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