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.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Spellbook/spells/Abjuration/Abjuration.pdf