it. If a creature uses its action to examine the sound or 
  image, the creature can determine that it is an illusion with a successful 
  Intelligence (Investigation) check against your spell save DC. If a creature 
  discerns the illusion for what it is, the illusion becomes faint to the creature. 
  
   
   
  Silence 
  2 
  20-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  120 feet 
  For the duration, no sound can be created within or pass 
  through a 20-foot-radius sphere centered on a point you choose 
  within range. Any creature or object entirely inside the sphere 
  is immune to thunder damage, and creatures are deafened while 
  entirely inside it. Casting a spell that includes a verbal 
  component is impossible there. 
  
   
   
  Silent Image 
  1 
  15-foot cube 
  Concentration, up 
  to 10 minutes 
  V, S, M 
   (a bit of fleece) 
  1 action 
  60 feet 
  You create the image of an object, a creature, or some other 
  visible phenomenon that is no larger than a 15-foot cube. The 
  image appears at a spot within range and lasts for the duration. 
  The image is purely visual; it isn’t accompanied by sound, smell, 
  or other sensory effects. You can use your action to cause the 
  image to move to any spot within range. As the image changes 
  location, you can alter its appearance so that its movements 
  appear natural for the image. For example, if you create an 
  image of a creature and move it, you can alter the image so that 
  it appears to be walking. Physical interaction with the image 
  reveals it to be an illusion, because things can pass through it. A 
  creature that uses its action to examine the image can determine 
  that it is an illusion with a successful Intelligence (Investigation) 
  check against your spell save DC. If a creature discerns the 
  illusion for what it is, the creature can see through the image. 
  
   
   
  Color Spray 
  1 
  creatures 
  1 round 
  V, S, M  
  (a pinch of powder or sand that is colored red, yellow, and 
  blue) 
  1 action 
  Self (15-foot 
  cone) 
  A dazzling array of flashing, colored light springs from your 
  hand. Roll 6d10; the total is how many hit points of creatures 
  this spell can effect. Creatures in a 15-foot cone originating 
  from you are affected in ascending order of their current hit 
  points (ignoring unconscious creatures and creatures that can’t 
  see).\n   Starting with the creature that has the lowest current 
  hit points, each creature affected by this spell is blinded until the 
  spell ends. Subtract each creature’s hit points from the total 
  before moving on to the creature with the next lowest hit points. 
  A creature’s hit points must be equal to or less than the 
  remaining total for that creature to be affected. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, roll an additional 2d10 for each slot level 
  above 1st. 
  
   
   
  Creation 
  5 
  any 
  Special 
  V,S,M  
  (a tiny piece of matter of the same type of the item you 
  plan to create) 
  1 minute 
  30 feet 
  You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable 
  matter within range: soft goods, rope, wood, or something similar. You can also use this spell to 
  create mineral objects such as stone, crystal, or metal. The object created must be no larger than 
  a 5-foot cube, and the object must be of a form and material that you have seen before. 
  The duration depends on the object’s material. If the object is composed of multiple materials, 
  use the shortest duration. 
  Materials & Durations  
  - Vegetable Matter - 1 day 
  - Stone or Crystal - 12 hours 
  - Precious Metals - 1 hour 
  - Gems - 10 minutes 
  - Adamantine or mithral - 1 minute 
   
  Using any material created by this spell as another spell’s material component causes that spell 
  to fail. 
   
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube 
  increases by 5 feet for each slot level above 5th. 
  
   
   
  Fear 
  3 
  30-foot cone 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a white feather or the heart of a hen) 
  1 action 
  Self (30-foot 
  cone) 
  You project a phantasmal fears. Each creature in a 30-foot 
  cone must succeed on a Wisdom saving throw or drop 
  whatever it is holding and become frightened for the duration. 
  While frightened by this spell, a creature must take the Dash 
  action and move away from you by the safest available route on 
  each of its turns, unless there is nowhere to move. If the 
  creature ends its turn in a location where it doesn’t have line of 
  sight to you, the creature can make a Wisdom saving throw. 
  On a successful save, the spell ends for that creature. 
  
   
   
  Hallucinatory 
  Terrain 
  4 
  150-foot cube 
  24 hours 
  V, S, M  
  (a stone, a twig, and a bit of green plant) 
  10 minutes 
  300 feet 
   You make natural terrain in a 150-foot cube in range look, 
  sound, and smell like some other 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 in appearance. 
  The tactile characteristics of the terrain are unchanged, so 
  creatures entering the area are likely to see through the illusion. 
  If the difference isn’t obvious by touch, a creature carefully 
  examining the illusion can attempt an Intelligence (investigation) 
  check against your spell save DC to disbelieve it. A creature 
  who discerns the illusion for what it is, sees it as a vague image 
  superimposed on the terrain. 
  
   
   
  Hypnotic Pattern 3 
  30-foot cube 
  Concentration, up 
  to 1 minute 
  S, M  
  (a glowing stick of incense or a crystal vial filled with phosphorescent 
  material) 
  1 action 
  120 feet 
  You create a twisting pattern of colors that weaves through the 
  air inside a 30-foot cube within range. The pattern appears for 
  a moment and vanishes. Each creature in the area who sees the 
  pattern must make a Wisdom saving throw. On a failed save, 
  the creature becomes charmed for the duration. While charmed 
  by this spell, the creature is incapacitated and has 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. 
  
   
   
  Illusory Script 
  1 
  target 
  10 days 
  S, M  
  (a lead-based ink worth at least 10 gp, which the spell consumes) 
  1 minute 
  Touch 
  You write on parchment, paper, or some other suitable writing 
  material and imbue it with a potent illusion that lasts for the 
  duration. 
  To you and any creatures you designate when you cast the 
  spell, the writing appears normal, 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, you can cause the writing lo appear to be an 
  entire1y different message, written in a different hand and 
  language, though the language must be one you know. 
  Should the spell be dispelled, the original script and the illusion 
  both disappear. 
  A creature with truesight can read the hidden message. 
  
   
   
  Magic Mouth 
  2 
  object 
  Until dispelled 
  V,S, M  
  (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell 
  consumes) 
  1 minute 
  30 feet 
  You implant a message within an object in range, a message that is uttered when a trigger 
  condition is met. Choose an object that you can see and that isn’t being worn or carried by 
  another creature. Then speak the message, which must be 25 words or less, though it can be 
  delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the 
  spell to deliver your message. 
  When that circumstance occurs, a magical mouth appears on the object and recites the message 
  in your voice and at the same volume you spoke. Or the object you chose has a mouth or 
  something that looks like a mouth (for example, the mouth of a statue), the magical mouth 
  appears there so that the words appear to come from the object’s mouth. When you cast this 
  spell, you can have the spell end after it delivers its message, or it can remain and repeat its 
  message whenever the trigger occurs. 
  The triggering circumstance can be as general or as detailed as you like, though it must be based 
  on visual or audible conditions that occur within 30 feet of the object. For example, you could 
  instruct the mouth to speak when any creature moves within 30 feet of the object or when a 
  silver bell rings within 30 feet of it. 
  
   
   
  Mirage Arcane 
  7 
  1 mile area 
  10 days 
  V, S 
  10 minutes 
  Sight 
  You make terrain in an area up to 1 mile square look, sound, smell, and even feel 
  like some other sort of terrain. The terrain’s general shape remains the same, 
  however. Open fields or a road could 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. 
  Similarly, you can alter the appearance of structures, or add them where none 
  are present. The spell doesn’t disguise, conceal, or add creatures. 
  The illusion includes audible, visual, tactile, and olfactory elements, so it can 
  turn clear ground into difficult terrain (or vice versa) or otherwise impede 
  movement through the area. Any piece of the illusory terrain (such as a rock or 
  stick) that is removed from the spell’s area disappears immediately. 
  Creatures with truesight can see through the illusion to the terrain’s true form; 
  however, all other elements of the illusion remain, so while the creature is 
  aware of the illusion’s presence, the creature can still physically interact with the 
  illusion. 
  
   
   
  Mirror Image 
  2 
  self 
  1 minute 
  V, S 
  1 action 
  Self 
  Three illusory duplicates of yourself appear in your space. Until the spell ends, 
  the duplicates move with you and mimic your actions, shifting position so it’s 
  impossible to track which image is real. You can use your action to dismiss the 
  illusory duplicates. 
  Each time a creature targets you with an attack during the spell’s duration, roll a 
  d20 to determine whether the attack instead targets one of your duplicates. 
  If you have three duplicates, you must roll a 6 or higher to change the attack’s 
  target to a duplicate. With two duplicates, you must roll an 8 or higher. With 
  one duplicate, you must roll an 11 or higher. 
  A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a 
  duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an 
  attack that hits it. It ignores all other damage and effects. The spell ends when all 
  three duplicates are destroyed. 
  A creature is unaffected by this spell if it can’t see, if it relies on senses other than 
  sight, such as blindsight, or if it can perceive illusions as false, as with truesight. 
  
   
   
  Mislead 
  5 
  self 
  Concentration, up 
  to 1 hour 
  S 
  1 action 
  Self 
  You become invisible at the same time that an illusory double of 
  you appears where you are standing. The double lasts for the 
  duration, but the invisibility ends if you attack or cast a spell. 
  You can use your action to move your illusory double up to 
  twice your speed and make it gesture, speak, and behave in 
  whatever way you choose. 
  You can see through its eyes and hear through its ears as if you 
  were located where it is. On each of your turns as a bonus 
  action, you can switch from using its senses to using your own, 
  or back again. While you are using its senses, you are blinded 
  and deafened in regard to your own surroundings. 
  
   
   
  Nystul’s Magic 
  Aura 
  2 
  creature/object 
  24 hours 
  V, S, M  
  (a small square of silk) 
  1 action 
  Touch 
  You place an illusion on a creature or an object you touch so that divination spells 
  reveal false information about it. The target can be a willing creature or an object 
  that isn’t being carried or worn by another creature. 
  When you cast the spell, choose one or both of the following effects. The effect lasts 
  for the duration. If you cast this spell on the same creature or object every day for 
  30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. 
  False Aura. You change the way the target appears to spells and magical effects, 
  such as detect magic, that detect magical auras. You can make a nonmagical object 
  appear magical, a magical object appear nonmagical, or change the object’s magical 
  aura so that it appears to belong to a specific school of magic that you choose. 
  When you use this effect on an object, you can make the false magic apparent to 
  any creature that handles the item. 
  Mask. You change the way the target appears to spells and magical effects that 
  detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol 
  spell. You choose a creature type and other spells and magical effects treat the target 
  as if it were a creature of t    hat type or of that alignment. 
  
   
   
  Phantasmal Force 
  2 
  creature 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a bit of fleece) 
  1 action 
  60 feet 
  You craft an illusion that takes root in the mind of a creature that you can see within range. The 
  target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, 
  creature. or other visible phenomenon of your choice that is no larger than a lO-foot cube and that 
  is perceivable only to the target for the duration. This spell has no effect on undead or constructs. 
  The phantasm includes sound, temperature. and other stimuli, also evident only to the creature. 
  The target can use its action to examine the phantasm with an Intelligence (Investigation) check 
  against your spell save DC. If the check succeeds, the target realizes that the phantasm is an 
  illusion, and the spell ends. 
  While a target is affected by the spell, the target treats the phantasm as if it were real. The target 
  rationalizes any illogical outcomes from interacting with the phantasm. For example, a target 
  attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. 
  If the target survives the fall, it still believes that the bridge exists and comes up with some other 
  explanation for its fall-it was pushed, it slipped, or a strong wind might have knocked it off. 
  An affected target is so convinced of the phantasm’s reality that it can even take damage from the 
  illusion. A phantasm created to appear as a creature can attack the target. Similarly. a phantasm 
  created to appear as tire. a pool of acid, or lava can burn the target. Each round on your turn, the 
  phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of 
  the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, 
  such as by attacking. The target perceives the damage as a type appropriate to the illusion. 
  
   
   
  Phantasmal Killer 
  4 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  120 feet 
  You tap into the nightmares of a creature you can see within 
  range and create an illusory manifestation of its deepest fears, 
  visible only to that creature. The target must make a Wisdom 
  saving throw. On a failed save, the target becomes frightened 
  for the duration. At the end of each of the target’s turns before 
  the spell ends, the target must succeed on a Wisdom saving 
  throw or take 4d10 psychic damage. On a successful save, the 
  spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the damage increases by ldlO for each slot 
  level above 4th.  
   
  (Spell's description has been modified to fix the error during 
  printing as described in the Player's Handbook errata. See 
  http://media.wizards.com/2016/downloads/DND/PH-
  Errata-V1.pdf for full details) 
  
   
   
  Phantom Steed 
  3 
  unoccupied space 
  1 hour 
  V, S 
  1 minute 
  30 feet 
  A Large quasi-real, horselike creature appears on the ground 
  in an unoccupied space of your choice within range. You decide 
  the creature’s appearance, but it is equipped with a saddle, bit, 
  and bridle. Any of the equipment created by the spell vanishes in 
  a puff of smoke if it is carried more than 10 feet away from the 
  steed. 
  For the duration, you or a creature you choose can ride the 
  steed. The creature uses the statistics for a riding horse, except 
  it has a speed of 100 feet and can travel 10 miles in an hour, or 
  13 miles at a fast pace. When the spell ends. the steed gradually 
  fades. giving the rider 1 minute to dismount. The spell ends if 
  you use an action to dismiss it or if the steed takes any damage. 
  
   
   
  Programmed Illusion 
  6 
  point 
  Until Dispelled 
  V,S, M  
  (a bit of fleece and jade dust worth at least 25 gp) 
  1 action 
  120 feet 
  You create a illusion of an object, a creature, or some other visible phenomenon within range that 
  activates when a specific condition occurs. The illusion is imperceptible until then. It must be no 
  larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and 
  what sounds it makes. This scripted performance can last up to 5 minutes. 
  When the condition you specify occurs, the illusion springs into existence and performs in the 
  manner you described. Once the illusion finishes performing, it disappears and remains dormant 
  for 10 minutes. After this time, the illusion can be activated again. 
  The triggering condition can be as general or as detailed as you like, though it must be based on 
  visual or audible conditions that occur within 30 feet of the area. For example, you could create 
  an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you 
  could set the illusion to trigger only when a creature says the correct word or phrase. 
  Physical interaction with the image reveals it to be an illusion, because things can pass through it. 
  A creature that uses its action to examine the image can determine that it is an illusion with a 
  successful Intelligence  (Investigation) check against your spell save DC. If a creature discerns 
  the illusion for what it is, the creature can see through the image, and any noise it makes sounds 
  hollow to the creature. 
  
   
   
  Project Image 
  7 
  self 
  Concentration, up 
  to 1 day 
  V, S, M  
  (a small replica of you made from materials 
  worth at least 5 gp) 
  1 action 
  500 miles 
  You create an illusory copy of yourself that lasts for the duration. The copy can appear at any 
  location within range that you have seen before, regardless of intervening obstacles. The 
  illusion looks and sounds like you but is intangible. If the illusion takes any damage, it 
  disappears, and the spell ends. 
  You can use your action to move this illusion up to twice your speed, and make it gesture, 
  speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n   
  You can see through its eyes and hear through its ears as if you were in its space. On your 
  turn as a bonus action, you can switch from using its senses to using your own, or back again. 
  While you are using its senses, you are blinded and deafened in regard to your own 
  surroundings. 
  Physical interaction with the image reveals it to be an illusion, because things can pass 
  through it. A creature that uses its action to examine the image can determine that it is an 
  illusion with a successful Intelligence (Investigation) check against your spell save DC. If a 
  creature discerns the illusion for what it is, the creature can see through the image, and any 
  noise it makes sounds hollow to the creature. 
  
   
   
  Seeming 
  5 
  creatures 
  8 hours 
  V, S 
  1 action 
  30 feet 
  This spell allows you to change the appearance of any number of creatures that 
  you can see within range. You give each target you choose a new, illusory 
  appearance. An unwilling target can make a Charisma saving throw, and if it 
  succeeds, it is unaffected by this spell. The spell disguises physical appearance as 
  well as clothing, armor, weapons, and equipment. You can make each creature se 
  em I foot shorter or taller and appear thin, fat, or in between. You can’t change a 
  target’s body type, so you must choose a form that has the same basic arrangement 
  of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the 
  duration, unless you use your action to dismiss it sooner.\n   The changes 
  wrought by this spell fail to hold up to physical inspection. For example, if you 
  use this spell to add a hat to a creature’s outtit, objects pass through the hat, and 
  anyone who touches it would feel nothing or would feel the creature’s head and 
  hair. If you use this spell to appear thinner than you are, the hand of  someone 
  who reaches out to touch you would bump into you while it was seemingly still in 
  midair.\n   A creature can use its action to inspect a target and make an 
  Intelligence (Investigation) check against your spell save DC. If it succeeds, it 
  becomes aware that the target is disguised.  
  
   
   
  Simulacrum 
  7 
  beast/humanoid 
  Until dispelled 
  V,S, M 
  (snow or ice in 
  quantities 
  sufficient to 
  made a life-
  size copy of the 
  duplicated 
  creature; some 
  hair, fingernail 
  clippings, or 
  other piece of 
  that creature’s 
  body placed 
  inside the snow 
  or ice; and 
  powdered ruby 
  worth 1,500 gp, 
  sprinkled over 
  the duplicate 
  and consumed 
  12 hours 
  Touch 
  You shape an illusory duplicate of one beast or humanoid that is within range 
  for the entire casting time of the spell. The duplicate is a creature, partially real 
  and formed from ice or snow, and it can take actions and otherwise be affected 
  as a normal creature. It appears to be the same as the original, but it has half 
  the creature’s hit point maximum and is formed without any equipment. 
  Otherwise, the illusion uses all the statistics of the creature it duplicates. 
  The simulacrum is friendly to you and creatures you designate. It obeys your 
  spoken commands, moving and acting in accordance with your wishes and 
  acting on your turn in combat. The simulacrum lacks the ability to learn or 
  become more powerful, so it never increases its level or other abilities, nor can 
  it regain expended spell slots. 
  If the simulacrum is damaged, you can repair it in an alchemical laboratory, 
  using rare herbs and minerals worth 100 gp per hit point it regains. The 
  simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow 
  and melts instantly. 
  If you cast this spell again, any currently active duplicates you created with 
  this spell are instantly destroyed.  
  
   
   
  Weird 
  9 
  30-foot sphere 
  Concentration, up 
  to one minute 
  V, S 
  1 action 
  120 feet 
  Drawing on the deepest fears of a group of creatures, you 
  create illusory creatures in their minds, visible only to them. 
  Each creature in a 30-foot-radius sphere centered on a point 
  of your choice within range must make a Wisdom saving 
  throw. On a failed save, a creature becomes frightened for the 
  duration. The illusion calls on the creature’s deepest fears, 
  manifesting its worst nightmares as an implacable threat. At the 
  end of each of the frightened creature’s turns, it must succeed on 
  a Wisdom saving throw or take 4d10 psychic damage. On a 
  successful save, the spell ends for that creature. 
   
  (Spell's description has been modified to fix the error during 
  printing as described in the Player's Handbook errata. See 
  http://media.wizards.com/2016/downloads/DND/PH-
  Errata-V1.pdf for full details) 
   
  
   
   
   
  
   
   
  Astral Projection 
  9 
  Self and 8 creatures 
  Special 
  V, S, M  
  (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp 
  and one ornately carved bar of silver worth 
   
  1 hour 
  10 feet 
  You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell 
  fails and the casting is wasted if you are already on that plane). The material body you leave behind is 
  unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. Your astral 
  body resembles your mortal form in almost every way, replicating your game statistics and possessions. The 
  principal difference is the addition of a silvery cord that extends from between your shoulder blades and 
  trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as 
  the tether remains intact, you can find your way home. If the cord is cut—something that can happen only 
  when an effect specifically states that it does—your soul and body are separated, killing you instantly. Your 
  astral form can freely travel through the Astral Plane and can pass through portals there leading to any 
  other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body 
  and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the 
  new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no 
  effect on your physical body, nor do they persist when you return to it. The spell ends for you and your 
  companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its 
  physical body, and it awakens. The spell might also end early for you or one of your companions. A 
  successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a 
  creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell 
  ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of 
  suspended animation. If you are returned to your body prematurely, your companions remain in their astral 
  forms and must find their own way back to their bodies, usually by dropping to 0 hit points. 
  
   
   
  Finger of Death 
  7 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  You send negative energy coursing through a creature that you 
  can see within range, causing it searing pain. The target must 
  make a Constitution saving throw. It takes 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 is permanently under your command, 
  following your verbal orders to the best of its ability. 
  
   
   
  Harm 
  6 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  You unleash a virulent disease on a creature that you can see 
  within range. The target must make a Constitution saving 
  throw. On a failed save, it takes 14d6 necrotic damage, or half 
  as much damage on a successful save. The damage can’t reduce 
  the target’s hit points below 1. If the target fails the saving 
  throw, its hit point maximum is reduced for 1 hour by an 
  amount equal to the necrotic damage it took. Any effect that 
  removes a disease allows a creature’s hit point maximum to 
  return to normal before that time passes. 
  
   
   
  Inflict Wounds 
  1 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  Make a melee spell attack against a creature you can reach. On 
  a hit, the target takes 3d10 necrotic damage. At Higher Levels. 
  When you cast this spell using a spell slot of 2nd level or higher, 
  the damage increases by 1d10 for each slot level above 1st. 
  
   
   
  Raise Dead 
  5 
  dead creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 500 gp, which the spell 
  consumes) 
  1 hour 
  Touch 
  You return a dead creature you touch to life, provided that it 
  has been dead no longer than 10 days. If the creature’s soul is 
  both willing and at liberty to rejoin the body, the creature 
  returns to life with 1 hit point. This spell also neutralizes any 
  poisons and cures nonmagical diseases that affected the creature 
  at the time it died. This spell doesn’t, however, remove magical 
  diseases, curses, or similar effects; if these aren’t first removed 
  prior to casting the spell, they take effect when the creature 
  returns to life. The spell can’t return an undead creature to life. 
  This spell closes all mortal wounds, but it doesn’t restore missing 
  body parts. If the creature is lacking body parts or organs 
  integral for its survival—its head, for instance—the spell 
  automatically fails. Coming back from the dead is an ordeal. 
  The target takes a −4 penalty to all attack rolls, saving throws, 
  and ability checks. Every time the target finishes a long rest, the 
  penalty is reduced by 1 until it disappears. 
  
   
   
  Resurrection 
  7 
  dead creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 1,000 gp, which the spell 
  consumes) 
  1 hour 
  Touch 
  You touch a dead creature that has been dead for no more than 
  a century, that didn’t die of old age, and that isn’t undead. If its 
  soul is free and willing, the target returns to life with all its hit 
  points. This spell neutralizes any poisons and cures normal 
  diseases afflicting the creature when it died. It doesn’t, 
  however, remove magical diseases, curses, and the like; if such 
  effects aren’t removed prior to casting the spell, they afflict the 
  target on its return to life. This spell closes all mortal wounds 
  and restores any missing body parts. Coming back from the dead 
  is an ordeal. The target takes a −4 penalty to all attack rolls, 
  saving throws, and ability checks. Every time the target finishes 
  a long rest, the penalty is reduced by 1 until it disappears. 
  Casting this spell to restore life to a creature that has been dead 
  for one year or longer taxes you greatly. Until you finish a long 
  rest, you can’t cast spells again, and you have disadvantage on 
  all attack rolls, ability checks, and saving throws. 
  
   
   
  Spare the Dying 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  You touch a living creature that has 0 hit points. The creature 
  becomes stable. This spell has no effect on undead or constructs. 
  
   
   
  Speak with Dead 
  3 
  corpse 
  10 minutes 
  V, S, M 
  (burning 
  incense) 
  1 action 
  10 feet 
  You grant the semblance of life and intelligence to a corpse of 
  your choice within range, allowing it to answer the questions 
  you pose. The corpse must still have a mouth and can’t be 
  undead. The spell fails if the corpse was the target of this spell 
  within the last 10 days. Until the spell ends, you can ask the 
  corpse up to five questions. The corpse knows only what it 
  knew in life, including the languages it knew. Answers are 
  usually brief, cryptic, or repetitive, and the corpse is under no 
  compulsion to offer a truthful answer if you are hostile to it or 
  it recognizes you as an enemy. This spell doesn’t return the 
  creature’s soul to its body, only its animating spirit. Thus, the 
  corpse can’t learn new information, doesn’t comprehend 
  anything that has happened since it died, and can’t speculate 
  about future events. 
  
   
   
  True Resurrection 
  9 
  willing creature 
  Instantaneous 
  V, S, M  
  (a sprinkle of holy water and diamonds worth at least 25,000 gp, which 
  the spell consumes) 
  1 hour 
  Touch 
  You touch a creature that has been dead for no longer than 200 
  years and that died for any reason except old age. If the 
  creature’s soul is free and willing, the creature is restored to life 
  with all its hit points. This spell closes all wounds, neutralizes 
  any poison, cures all diseases, and lifts any curses affecting the 
  creature when it died. The spell replaces damaged or missing 
  organs and limbs. The spell can even provide a new body if the 
  original no longer exists, in which case you must speak the 
  creature’s name. The creature then appears in an unoccupied 
  space you choose within 10 feet of you. 
  
   
   
  Animate Dead 
  3 
  corpse 
  Instantaneous 
  V, S, M  
  (a drop of blood, a piece of flesh, and a pinch of bone dust) 
  1 minute 
  10 feet 
  This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small 
  humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an 
  undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a 
  corpse (the GM has the creature’s game statistics). 
  On each of your turns, you can use 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 or all 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 during its next turn, or you can issue a 
  general command, such as to guard a particular chamber or corridor. If you issue no commands, 
  the creature only defends itself against hostile creatures. 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 
  one. 
   
  At Higher Levels.When you cast this spell using a spell slot of 4th level or higher, you animate or 
  reassert control over two additional undead creatures for each slot level above 3rd. Each of the 
  creatures must come from a different corpse or pile of bones. 
   
  
   
   
  Bestow Curse 
  3 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Touch 
  You touch a creature, and that creature must succeed on a Wisdom saving throw or become 
  cursed for the duration of the spelL When you cast this spell, choose the nature of the curse 
  from the following options: 
  * Choose one ability score. While cursed, the target has disadvantage on ability checks and 
  saving throws made with that ability score. 
  * While cursed, the target has disadvantage on attack rolls against you. 
  * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. 
  If it fails, it wastes its action that turn doing nothing. 
  * While the target is cursed, your attacks and spells deal an extra ld8 necrotic damage to the 
  target. 
  A remove curse spell ends this effect. At the DM’s option, you may choose an alternative 
  curse effect, but it should be no more powerful than those described above. The DM has final 
  say on such a curse’s effect. 
   
  At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 
  concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 
  hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th 
  level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a 
  duration that doesn’t require concentration.  
  
   
   
  Blight 
  4 
  creature 
  Instantaneous 
  V, S 
  1 action 
  30 feet 
  Necromantic energy washes over a creature of your choice 
  that you can see within range, draining moisture and vitality 
  from it. The target must make a Constitution saving throw. 
  The target takes 8d8 necrotic damage on a failed save, or half 
  as much damage on a successful one. This spell has no effect on 
  undead or constructs. 
  If you target a plant creature or a magical plant, it makes the 
  saving throw with disadvantage, and the spell deals maximum 
  damage to it. 
  If you target a nonmagical plant that isn’t a creature, such as a 
  tree or shrub, it doesn’t make a saving throw; it simply withers 
  and dies. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the damage increases by  1d8 for each slot 
  level above 4th. 
  
   
   
  Blindness/Deafness 
  2 
  creature 
  1 minute 
  V 
  1 action 
  30 feet 
  You can blind or deafen a foe. Choose one creature that you can 
  see within range to make a Constitution saving throw. If it 
  fails, the target is either blinded or deafened (your choice) for 
  the duration. At the end of each of its turns, the target can make 
  a Constitution saving throw. On a success, the spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, you can target one additional creature for 
  each slot level above 2nd. 
  
   
   
  Chill Touch 
  0 
  creature 
  1 round 
  V, S 
  1 action 
  120 feet 
  You create a ghostly, skeletal hand in the space of a creature 
  within range. Make a ranged spell attack against the creature to 
  assail it with the chill of the grave. On a hit, the target takes 1d8 
  necrotic damage, and it can’t regain hit points until the start of 
  your next turn. Until then, the hand clings to the target. 
  If you hit an undead target, it also has disadvantage on attack 
  rolls against you until the end of your next turn. 
  This spell’s damage increases by 1d8 when you reach 5th level 
  (2d8), 11th level (3d8), and 17th level (4d8). 
  
   
   
  Circle of Death 
  6 
  60-foot sphere 
  Instantaneous 
  V, S, M (the 
  powder of a 
  crushed black 
  pearl worth at 
  least 500 gp) 
  1 action 
  150 feet 
  A sphere of negative energy ripples out in a 60-foot radius 
  sphere from a point within range. Each creature in that area 
  must make a Constitution saving throw. A target takes 8d6 
  necrotic damage on a failed save, or half as much damage on a 
  successful one. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  7th level or higher, the damage increases by 2d6 for each slot 
  level above 6th. 
  
   
   
  Clone 
  8 
  creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be 
  cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid 
  and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in 
  the ground, or crystal container filled with salt water) 
  1 hour 
  Touch 
  This spell grows an inert duplicate o f a living creature as a 
  safeguard against death. This clone forms inside a sealed vessel 
  and grows to full size and maturity after 120 days; you can also 
  choose to have the clone be a younger version of the same 
  creature. It remains inert and endures indefinitely, as long as 
  its vessel remains undisturbed. 
  At any time after the clone matures, if the original creature 
  dies, its soul transfers to the clone, provided that the soul is free 
  and w illing 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 original creature’s 
  physical remains, if they still exist, become inert and can’t 
  thereafter be restored to life, since the creature’s soul is 
  elsewhere. 
  
   
   
  Contagion 
  5 
  creature 
  7 days 
  V, S 
  1 action 
  Touch 
  Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, 
  you afflict the creature with a disease of your choice from any of the ones described below. 
  At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of 
  these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. 
  After succeeding on three of these saving throws, the creature recovers from the disease, and the spell 
  ends. 
  Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise 
  ameliorates a disease’s effects apply to it. 
  Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has 
  disadvantage on Wisdom checks and Wisdom saving throws and is blinded. 
  Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on 
  Strength checks, Strength saving throws. and attack rolls that use Strength. 
  Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and 
  vulnerability to all damage. 
  Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks 
  and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell 
  during combat. 
  Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, 
  Dexterity saving throws, and attack rolls that use Dexterity. 
  Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on 
  Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, 
  it is stunned until the end of its next turn. 
  
   
   
  Create Undead 
  6 
  three corpses/humanoids 
  Instantaneous 
  V, S, M  
  (one clay pot filled with grave dirt, one clay pot tilled with brackish water, and one 150 gp black 
  onyx stone for each corpse) 
  1 minute 
  10 feet 
  You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids 
  within range. Each corpse becomes a ghoul under your control. (The DM has game statistics 
  for these creatures.) 
  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 or all 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 during its next 
  turn, or you can issue a general command, such as to guard a particular chamber or corridor. 
  If you issue no commands, the creature only defends itself against hostile creatures. 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 
  have 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. 
   
  At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or 
  reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can 
  animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell 
  using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or 
  wights, or two mummies. 
  
   
   
  Eyebite 
  6 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Self 
  For the spell’s duration, your eyes become an inky void imbued with dread 
  power. 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 use your action to target another creature but can’t target a creature again if 
  it has succeeded on a saving throw against this casting of eyebite. 
  Asleep. The target falls unconscious, it wakes up if it takes any damage or if 
  another creature uses its action to shake the sleeper awake. 
  Panicked. The target is frightened of you. On each of its turns, the frightened 
  creature must take the Dash action and move away from you by the safest and 
  shortest available route, unless there is nowhere to move. If the target moves to a 
  place at least 60 feet away from you where it can no longer see you, this effect 
  ends. 
  Sickened. The target has disadvantage on attack rolls and ability checks. At the 
  end of each of its turns, it can make another Wisdom saving throw. If it 
  succeeds, the effect ends. 
   
  
   
   
  False Life 
  1 
  self 
  1 hour 
  V, S, M  
  (a small amount of alcohol or distilled spirits) 
  1 action 
  Self 
  Bolstering yourself with a necromantic facsimile of life, you 
  gain 1d4 + 4 temporary hit points for the duration. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you gain 5 additional temporary hit points 
  for each slot level above 1st. 
  
   
   
  Feign Death 
  3 
  willing creature 
  1 hour 
  V, S, M  
  (a pinch of graveyard dirt) 
  1 action 
  Touch 
  You touch a willing creature and put it into a cataleptic state 
  that is indistinguishable from death. 
  For the spell’s duration, or until you use an action to touch the 
  target and dismiss the spell, the target appears dead to all 
  outward inspection and to spells used to determine the target’s 
  status. The target is blinded and incapacitated, and its speed 
  drops to 0. The target has resistance to all damage except 
  psychic damage. If the target is diseased or poisoned when you 
  cast the spell, or becomes diseased or poisoned while under the 
  spell’s effect, the disease and poison have no effect until the spell 
  ends. 
  
   
   
  Gentle Repose 
  2 
  corpse 
  10 days 
  V, S, M  
  (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which 
  must remain there for the duration)     
  1 action 
  Touch 
  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. 
  
   
   
  Magic Jar 
  6 
  self 
  Until dispelled 
  V,S, M  
  (a gem, crystal, reliquary, or some other ornamental container 
  worth at least 500 gp) 
  1 minute 
  Self 
  Your body falls into a catatonic state as your soulleaves it and enters the container you used for the spell’s material 
  component. While your soul inhabits the container, you are aware of your surroundings as if you were in the 
  container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out 
  of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. 
  You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from 
  evil and good or magic circIe spell can’t be possessed). The target must make a Charisma saving throw. On a failure, 
  your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target 
  resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. 
  Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, 
  though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your 
  own class features. If the target has any class levels, you can’t use any of its class features. 
  Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take 
  actions at all. 
  While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of 
  you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you 
  must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it 
  is within 100 feet of you. Otherwise, you die. 
  If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 
  100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is 
  in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. 
  Otherwise, that creature dies. 
  When the spell ends, the container is destroyed. 
  
   
   
  Ray of Enfeeblement 
  2 
  target 
  Concentration, up 
  to minute 
  V, S 
  1 action 
  60 feet 
  A black beam of enervating energy springs from your finger 
  toward a creature within range. Make a ranged spell attack 
  against the target. On a hit, the target deals only half damage 
  with weapon attacks that use Strength until the spell ends. 
  At the end of each of the target’s turns, it can make a 
  Constitution saving throw against the spell. On a success, the 
  spell ends. 
  
   
   
  Ray of Sickness 
  1 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  A ray of sickening greenish energy lashes out toward a 
  creature within range. Make a ranged spell attack against the 
  target. On a hit, the target takes 2d8 poison damage and must 
  make a Constitution saving throw. On a failed save, it is also 
  poisoned until the end of your next turn. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by ld8 for each slot 
  level above 1st. 
  
   
   
   
  Vampiric Touch 
  3 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Self 
  The touch of your shadow-wreathed hand can siphon life force 
  from others to heal your wounds. Make a melee spell attack 
  against a creature within your reach. On a hit, the target takes 
  3d6 necrotic damage, and you regain hit points equal to half the 
  amount of necrotic damage dealt. Until the spell ends, you can 
  make the attack again on each of your turns as an action. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d6 for each slot 
  level above 3rd. 
  
   
   
  Disintegrate 
  6 
  any 
  Instantaneous 
  V, S, M  
  (a lodestone and a pinch of dust) 
  1 action 
  60 feet 
  A thin green ray springs from your pointing finger to a target that you can 
  see within range. The target can be a creature, an object, or a creation of 
  magical force, such as the wall created by wall of force. A creature targeted 
  by this spell must make a Dexterity saving throw. On a failed save, the 
  target takes 10d6 + 40 force damage. If this damage reduces the target to 0 
  hit points, it is disintegrated. A disintegrated creature and everything it is 
  wearing and carrying, except magic items, are reduced to a pile of fine gray 
  dust. The creature can be restored to life only by means of a true 
  resurrection or a wish spell. This spell automatically disintegrates a Large 
  or smaller nonmagical object or a creation of magical force. If the target is a 
  Huge or larger object or creation of force, this spell disintegrates a 10-foot-
  cube portion of it. A magic item is unaffected by this spell. At Higher Levels. 
  When you cast this spell using a spell slot of 7th level or higher, the damage 
  increases by 3d6 for each slot level above 6th. 
  
   
   
  Etherealness 
  7 
  self 
  Up to 8 hours 
  V, S 
  1 action 
  Self 
  You step into the border regions of the Ethereal Plane, in the area where it overlaps with your 
  current plane. You remain in the Border Ethereal for the duration or until you use your action to 
  dismiss the spell. 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 see and hear the plane you originated from, but 
  everything there looks gray, and you can’t see anything more than 60 feet away. While on the 
  Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures 
  that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special 
  ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on 
  the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated 
  from. When the spell ends, you immediately return to the plane you originated from in the spot you 
  currently occupy. If you occupy the same spot as a solid object or creature when this happens, you 
  are immediately shunted to the nearest unoccupied space that you can occupy and take force 
  damage equal to twice the number of feet you are moved. This spell has no effect 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. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can 
  target up to three willing creatures (including you) for each slot level above 7th. The creatures 
  must be within 10 feet of you when you cast the spell. 
  
   
   
  Fly 
  3 
  willing creature 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a wing feather from any bird) 
  1 action 
  Touch 
  You touch a willing creature. The target gains a flying speed of 
  60 feet for the duration. When the spell ends, the target falls if it 
  is still aloft, unless it can stop the fall. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, you can target one additional creature for 
  each slot level above 3rd. 
  
   
   
  Haste 
  3 
  willing creature 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a shaving of licorice root) 
  1 action 
  30 feet 
  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 
  AC, it has advantage on Dexterity saving throws, and it gains 
  an additional action on each of its turns. That action can be used 
  only to take the Attack (one weapon attack only), Dash, 
  Disengage, Hide, or Use an Object action. When the spell 
  ends, the target can’t move or take actions until after its next 
  turn, as a wave of lethargy sweeps over it. 
  
   
   
  Knock 
  2 
  object 
  Instantaneous 
  V 
  1 action 
  60 feet 
  Choose an object that you can see within range. The object can 
  be a door, a box, a chest, a set of manacles, a padlock, or 
  another object that contains a mundane or magical means that 
  prevents access. A target that is held shut by a mundane lock or 
  that is stuck or barred becomes unlocked, unstuck, or unbarred. 
  If the object has multiple locks, only one of them is unlocked. If 
  you choose a target that is held shut with arcane lock, that spell 
  is suppressed for 10 minutes, during which time the target can be 
  opened and shut normally. When you cast the spell, a loud 
  knock, audible from as far away as 300 feet, emanates from the 
  target object. 
  
   
   
  Levitate 
  2 
  creature 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (either a small leather loop or a piece of golden wire bent into a cup 
  shape with a long shank on one end) 
  1 action 
  60 feet 
  One creature or object of your choice that you can see within 
  range rises vertically, up to 20 feet, and remains suspended 
  there for the duration. The spell can levitate a target that 
  weighs up to 500 pounds. An unwilling creature that succeeds 
  on a Constitution saving throw is unaffected. The target can 
  move only by pushing or pulling against a fixed object or surface 
  within reach (such as a wall or a ceiling), which allows it to 
  move as if it were climbing. You can change the target’s altitude 
  by up to 20 feet in either direction on your turn. If you are the 
  target, you can move up or down as part of your move. 
  Otherwise, you can use your action to move the target, which 
  must remain within the spell’s range. When the spell ends, the 
  target floats gently to the ground if it is still aloft. 
  
   
   
  Magic Weapon 
  2 
  weapon 
  Concentration, up 
  to 1 hour 
  V, S 
  1 bonus action 
  Touch 
  You touch a nonmagical weapon. Until the spell ends, that 
  weapon becomes a magic weapon with a +1 bonus to attack rolls 
  and damage rolls. At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the bonus increases to +2. 
  When you use a spell slot of 6th level or higher, the bonus 
  increases to +3. 
  
   
   
  Passwall 
  5 
  point 
  1 hour 
  V, S, M  
  (a pinch of sesame seeds) 
  1 action 
  30 feet 
  A passage appears at a point of your choice that you can see on 
  a wooden, plaster, or stone surface (such as a wall, a ceiling, or 
  a floor) within range, and lasts for the duration. You choose the 
  opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet 
  deep. The passage creates no instability in a structure 
  surrounding it. When the opening disappears, any creatures or 
  objects still in the passage created by the spell are safely ejected 
  to an unoccupied space nearest to the surface on which you cast 
  the spell. 
  
   
   
  Prestidigitation 
  0 
  any 
  Up to 1 hour 
  V, S 
  1 action 
  10 feet 
  This spell is a minor magical trick that novice spellcasters use for 
  practice. You create one of the following magical effects within 
  range:  
  •   You create an instantaneous, harmless sensory effect, such as a 
  shower of sparks, a puff of wind, faint musi- cal notes, or an odd 
  odor.  
  •   You instantaneously light or snuff out a candle, a torch, or a small 
  campfire. •   You instantaneously clean or soil an object no larger 
  than 1 cubic foot.  
  •   You chill, warm, or flavor up to 1 cubic foot of nonliv- ing 
  material for 1 hour.  
  •   You make a color, a small mark, or a symbol appear on an object 
  or a surface for 1 hour. •   You create a nonmagical trinket or an 
  illusory image that can fit in your hand and that lasts until the end of 
  your next turn. If you cast this spell multiple times, you can have up 
  to three of its non-instantaneous effects active at a time, and you can 
  dismiss such an effect as an action. 
  
   
   
  Regenerate 
  7 
  creature 
  1 hour 
  V, S, M  
  (a prayer wheel and holy water) 
  1 minute 
  Touch 
  You touch a creature and stimulate its natural healing ability. 
  The target regains 4d8 + 15 hit points. For the duration of the 
  spell, the target regains 1 hit point at the start of each of its turns 
  (10 hit points each minute). The target’s severed body members 
  (fingers, legs, tails, and so on), if any, are restored after 2 
  minutes. If you have the severed part and hold it to the stump, 
  the spell instantaneously causes the limb to knit to the stump. 
  
   
   
  Spider Climb 
  2 
  willing creature 
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a drop of bitumen and a spider) 
  1 action 
  Touch 
  Until the spell ends, one willing creature you touch gains the 
  ability to move up, down, and across vertical surfaces and 
  upside down along ceilings, while leaving its hands free. The 
  target also gains a climbing speed equal to its walking speed. 
  
   
   
  Thaumaturgy 
  0 
  any 
  Up to 1 minute 
  V 
  1 action 
  30 feet 
  You manifest a minor wonder, a sign of supernatural power, 
  within range. You create one of the following magical effects 
  within range:  
  •  Your voice booms up to three times as loud as normal for 1 
  minute.  
  •  You cause flames to flicker, brighten, dim, or change color for 
  1 minute.  
  •  You cause harmless tremors in the ground for 1 minute.  
  •  You create an instantaneous sound that originates from a 
  point of your choice within range, such as a rumble of thunder, 
  the cry of a raven, or omi- nous whispers.  
  •  You instantaneously cause an unlocked door or win- dow to 
  fly open or slam shut.  
  •  You alter the appearance of your eyes for 1 minute. If you 
  cast this spell multiple times, you can have up to three of its 1-
  minute effects active at a time, and you can dismiss such an 
  effect as an action. 
  
   
   
  Time Stop 
  9 
  self 
  Instantaneous 
  V 
  1 action 
  Self 
  You briefly stop the flow of time for everyone but yourself. No 
  time passes for other creatures, while you take 1d4 + 1 turns in 
  a row, during which you can use actions and move as normal. 
  This spell ends if one of the actions you use during this period, 
  or any effects that you create during this period, affects a 
  creature other than you or an object being worn or carried by 
  someone other than you. In addition, the spell ends if you move 
  to a place more than 1,000 feet from the location where you cast 
  it. 
  
   
   
  Alter Self 
  2 
   
  Concentration, up 
  to 1 hour 
  V, S 
  1 action 
  Self 
  You assume a different form. When you cast the spell, choose one of the 
  following options, the effects of which last for the duration of the spell. While 
  the spell lasts, you can end one option as an action to gain the benefits of a 
  different one. 
  Aquatic Adaptation. You adapt your body to an aquatic environment, 
  sprouting gills and growing webbing between your fingers. You can breathe 
  underwater and gain a swimming speed equal to your walking speed. 
  Change Appearance. You transform your appearance. You decide what you 
  look like, including your height, weight, facial features, sound of your voice, 
  hair length, coloration, and distinguishing characteristics, if any. You can 
  make yourself appear as a member of another race, though none of your 
  statistics change. You also can’t appear as a creature of a different size than 
  you, and your basic shape stays the same; if you’re bipedal, you can’t use this 
  spell to become quadrupedal, for instance. At any time for the duration of the 
  spell, you can use your action to change your appearance in this way again. 
  Natural Weapons. You grow claws, fangs, spines, horns, or a different 
  natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, 
  piercing, or slashing damage, as appropriate to the natural weapon you 
  chose, and you are proficient with your unarmed strikes. Finally, the 
  natural weapon is magic and you have a +1 bonus to the attack and damage 
  rolls you make using it. 
  
   
   
  Animal Shapes 
  8 
   
  Concentration, up 
  to 24 hours 
  V, S 
  1 action 
  30 feet 
  Your magic turns others into beasts. Choose any number of willing creatures 
  that you can see within range. You transform each target into the form of a 
  Large or smaller beast with a challenge rating of 4 or lower. On subsequent 
  turns, you can use your action to transform affected creatures into new 
  forms. 
  The transformation lasts for the duration for each target, or until the target 
  drops to 0 hit points or dies. You can choose a different form for each target. 
  A target’s game statistics are replaced by the statistics of the chosen beast, 
  though the target retains its alignment and Intelligence, Wisdom, and 
  Charisma scores. The target assumes the hit points of its new form, and 
  when it reverts to its normal form, it returns to the number of hit points it 
  had before it transformed. If it reverts as a result of dropping to 0 hit points, 
  any excess damage carries over to its normal form. As long as the excess 
  damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t 
  knocked unconscious. The creature is limited in the actions it can perform by 
  the nature of its new form, and it can’t speak or cast spells. 
  The target’s gear melds into the new form. The target can’t activate, wield, 
  or otherwise benefit from any of its equipment. 
  
   
   
  Animate Objects 
  5 
   
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  120 feet 
  Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or 
  carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. 
  You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until 
  the spell ends or until reduced to 0 hit points. 
  As a bonus action, you can 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 or all 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 during its next turn, or you can issue 
  a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only 
  defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. 
  Animated Object Statistics  
  Size HP AC Attack Str Dex  
  Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 
  Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 
  Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 
  Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 
  Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 
   An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its 
  Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks 
  legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is 
  securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a 
  radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its 
  original object form, and any remaining damage carries over to its original object form. 
  If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a 
  slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific 
  object inflicts slashing or piercing damage based on its form. 
  At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects 
  for each slot level above 5th. 
   
  
   
   
  Awaken 
  5 
   
  Instantaneous 
  V, S, M 
   (an agate worth at least 1,000 gp, which the spell consumes) 
  8 hours 
  Touch 
  After spending the casting time tracing magical pathways within 
  a precious gemstone, you touch a Huge or smaller beast or 
  plant. The target must have either no Intelligence score or an 
  Intelligence of 3 or less. The target gains an Intelligence of 10. 
  The target also gains the ability to speak one language you 
  know. If the target is a plant, it gains the ability to move its 
  limbs, roots, vines, creepers, and so forth, and it gains senses 
  similar to a human’s. Your DM chooses statistics appropriate 
  for the awakened plant, such as the statistics for the awakened 
  shrub or the awakened tree. 
  The awakened beast or plant is charmed by you for 30 days or 
  until you or your companions do anything harmful to it. When 
  the charmed condition ends, the awakened creature chooses 
  whether to remain friendly to you, based on how you treated it 
  while it was charmed. 
  
   
   
  Barkskin 
  2 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a handfuI of oak bark) 
  1 action 
  Touch 
  You touch a willing creature. Until the spell ends, the target’s 
  skin has a rough, bark-like appearance, and the target’s AC 
  can’t be less than 16, regardless of what kind of armor it is 
  wearing. 
  
   
   
  Blink 
  3 
   
  1 minute 
  V, S 
  1 action 
  Self 
  Roll a d20 at the end of each of your turns for the duration of the spell. On 
  a roll of 11 or higher, you vanish from your current plane of existence and 
  appear in the Ethereal Plane (the spell fails and the casting is wasted if you 
  were already on that 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 vanished 
  from. If no unoccupied space is available within that range, you appear in 
  the nearest unoccupied space (chosen at random if more than one space is 
  equally near). You can dismiss this spell as an action. 
  While on the Ethereal Plane, you can see and hear the plane you originated 
  from, which is cast in shades of gray, and you can’t see anything there more 
  than 60 feet away. You can only affect and be affected by other creatures on 
  the Ethereal Plane. Creatures that aren’t there can’t perceive you or 
  interact with you, unless they have the ability to do so. 
  
   
   
  Control Water 
  4 
   
  Concentration, up 
  to 8 hours 
  V, S, M  
  (a drop of water and a pinch of dust) 
  1 action 
  300 feet 
  Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can 
  choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or 
  choosr 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 the area includes a shore, the 
  flooding water spills over onto dry land. 
  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 down. 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 cause water in the area to move apart 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 conditions. The water continues to move in the direction you chose until the spell ends 
  or you choose a different effect. 
  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center 
  of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any 
  creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the 
  vortex by making a Strength (Athletics) check against your spell save DC. 
  When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a 
  failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the 
  creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away 
  from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. 
  The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it 
  remains in the vortex. 
  
   
   
  Control Weather 
  8 
   
  Concentration, up 
  to 8 hours 
  V,S,M  
  (burning incense and bits of earth and wood mixed in water) 
  10 minutes 
  Self (5-mile 
  radius) 
  You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this 
  spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. 
  When you cast the spell, you change the current weather conditions, which are determined by the DM 
  based on the climate and season. 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.\n   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. 
   - Precipitation -  
  1 – Clear 
  2 - Light Clouds 
  3 - Overcast or ground fog 
  4 - Rain, hail, or snow 
  5 - Torrential rain, driving hail, or blizzard 
   - Temperature -  
  1 - Unbearable Heat 
  2 – Hot 
  3 – Warm 
  4 – Cool 
  5 – Cold 
  6 - Arctic Cold 
   - Wind -  
  1 – Calm 
  2 - Moderate Wind 
  3 - Strong Wind 
  4 – Gale 
  5 - Storm 
  
   
   
  Cordon of Arrows 
  2 
   
  8 hours 
  V, S, M  
  (four or more arrows or bolts) 
  1 action 
  5 feet 
  You plant four pieces of nonmagical ammunition-arrows or 
  crossbow bolts-in the ground within range and lay magic upon 
  them to protect an area. Until the spell ends, whenever a 
  creature other than you comes within 30 feet of the ammunition 
  for the first time on a turn or ends its turn there, one piece of 
  ammunition flies up to strike it. The creature must succeed on a 
  Dexterity saving throw or take 1d6 piercing damage. The piece 
  of ammunition is then destroyed. The spell ends when no 
  ammunition remains. 
  When you cast this spell, you can designate any creatures you 
  choose, and the spell ignores them. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the amount of ammunition that can be 
  affected increases by two for each slot level above 2nd. 
  
   
   
  Create or Destroy Water 
  1 
   
  Instantaneous 
  V, S, M  
  (a drop of water if creating water or a few grains of 
  sand if destroying it) 
  1 action 
  30 feet 
  You either create or destroy water. 
  Create Water. You create up to 10 gallons of clean water 
  within range in an open container. Alternatively, the water falls 
  as rain in a 30-foot cube within range, extinguishing exposed 
  flames in the area.  
  Destroy Water. You destroy up to 10 gallons of water in an 
  open container within range. Alternatively, you destroy fog in a 
  30-foot cube within range.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you create or destroy 10 additional gallons 
  of water, or the size of the cube  increases by 5 feet, for each 
  slot level above 1st. 
  
   
   
  Darkvision 
  2 
   
  8 hours 
  V, S, M  
  (either a pinch of dried carrot or an agate) 
  1 action 
  Touch 
  You touch a willing creature to grant it the ability to see in the 
  dark. For the duration, that creature has darkvision out to a 
  range of 60 feet. 
  
   
   
  Druidcraft 
  0 
   
  Instantaneous 
  V, S 
  1 action 
  30 feet 
  Whispering to the spirits of nature, you create one of the 
  following effects within range: 
  • You create a tiny, harmless sensory effect that predicts what 
  the weather will be at your location for the next 24 hours. The 
  effect might manifest as a golden orb for clear skies, a cloud for 
  rain, falling snowflakes for snow, and so on. This effect persists 
  for 1 round. 
  • You instantly make a flower blossom, a seed pod open, or a 
  leaf bud bloom. 
  • You create an instantaneous, harmless sensory effect, such as 
  falling leaves, a puff of wind, the sound of a small animal, or the 
  faint odor of skunk. The effect must fit in a 5-foot cube. 
  • You instantly light or snuff out a candle, a torch, or a small 
  campfire. 
  
   
   
  Elemental Weapon 
  3 
   
  Concentration, up 
  to 1 hour 
  V, S 
  1 action 
  Touch 
  A nonmagical weapon you touch becomes a magic weapon. 
  Choose one of the following damage types: acid, cold, tire, 
  lightning, or thunder. For the duration, the weapon has a +1 
  bonus to attack rolls and deals an extra ld4 damage of the chosen 
  type when it hits. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th or 6th level. the bonus to attack rolls increases to +2 and the 
  extra damage increases to 2d4. When you use a spell slot of 7th 
  level or higher, the bonus increases to +3 and the extra damage 
  increases to 3d4. 
  
   
   
  Enlarge/Reduce 
  2 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a pinch of powdered iron) 
  1 action 
  30 feet 
  You cause a creature or an object you can see within range to grow larger or smaller 
  for the duration. Choose either a creature or an object that is neither worn nor 
  carried. If the target is unwilling, it can make a Constitution saving throw. On a 
  success, the spell has no effect. 
  If the target is a creature, everything it is wearing and carrying changes size with it. 
  Any item dropped by an affected creature returns to normal size at once.  
  Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by 
  eight. This growth increases its size by one category-from Medium to Large, for 
  example. If there isn’t enough room for the target to double its size, the creature or 
  object attains the maximum possible size in the space available. Until the spell ends, 
  the target also has advantage on strength checks and strength saving throws. The 
  target’s weapons also grow to match its new size. While these weapons are enlarged, 
  the target’s attacks with them deal 1d4 extra damage. 
  Reduce. The target’s size is halved in all dimensions, and its weight is reduced to 
  one-eighth of normal. This reduction decreases its size by one category-from 
  Medium to Small, for example. Until the spell ends, the target also has disadvantage 
  on strength checks and strength saving throws. The target’s weapons also shrink to 
  match its new size. While these weapons are reduced, the target’s attacks with them 
  deal 1d4 less damage (this can’t reduce the damage below 1). 
  
   
   
  Expeditious Retreat 
  1 
   
  Concentration, up 
  to 10 minutes 
  V, S 
  1 bonus action 
  Self 
  This spell allows you to move at an incredible pace. When you 
  cast this spell, and then as a bonus action on each of your turns 
  until the spell ends, you can take the Dash action. 
  
   
   
  Fabricate 
  4 
   
  Instantaneous 
  V, S 
  10 minutes 
  120 feet 
  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, and 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 raw material. If you are working with metal. stone, 
  or another mineral substance, however, the fabricated object can 
  be no larger than Medium (contained within a single 5-foot 
  cube). The quality of objects made by the spell is commensurate 
  with the quality of the raw materials. 
  Creatures or magic items can’t be created or transmuted by this 
  spell. You also can’t use it to create items that ordinarily require 
  a high degree of craftsmanship, such as jewelry, weapons, glass, 
  or armor, unless you have proficiency with the type of artisan’s 
  tools used to craft such objects. 
  
   
   
  Feather Fall 
  1 
   
  1 minute 
  V, M  
  (a small feather or piece of down) 
  1 reaction, which 
  you take when 
  you or a creature 
  within 60 feet of 
  you falls 
  60 feet 
  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 the creature lands before the spell ends, it takes no 
  falling damage and can land on its feel, and the spell ends for 
  that creature. 
  
   
   
  Flesh to Stone 
  6 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a pinch of lime, water, and earth) 
  1 action 
  60 feet 
  You attempt to turn one creature that you can see within range into stone.  
  If the target’s body is made of flesh, the creature must make a Constitution 
  saving throw. On a failed save, it is restrained as its flesh begins to harden. 
  On a successful save, the creature isn’t affected. 
  A creature restrained by this spell must make 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 subjected to the petrified condition for the duration. The successes and 
  failures don’t need to be consecutive; keep track of both until the target collects 
  three of a kind. 
  If the creature is physically broken while petrified, it suffers from similar 
  deformities if it reverts to its original state. 
  If you maintain your concentration on this spell for the entire possible 
  duration, the creature is turned to stone until the effect is removed. 
   
  
   
   
  Gaseous Form 
  3 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a bit of gauze and a wisp of smoke) 
  1 action 
  Touch 
  You transform a willing creature you touch, along with everything it’s 
  wearing and carrying, into a misty cloud for the duration. The spell 
  ends if the creature drops to 0 hit points. An incorporeal creature isn’t 
  affected. 
  While in this form, the target’s only method of movement is a flying 
  speed of 10 feet. The target can enter and occupy the space of another 
  creature. The target has resistance to nonmagical damage, and it has 
  advantage on Strength, Dexterity, and Constitution saving throws. 
  The target can pass through small holes, narrow openings, and even 
  mere cracks, though it treats liquids as though they were solid surfaces. 
  The target can’t fall and remains hovering in the air even when stunned 
  or otherwise incapacitated. 
  While in the form of a misty cloud, 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. The target can’t attack or cast spells. 
  
   
   
  Giant Insect 
  4 
   
  Concentration, up 
  to 10 minutes    
  V, S 
  1 action 
  30 feet 
  You transform up to ten centipedes, three spiders, five wasps, or 
  one scorpion within range into giant versions of their natural 
  forms for the duration. A centipede becomes a giant centipede, a 
  spider becomes a giant spider, a wasp becomes a giant wasp, 
  and a scorpion becomes a giant scorpion. 
  Each creature obeys your verbal commands, and in combat, 
  they act on your tum each round. The DM has the statistics for 
  these creatures and resolves their actions and movement. 
  A creature remains in its giant size for the duration, until it 
  drops to 0 hit points, or until you use an action to dismiss the 
  effect on it. 
  The DM might allow you to choose different targets. For 
  example, if you transform a bee, its giant version might have the 
  same statistics as a giant wasp.       
  
   
   
  Glibness 
  8 
   
  1 hour 
  V 
  1 action 
  Self 
  Until the spell ends, when you make a Charisma check, you can 
  replace the number you roll with a 15. Additionally, no matter 
  what you say, magic that would determine if you are telling the 
  truth indicates that you are being truthful. 
  
   
   
  Goodberry 
  1 
   
  Instantaneous 
  V, S, M 
   (a sprig of mistletoe) 
  1 action 
  Touch 
  Up l0 ten berries appear in your hand and are infused with 
  magic for the duration. A creature can use its action to eat one 
  berry. Eating a berry restores 1 hit point, and the berry 
  provides enough nourishment lo sustain a creature for one day. 
  The berries lose heir potency if they have not been consumed 
  within 24 hours of the casting of this spell. 
  
   
   
  Heat Metal 
  2 
   
  Instantaneous 
  V 
  1 bonus action 
  60 feet 
  Choose a manufactured metal object, such as a metal weapon or 
  a suit of heavy or medium metal armor, that you can see within 
  range. You cause the object to glow red-hot. Any creature in 
  physical contact with the object takes 2d8 fire damage when you 
  cast the spell. Until the spell ends, you can use a bonus action on 
  each of your subsequent turns to cause this damage again.\n   If 
  a creature is holding or wearing the object and takes the damage 
  from it, the creature must succeed on a Constitution saving 
  throw or drop the object if it can. If it doesn’t drop the object, it 
  has disadvantage on attack rolls and ability checks until the start 
  of your next turn. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 1d8 for each slot 
  level above 2nd. 
  
   
   
  Jump 
  1 
   
  1 minute 
  V, S, M  
  (a grasshopper’s hind leg) 
  1 action 
  Touch 
  You touch a creature. The creature’s jump distance is tripled 
  until the spell ends. 
  
   
   
  Lightning Arrow 
  4 
   
  Concentration, up 
  to 1 minute 
  V, S 
  1 bonus action 
  Self 
  The next time you make a ranged weapon attack during the 
  spell’s duration, the weapon’s ammunition, or the weapon itself 
  if it’s a thrown weapon, transforms into a bolt of lightning. 
  Make the attack roll as normal. The target takes 4d8 lightning 
  damage on a hit, or half as much damage on a miss, instead of 
  the weapon’s normal damage. 
  Whether you hit or miss, each creature within 10 feet of the 
  target must make a Dexterity saving throw. Each of these 
  creatures takes 2d8 lightning damage on a failed save, or half as 
  much damage on a successful one. 
  The piece of ammunition or weapon then returns to its normal 
  form. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage for both effects of the spell 
  increases by 1d8 for each slot level above 3rd. 
  
   
   
  Longstrider 
  1 
   
  1 hour 
  V, S, M  
  (a pinch of dirt) 
  1 action 
  Touch 
  You touch a creature. The target’s speed increases by 10 feet 
  until the spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you can target one additional creature for 
  each slot level above 1st. 
  
   
   
  Meld into Stone 
  3 
   
  8 hours 
  V, S 
  1 action 
  Touch 
  You step into a stone object or surface large enough to fully contain your 
  body, melding yourself and all the equipment you carry with the stone for the 
  duration. Using your movement, you step into the stone at a point you can 
  touch. Nothing of your presence remains visible or otherwise detectable by 
  nonmagical senses. 
  While merged with the stone, you can’t see what occurs outside it, and any 
  Wisdom (Perception) checks you make to hear sounds outside it are made 
  with disadvantage. You remain aware of the passage of time and can cast 
  spells on yourself while merged in the stone. You can use your movement to 
  leave the stone where you entered it, which ends the spell. You otherwise 
  can’t move. 
  Minor physical damage to the stone doesn’t harm you, but its partial 
  destruction or a change in its shape (to the extent that you no longer fit within 
  it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete 
  destruction (or transmutation into a different substance) expels you and deals 
  50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied 
  space closest to where you first entered. 
  
   
   
  Mending 
  1 
   
  Instantaneous 
  V, S, M  
  (two lodestones) 
  1 minute 
  Touch 
  This spell repairs a single break or tear in an object you touch, 
  such as a broken chain link, two halves of a broken key, a torn 
  cloak, or a leaking wineskin. As long as the break or tear is no 
  larger than 1 foot in any dimension, you mend it. leaving no 
  trace of the former damage. 
  This spell can physically repair a magic item or construct, but 
  the spell can’t restore magic to such an object. 
  
   
   
  Message 
  0 
   
  1 round 
  V, S, M  
  (a short piece of copper wire) 
  1 action 
  120 feet 
  You point your finger toward a creature within range and 
  whisper a message. The target (and only the target) hears the 
  message and can reply in a whisper that only you can hear.\n   
  You can cast this spell through solid objects if you are familiar 
  with the target and know it is beyond the barrier. Magical 
  silence. 1 foot of stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood blocks the spell. The spell doesn’t have to 
  follow a straight line and can travel freely around corners or 
  through openings. 
  
   
   
  Move Earth 
  8 
   
  Concentration, up 
  to 2 hours 
  V, S, M  
  (an iron blade and a small bag containing a mixture of soils-c1ay, loam, 
  and sand) 
  1 action 
  120 feet 
  Choose an area of terrain no larger than 40 feet on a side within range. You 
  can reshape dirt, sand, or clay in the area in any manner you choose for the 
  duration. You can raise or lower the area’s elevation, create or fill in a 
  trench, erect or flatten a wall, or form a pillar. The extent of any such 
  changes can’t exceed half the area’s largest dimension. So, if you affect a 
  40-foot square,  you can create a pillar up to 20 feet high, raise or lower the 
  square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. 
  It takes 10 minutes for these changes to complete. 
  At the end of every 10 minutes you spend concentrating on the spell, you can 
  choose a new area of terrain to affect. 
  Because the terrain’s transformation occurs slowly, creatures in the area 
  can’t usually be trapped or injured by the ground’s movement. 
  This spell can’t manipulate natural stone or stone construction. Rocks and 
  structures shift to accommodate the new terrain. If the way you shape the 
  terrain would make a structure unstable, it might collapse. 
  Similarly, this spell doesn’t directly affect plant growth. The moved earth 
  carries any plants along with it. 
  
   
   
  Plant Growth 
  3 
   
  Instantaneous 
  V, S 
  1 action or 8 hours 
  150 feet 
  This spell channels vitality into plants within a specific area. 
  There are two possible uses for the spell, granting either 
  immediate or long-term benefits. 
  If you cast this spell using 1 action, choose a point within range. 
  All normal plants in a 100-foot radius centered on that point 
  become thick and overgrown. A creature moving through the 
  area must spend 4 feet of movement for every 1 foot it moves.  
  You can exclude one or more areas of any size within the spell’s 
  area from being affected. 
  If you cast this spell over 8 hours, you enrich the land. All 
  plants in a half-mile radius centered on a point within range 
  become enriched for 1 year. The plants yield twice the normal 
  amount of food when harvested. 
  
   
   
  Polymorph 
  4 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a caterpillar cocoon) 
  1 action 
  60 feet 
  This spell transforms a creature that you can see within range into a new form. An unwilling 
  creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically 
  succeeds on this saving throw. 
  The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The 
  new form can be any beast whose challenge rating is equal to or less than the target’s (or the 
  target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental 
  ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and 
  personality. 
  The target assumes the hit points of its new form. When it reverts to its normal form, the 
  creature returns to the number of hit points it had before it transformed. If it reverts as a result of 
  dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess 
  damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. 
  The creature is limited in the actions it can perform by the nature of its new form, and it can’t 
  speak, cast spells, or take any other action that requires hands or speech. 
  The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise 
  benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.  
   
  (Spell's description has been modified to fix the error during printing as described in the Player's 
  Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-
  V1.pdf for full details) 
  
   
   
  Purify Food and Drink 1 
   
  Instantaneous 
  V, S 
  1 action 
  10 feet 
  All nonmagical food and drink within a 5-foot-radius sphere 
  centered on a point of your choice within range is purified and 
  rendered free of poison and disease. 
  
   
   
  Reincarnate 
  5 
   
  Instantaneous 
  V, S, M  
  (rare oils and unguents worth at least 1,000 gp, which the spell 
  consumes) 
  1 hour 
  Touch 
  You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has 
  been dead no longer than 10 days, the spell forms a new adult body for it and then calls the 
  soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.\n   The 
  magic fashions a new body for the creature to inhabit, which likely causes the creature’s race 
  to change. The DM rolls a d100 and consults the following table to determine what form the 
  creature takes when restored to life, or the DM chooses a form. 
  On a d100 roll: 
  01-04 – Dragonborn 
  5-13 - Dwarf, hill 
  14-21 - Dwarf, mountain 
  22-25 - Elf, dark 
  26–34 - Elf, high 
  35-42 - Elf, wood 
  43-46 - Gnome, forest 
  47-52 - Gnome, Rock 
  53-56 - Half-elf 
  57-60 - Half Orc, 
  61-68 - Halfling, lightfoot 
  69-76 - Halfling, stout 
  77-96 – Human 
  97-00 – Tiefling 
  The reincarnated creature recalls its former life and experiences. It retains the capabilities it 
  had in its original form, except it exchanges its original race for the new one and changes its 
  racial traits accordingly.  
  
   
   
  Reverse Gravity 
  7 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a lodestone and iron fillings) 
  1 action 
  100 feet 
  This spell reverses gravity in a 50-foot-radius, 100-foot high 
  cylinder centered on a point within range. All creatures and 
  objects that aren’t somehow anchored lo the ground in the area 
  fall upward and reach the top of the area when you cast this 
  spell. A creature can make a Dexterity saving throw lo grab 
  onto a fixed object it can reach, thus avoiding the fall. 
  If some solid object (such as a ceiling) is encountered in this fall, 
  faIling objects and creatures strike it just as they would during 
  a normal downward fall. If an object or creature reaches the 
  top of the area without striking anything, it remains there, 
  oscillating slightly, for the duration. 
  At the end of the duration, affected objects and creatures fall 
  back down. 
  
   
   
  Sequester 
  7 
   
  Until dispelled 
  V,S, M  
  (a powder composed of diamond, emerald, ruby, and sapphire dust 
  worth at least 5,000 gp, which the spell consumes) 
  1 action 
  Touch 
  By means of this spell, a willing creature or an object can be 
  hidden away, safe from detection for the duration. When you 
  cast the spell and touch the target, it becomes invisible and can’t 
  be targeted by divination spells or perceived through scrying 
  sensors created by divination spells. 
  If the target is a creature, it falls into a state of suspended 
  animation. Time ceases to flow for it, and it doesn’t grow older. 
  You can set a condition for the spell to end early. The condition 
  can be anything you choose, but it must occur or be visible 
  within 1 mile of the target. Examples include “after 1,000 years“ 
  or “when the tarrasque awakens.“ This spell also ends if the 
  target takes any damage. 
  
   
   
  Shapechange 
  9 
   
  Concentration, up 
  to 1 hour 
  V,S, M  
  (ajade circlet worth at least 1,500 gp, which you must place on your 
  head before you cast the spell) 
  1 action 
  Self 
  You assume the form of a different creature for the duration. The new form can be of any creature with a challenge 
  rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort 
  of creature at least once. You transform into an average example of that creature, one without any class levels or the 
  Spellcasting trait. 
  Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and 
  Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in 
  addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its 
  statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair 
  actions of the new form. 
  You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the 
  number of hit points you had before you transformed. If you revert as a result of dropping to - hit points, any excess 
  damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit 
  points, you aren’t knocked unconscious. 
  You retain the benefit of any features from your class, race, or other source and can use them, provided that your new 
  form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your 
  new form also has that sense. You can only speak if the creature can normally speak. 
  When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn 
  by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a 
  piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the 
  new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new 
  form. Equipment that merges has no effect in that state. 
  During this spell’s duration, you can use your action to assume a different form following the same restrictions and 
  rules for the original form, with one exception; if your new form has more hit points than your current one, your hit 
  points remain at their current value.  
  
   
   
  Shillelagh 
  0 
   
  1 minute 
  V, S, M  
  (mistletoe, a shamrock leaf, and a club or quarterstaff) 
  1 bonus action 
  Touch 
  The wood of a club or quarterstaff you are holding is imbued 
  with nature’s power. For the duration, you can use your 
  spellcasting ability instead of Strength for the attack and 
  damage rolls of melee attacks using that weapon, and the 
  weapon’s damage die becomes  a d8. The weapon also becomes 
  magical, if it isn’t already. The spell ends if you cast it again or 
  if you let go of the weapon. 
  
   
   
  Slow 
  3 
   
  Concentration, up 
  to 1 minute 
   
  1 action 
  120 feet 
  You alter time around up to six creatures of your choice in a 
  40-foot cube within range, Each target must succeed on a 
  Wisdom saving throw or be affected by this spell for the 
  duration. 
  An affected target’s speed is halved, it takes a -2 penalty to AC 
  and Dexterity saving throws, and it can’t use reactions. On its 
  turn, it can use either an action ora bonus action, not both. 
  Regardless of the creature’ s abilities or magic items, it can’t 
  make more than one melee arranged attack during its turn. 
  If the creature attempts to cast a spell with a casting time of 1 
  action, roll a d20. On an 11 or higher, the spell doesn’t take effect 
  until the creature’s next turn, and the creature must use its 
  action on that turn to complete the spell. If it can’t, the spell is 
  wasted. 
  A creature affected by this spell makes another Wisdom saving 
  throw at the end of its turn. On a successful save, the effect 
  ends for it. 
  
   
   
  Speak with Plants 
  3 
   
  10 minutes 
  V, S 
  1 action 
  Self (30-foot 
  radius) 
  You imbue plants within 30 feet of you with limited sentience and animation, 
  giving them the ability to communicate with you and follow your simple 
  commands. You can question plants about events in the spell’s area within the 
  past day, gaining information about creatures that have passed, weather, and 
  other circumstances. 
  You can also turn difficult terrain caused by plant growth (such as thickets 
  and undergrowth) into ordinary terrain that lasts for the duration. Or you 
  can turn ordinary terrain where plants are present into difficult terrain that 
  lasts for the duration, causing vines and branches to hinder pursuers, for 
  example. 
  Plants might be able to perform other tasks on your behalf, at the DM’s 
  discretion. The spell doesn’t enable plants to uproot themselves and move 
  about, but they can freely move branches, tendrils, and stalks. 
  If a plant creature is in the area, you can communicate with it as if you 
  shared a common language, but you gain no magical ability to influence it.   
  This spell can cause the plants created by the entangle spell to release a 
  restrained creature.  
  
   
   
  Spike Growth 
  2 
   
  Concentration, up 
  to 10 minute 
  V, S, M  
  (seven sharp thorns or seven small twigs, each sharpened to a point) 
  1 action 
  150 feet 
  The ground in a 20-foot radius centered on a point within 
  range twists and sprouts hard spikes and thorns. The area 
  becomes difficult terrain for the duration. When a creature 
  moves into or within the area, it takes 2d4 piercing damage for 
  every 5 feet it travels. 
  The transformation of the ground is camouflaged to look 
  natural. Any creature that can’t see the area at the time the spell 
  is cast must make a Wisdom (Perception) check against your 
  spell save DC to recognize the terrain as hazardous before 
  entering it. 
  
   
   
  Stone Shape 
  4 
   
  Instantaneous 
  V, S, M  
  (soft clay, which must be worked into roughly the desired shape of the 
  stone object) 
  1 action 
  Touch 
  You touch a stone object of Medium size or smaller or a section 
  of stone no more than 5 feet in any dimension and form it into 
  any shape that suits your purpose. So, for example, you could 
  shape a large rock into a weapon, idol, or coffer, or make a 
  small passage through a wall, as long as the wall is less than 5 
  feet thick. You could also shape a stone door or its frame to seal 
  the door shut. The object you create can have up to two hinges 
  and a latch, but finer mechanical detail isn’t possible. 
  
   
   
  Swift Quiver 
  5 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a quiver containing at least one piece of ammunition) 
  1 bonus action 
  Touch 
  You transmute your quiver so it produces an endless supply of 
  nonmagical ammunition, which seems to leap into your hand 
  when you reach for it. 
  On each of your turns until the spell ends, you can use a bonus 
  action to make two attacks with a weapon that uses ammunition 
  from the quiver. Each time you make such a ranged attack, 
  your quiver magically replaces the piece of ammunition you 
  used with a similar piece of nonmagical ammunition. Any pieces 
  of ammunition created by this spell disintegrate when the spell 
  ends. If the quiver leaves your possession, the spell ends. 
  
   
   
  Telekinesis 
  5 
   
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  60 feet 
  You gain the ability to move or manipulate creatures or objects by thought. When you cast the 
  spell, and as your action each round for the duration, you can exert your will on one creature 
  or object that you can see within range, causing the appropriate effect below. You can affect the 
  same target round after round, or choose a new one at any time. If you switch targets, the 
  prior target is no longer affected by the spell. 
  Creature. You can try to move a Huge or smaller creature. Make an ability check with your 
  spellcasting ability contested by the creature’s Strength check. If you win the contest, you move 
  the creature up to 30 feet in any direction, including upward but not beyond the range of this 
  spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A 
  creature lifted upward is suspended in mid-air. 
  On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on 
  the creature by repealing the contest. 
  Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being 
  worn or carried, you automatically move it up lo 30 feet in any direction, but not beyond the 
  range of this spell. 
  If the object is worn or carried by a creature, you must make an ability check with your 
  spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the 
  object away from that creature and can move it up to 30 feel in any direction but not beyond the 
  range of this spell. 
  You can exert fine control on objects with your telekinetic grip, such as manipulating a simple 
  tool, opening a door or a container, stowing or retrieving an item from an open container, or 
  pouring the contents from a vial. 
  
   
   
  Thorn Whip 
  0 
   
  Instantaneous 
  V, S, M  
  (the stem of a plant with thorns) 
  1 action 
  30 feet 
  You create along, vine-like whip covered in thorns that lashes 
  out at your command toward a creature in range. Make a 
  melee spell attack against the target. If the attack hits, the 
  creature takes 1d6 piercing damage, and if the creature is Large 
  or smaller, you pull the creature up to 10 feet closer to you. 
  This spell’s damage increases by 1d6 when you reach 5th level 
  (2d6), 11th level (3d6), and 17th level (4d6). 
   
  
   
   
  True Polymorph 
  9 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) 
  1 action 
  30 feet 
  Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, 
  the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The 
  transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full 
  duration, the transformation becomes permanent. 
  Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t 
  affected by this spell. 
  Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose 
  whose challenge rating is equal to or less than the target’s (or its level). if the target doesn’t have a challenge rating). The 
  target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment 
  and personality. 
  The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number 
  of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to 
  its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked 
  unconscious. 
  The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spell, or take any 
  other action that requires hands or speech, unless its new form is capable of such actions. 
  The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its 
  equipment. 
  Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the 
  object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on 
  each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of 
  its actions and movement. 
  If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you 
  have treated it. 
  Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into 
  that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after 
  the spell ends and it returns to its normal form. This spell can't affect a target that has 0 hit points. 
   
  (Spell's description has been modified to fix the error during printing as described in the Player's Handbook errata. See 
  http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details) 
  
   
   
  Water Breathing 
  3 
   
  24 hours 
  V, S, M  
  (a short reed or piece of straw) 
  1 action 
  30 feet 
  This spell grants up lo ten willing creatures you can see within 
  range the ability lo breathe underwater until the spell ends. 
  Affected creatures also retain their normal mode of respiration. 
  
   
   
  Water Walk 
  3 
   
  1 hour 
  V, S, M  
  (a piece of cork) 
  1 action 
  30 feet 
  This spell grants the ability lo move across any liquid surface-
  such as water, acid, mud, snow, quicksand, or lava-as if it 
  were harmless solid ground (creature crossing molten lava can 
  still take damage from the heat). Up to ten willing creature you 
  can see within range gain this ability for the duration. 
  If you target a creature submerged in a liquid, the spell carries 
  the target to the surface of the liquid at a rate of 60 feel per 
  round. 
  
   
   
  Wind Walk 
  6 
   
  8 hours 
  V, S, M  
  (fire and holy water 
  1 minute 
  30 feet 
  You and up to ten willing creatures you can see within range 
  assume a gaseous form for the duration, appearing as wisps of 
  cloud. While in this cloud form, a creature has a flying speed of 
  300 feet and has resistance to damage from nonmagical 
  weapons. The only actions a creature can take in this form are 
  the Dash action or to revert to its normal form. Reverting 
  takes 1 minute, during which time a creature is incapacitated 
  and can’t move. Until the spell ends, a creature can revert to 
  cloud form, which also requires the 1-minute transformation.   
  If a creature is in cloud form and flying when the effect ends, 
  the creature descends 60 feet per round for 1 minute until it 
  lands, which it does safely. If it can’t land after 1 minute, the 
  creature falls the remaining distance.  
  
   
   
  Enhance Ability 
  2 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (fur or a feather from a beast) 
  1 action 
  Touch 
  You touch a creature and bestow upon it a magical enhancement. Choose one 
  of the following effects; the target gains that effect until the spell ends. 
  Bear’s Endurance. The target has advantage on Constitution checks. It 
  also gains 2d6 temporary hit points, which are lost when the spell ends. 
  Bull’s Strength. The target has advantage on Strength checks, and his or 
  her carrying capacity doubles. 
  Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t 
  take damage from falling 20 feet or less if it isn’t incapacitated. 
  Eagle’s Splendor. The target has advantage on Charisma checks. 
  Fox’s Cunning. The target has advantage on Intelligence checks. 
  Owl’s Wisdom. The target has advantage on Wisdom checks. 
   
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or 
  higher, you can target one additional creature for each slot level above 2nd. 
  
   
   
   
  Rope Trick 
  2 
   
  1 hour 
  V, S, M  
  (powdered corn extract and a twisted loop of 
  parchment) 
  1 action 
  Touch 
  You touch a length of rope that is up lo 60 feet long. One end of 
  the rope then rises into the air until the whole rope hangs 
  perpendicular to the ground. At the upper end of the rope, an 
  invisible entrance opens to an extradimensional space that lasts 
  until the spell ends. 
  The extradimensional space can be reached by climbing to the 
  top of the rope. The space can hold as many as eight Medium or 
  smaller creatures. The rope can be pulled into the space, making 
  the rope disappear from view outside the space. 
  Attacks and spells can’t cross through the entrance into or out of 
  the extradimensional space, but those inside can see out of it as 
  if through a 3-foot-by-5-foot window centered on the rope.   
  Anything inside the extradimensional space drops out when the 
  spell ends. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Spellbook/All spells.pdf