TEXT: 5th Edition Rules,
  1st Edition Feel
  Necromancer 
  Games
  fifth Edition 
  compatible
  
  1
  Book of Lost Spells
  Necromancer Games, Inc., 2015, all rights reserved. 
  Product Identity: The following items are hereby identified as Necromancer Games Inc.’s Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product Identity. Previously released Open Game Content is excluded from the above list.
  Authors: Faisal Abdullah, Scott Alvarado, Jose De La Puente Alvarez, 
  Antony Ball, Erica Balsley, Robert Baxter, David Best, Rick Bibeault, 
  Jeff Binder, Terje Erwing Bjelkholm, Christopher Bjork, N. E. Bloom, 
  Mario Boulanger, Ed Bourelle, Bret Boyd, Joseph Boyd, David Brohman, 
  Deirdre Brooks, Michelle Brooks-Nimmo, Glenn David Brown, 
  Christopher Bundy, Chris Campbell, Bernard Cana, Joseph Carriker, Jr., 
  Stephen Cheney, Casey W. Chrisofferson, Aaron Clancy, Casey C. Clark, 
  Bill Collins, Jim Collura, Wendy Connick, David S. Corcoran, Charles 
  Corley, Chad Coulter, Colin W. Cross, Mihael D’Andrea, Aaron Day, 
  David Ayala De Garay, Tom deMayo, David Dolph, Peter Donis, Sean 
  Duncan, Steven Ehrbar, Adam Eichelberger, Roosevelt T. Eldridge, Robert 
  N. Emerson, Dale Earnest, John D. Faugno, Guillerjo Sanchez Fernandez, 
  James Fischer, Brett Friley, Tom Frisby, Jason Fultz, James Garr, Brendan 
  Gasparin, Brian Giammalva, Michael Gill, Travis N. Gillespie, Kelly 
  Golden, Patrick Goulah, Skeeter Green, Scott Greene, Allan Grohe, Eric 
  Guindon, Bruce Gulke, C. J. Hammer, Jeff Harkness, Eric Harry, Lance 
  Hawvermale, Travis Hawvermale, Jess Heinig, Christopher Henry, Matt 
  Holman, Robert Holmberg, James Holt, Nathan Hook, Clifford Horowitz, 
  Richard Hughes, Ryan C. Houle, Conrad Hubbard, Stefan Huddleston, 
  C. Erich Hudson, Robert Hunter, Andrew Hurwitz, Ben Iglaur, Gabe 
  Ivan, Evan Jamieson, Eric Jansing, J. S. Johnson, Spike Y. Jones, Chad 
  Justice, Lysle Kapp, Ryan Karr, Shawn Kehoe, Christopher Kennedy, 
  Michael Koal, Alan I. Kravit, Al Krombach, George Krubski, John Kubisz, 
  Benjamin Lam, Jean Michel Lavarenne, Patrick Lawinger, Michael P. 
  Lazure, Clyde Lekel, Lizard, Rhiannon Louve, James Maliszewski, David 
  Mannes, Rob Mason, Matt McGee, Mike Mearls, Doug Meerschaert, 
  Krister Michl, Adam Silva Miramon, James Mishler, Ben Monk, Clinton 
  Clark Napper, Geoffrey T. Nelson, Scott Nimmo, Matt Noble, Robert 
  Olla, Pier Giorgio Pacifici, Michael Paddock, Lee Palmer, Dean Paolilo, 
  William Patterson, W. Jason Peck, E. A. Penna, Steve Peterson, Clark 
  Peterson, Kimberly Pino-DiGennaro, Anthony Pitman, Anthony Pryor, 
  Greg Ragland, Lawson Reilly, Stuart Renton, Darrell Ridley, Jeffrey 
  A. Robbins, T. Patrick Rooney, Aaron Rosenberg, Chris Ryan, Gary 
  Schafer, Michael Schell, Gary Schotter, Elias Scorsone, J. T. Scott, Jason 
  Scott, Daniel Shaefer, James Sharkey, Jr., Bryan R. Shipp, Christopher 
  Shiverdecker, Andrew Shockney, Dean Shomshak, Catrion Singfield, 
  Ethan Skemp, Richard Smith II, William D. Smith Jr., Andrew Snow, 
  Julian Soullard, John Henry Stam, Michael Strauss, Christina Stiles, 
  James Sverapa IV, Jeff Tabrum, Eric Tam, Laban Tatro, Jeff Taylor, Paul 
  Thompson, Lawrence Thurman, William H. Timmins, John D. Tolin, 
  Sean Treacy, Jason Treon, Kieran Turley, Ian Turner, Matt Tweedt, 
  Bradford Walker, Joe Walmsley, Greg Weatherford, Bill Webb, George 
  Trace Webster, David A. Wendt, Jeff Weskamp, Erik Lees White, Stewart 
  Wieck, James Wilbur, Brian Williams, Clifford Wolter, R.L. Wood, Wayne 
  Woodman, Jason B. Wyrick, Karlo Yeager, Fred Yelk, Jeffrey Yurkiw, 
  Bernardo Perez Zamorano
  Developer: Steven Winter
  Editors: Steven Winter, Merric Blackman
  Layout, Typesetting: Charles A. Wright
  Cover Art: Feleipe Gaon
  Interior Art: Felipe Gaon, Brian LeBlanc, Llyn Hunter, Tom Biondillo, 
  D. Malachai Penney, Eric Lofgren, Jeremy McHugh, Mike Chaney
  Book of Lost Spells
  5th Edition Rules,
  1st Edition Feel
  Necromancer 
  Games
  Necromancer Games is not affiliated with Wizards of the Coast™. 
  We make no claim to or challenge to any trademarks held by Wizards of the Coast™.
  
  2
  Book of Lost Spells
  Table of Contents
  Foreward ..........................................................................  p. 3  
  Spell Lists .......................................................................  p. 10 
  Spells in Alphabetical Order
  A ..................................  p. 10
  B .................................... p. 16
  C ..................................  p. 27
  D ................................... p. 38
  E ...................................  p. 49
  F .................................... p. 55
  G ................................... p. 63
  H ..................................  p. 66
  I .................................... p. 73
  J ...................................  p. 79
  K ..................................  p. 79
  L ...................................  p. 80
  M ..................................  p. 84
  N ..................................  p. 88
  O .................................. p. 90
  P ...................................  p. 92
  Q..................................  p. 95
  R ..................................  p. 97
  S .................................. p. 100
  T .................................. p. 116
  U ................................. p. 120
  V .................................  p. 122
  W ................................  p. 124
  X .................................  p. 130
  Y .................................  p. 130
  Z .................................  p. 130
  Appendix - Wizard Spells by School ...................................... p. 132  
  Legal Appendix ................................................................ p. 135
  
  3
  Book of Lost Spells
  Foreword
  Welcome to the Book of Lost Spells! Within its pages, you’ll find a 
  large number of spells originally designed for previous versions of the 
  game, newly updated to the latest edition. The necromancers have been 
  very busy, delivering a number of musty old tomes to my tower. I spent 
  many happy hours examining the contents and choosing the best spells to 
  present to you. The result is the tome you are now reading.
  Not every spell managed to make its way across. There are some spells 
  that were deemed to be too similar to other spells, and others that used 
  mechanics that are no longer in the current edition. A number of spells 
  managed to sneak their name across, but their effects are quite different 
  to how they were originally presented. The new edition may evoke older 
  editions, but its biggest changes may be in how magic works, especially 
  enhancement spells.
  Steve and I wanted to draw your attention to the spells that care about 
  alignment. The significance of alignment has been depreciated in the most 
  current rules, but we thought it would be a good idea to bring a few across. 
  After all, they’re part of the feel of the earlier editions. We’d be careful 
  of the know alignment spell, though. There are good reasons that spell 
  disappeared from the lists of common spells. We wanted it for the sake of 
  completeness, but it’s a spell that can utterly change how the game plays.
  This is true of many spells, of course. There should be a label on this 
  book. “Use with care!” Perhaps the best way of using these spells is to 
  slowly drop them into a campaign, with rumours of arcane secrets and 
  mysterious tomes. In the dungeon of an elder lich – a scroll with three 
  previously unknown spells! Treasure! 
  I’m indebted to the work of Steve Winter in creating this tome. Apart 
  from his advice and editorial skills, both incredibly significant, he shaped 
  the format we used to present the spells. We’ve given you a little extra 
  detail in the header of each spell, which we hope you’ll find useful. 
  Finally, this tome wouldn’t exist without the faith and passion of Bill 
  Webb. Thank you very much, Bill!
  Merric Blackman 
  merricb.com 
  11 February 2015
  On Reading Spell Entries
  Spell descriptions in The Book of Lost Spells follow some standard 
  conventions and some nonstandard ones. Knowing what those are before 
  you start reading will help you understand these new spells. 
  Each entry begins with the spell’s name, level, school or type, and the 
  character classes that can cast it. 
  This is followed by standard notations for components: V for verbal, S 
  for somatic, and M for material. Material components are specified where 
  they apply.
  Casting time is 1 action in most cases. These entries are self-
  explanatory.
  Duration describes the length of time that the spell’s magic is active. 
  The spell’s effects can linger much longer, obviously. Exceptions and 
  unusual cases are spelled out in the main text. Most “permanent” spells 
  can still be dispelled or ended with other magic.
  Range describes how far from the caster the spell’s target or origin 
  point can be. Range is always assumed to be a limiting factor when casting 
  a spell, even if text doesn’t explicitly state “within range” when describing 
  how a spell is targeted. For example, many spell descriptions instruct the 
  caster to “select a target you can see,” without stipulating that the target 
  must be within the spell’s range. Assume the range restriction is always in 
  force unless text explicitly states that it’s not.
  Range only restricts the spell’s target point, not its effect. An area of 
  effect can extend beyond the spell’s range. For example, acid storm has 
  a range of 120 feet, and it affects a cylindrical area with a radius of 20 
  feet around the target point. If the spell is targeted at the full extent of its 
  range, the area of effect will reach another 20 feet farther; it could attack 
  a creature 140 feet away from the spellcaster. That’s fine by the rules, 
  unless the spell description specifically says the whole effect needs to be 
  kept within range.
  Area of Effect describes the spell’s most obvious effect. Many spells 
  have secondary or lingering effects that extend beyond the initial area 
  described in the summary.
  Saving Throw gives only the first or most obvious saving throw against 
  the spell and its effect. Like areas of effect, many spells call for continuing 
  or secondary saving throws that aren’t mentioned in the summary. In 
  many cases, saving throws are triggered when a creature “starts its turn 
  in or enters the area of affect.” The default rule in these cases is that a 
  creature never needs to make more than one saving throw per turn against 
  a particular spell, even if it starts its turn in the area, leaves it, and re-
  enters. Exceptions are noted explicitly in the few cases where they occur.
  In short, always read spell descriptions thoroughly and carefully! 
  Magic is tricky.
  Finally, the GM is the ultimate arbiter of whether any particular spell 
  can be used in his or her campaign. Some of these Lost Spells have 
  dramatic effects, and they aren’t all thematically suitable in every setting. 
  In particular, be sure to check with your GM before adding alignment-
  detecting spells to your spell book. The ability to detect alignment, 
  especially Good and Evil, is significantly (and intentionally) restricted in 
  Fifth Edition. Giving heroes the ability to unerringly identify Evil creatures 
  has far-reaching implications in the game world and on adventures; your 
  GM might want to keep a tight lid on that particular can of worms. Such 
  spells are included for those who prefer an older style of play where the 
  ability to detect alignment was relatively common. We leave the decision 
  of whether it’s right for your game up to you.
  
  4
  Book of Lost Spells
  Bard
  Cantrips (Level 0)
  Decorate Object
  Detect Charm
  Detune
  Dissonance
  Encrypt
  Pepper’s Purpose
  Shield Open Flame
  Level 1
  Bewitch
  Copy
  Decrypt
  Enhance Oration
  Flash of Light
  Forked Tongue
  Quick Change
  Serpent’s Gaze
  Slow Draw
  Sonic Boom
  Twitch
  Unchained Melody
  <3>Level 2
  Bead of Blazing
  Damage Morale
  Detect Illusion
  Harmony of Heroes
  Helpless Grief
  Menace
  Phantom Accompaniment
  Shadow Embrace
  Taunt
  Undetectable Charm
  Level 3
  Air of Nobility
  Babel’s Curse
  Bad Luck
  Barbaric Yawp
  Blade Song
  Cacophony
  Curse of Horror
  Dancer’s Grace
  Detect Land
  Dread Scream
  Firm Ally
  Musical Mural
  Player Instrument
  Resonant Imbalance
  Sound Worm
  Spiteful Images
  Twisted Magic
  Unfasten
  Wailing Dirge
  Level 4
  Association
  Bait
  Bead of Blasting
  Bladelust
  Crystal Wail
  Distance Distortion
  Harmonic DIscord
  Maligned Performance
  Paean of Greater Glory
  Paper Tigers
  Portrait
  Stupefy
  Voice of Confession
  Level 5
  Cone of Silence
  Dance of Seduction
  Discordant Chorus
  Euphoric Ecstasy
  Fugue
  Harmony of the Gods
  Interrogation
  Mantle of Dread
  Reverence
  Shattering Cry
  Song of Vengeance
  Violent Scream
  Voice of Memories
  Wail of Fate
  Level 6
  Confounding Battlefield
  Illusory Illusion
  Instant Fluency
  Nymph’s Aura
  Song Barrier
  Words of Thunder
  Level 7
  Agitate Crowd
  Charismatic Shield
  Pocket Paradise
  Revelation Field
  Level 8
  Greater Curse
  Harmonic Dissolution
  Imbue Passion
  Xenophobic Rage
  Level 9
  Curse of the Ancient Mariner
  Cleric
  Cantrips (Level 0)
  Decorate Object
  Detect Charm
  Level 1
  Battle Wisdom
  Bubble Net
  Cloud Burst
  Detect Disease
  Detect Life
  Empathic Resonance
  Enhance Oration
  Heraldic Mastiff
  Heraldic Owl
  Heraldic Ox
  Hives
  Mercurial Smite
  Necrotic Feast
  Putrefy Food and Drink
  Level 2
  Air Forge
  Augment Skeleton
  Battle Guidance
  Battle Insight
  Blessed Harvest
  Blessed Watchman
  Blessing of the Dawn
  Blood Geyser
  Bolster Mental Fortitude
  Boost Potency
  Bug Bites
  Chanting
  Charnel Stench
  Damage Morale
  Detect Curse
  Energetic Burst
  Faerie Ward
  Find Corpse
  Fortify Armor
  Fresh Seal
  Glowing Bones
  Heraldic Fox
  Heraldic Horse
  Know Alignment
  Luck of the Saints
  Menace
  Protection from Paralysis
  Slur
  Speed Undead
  Willful Transformation
  Wisdom of the Divine
  Wound Reading
  Wyvern Guard
  Level 3
  Air Bridge
  Air of Nobility
  Aspect Tattoo
  Babel’s Curse
  Bad Luck
  Blinding Ash
  Bone Armor
  Cause the Bends
  Choose Fate
  Corpse Armor
  Curse of Horror
  Curse of Light
  Delay Death
  Detect Land
  Divine Mantle
  Expunge Shadow
  Fire Gills
  Firm Ally
  Godly Patronage
  Health Transfer
  Heraldic Lion
  Liar’s Remorse
  Lifebread
  Mind Link
  Protection from Pressure
  Restore the Undead
  Retribution
  Speak with Objects
  Squeaking Floor Alarm
  Summon Undead
  Walk in the Moonlight
  Weeping Wounds
  Whirlwind of Gore
  Whisper Wind
  Wine Fount
  Wise Defense
  Level 4
  Air Sphere
  Association
  Assume True Form
  Aura of Tsathogga
  Balance of the Mind
  Barbaric Rage
  Bastion
  Comrades in Arms
  Demon Flesh
  Divine Communion
  Exorcise
  Force Corporeality
  Heraldic Leopard
  Heraldic Tortoise
  Infuse Shadow
  Iron Bones
  Iron Core
  Light Control
  Lock Form
  Negative Energy Aura
  Null the Soothing Touch
  Profane Link
  Righteous Cloak
  Snakes into Staves
  Stonefast
  Twig Torture
  Umbral Touch
  Level 5
  Billow the Sails
  Blessing of the Forge
  Spell Lists
  The lists in this section are organized by class and level. For wizard spells grouped by school, see the appendix.
  
  5
  Book of Lost Spells
  Bone Blight
  Cloak of Serpents
  Clot
  Corrupt Water
  Dark Empowerment
  Deathly Gaze
  Earthen Snare
  Ethereal Shield
  Forced March
  Heraldic Bear
  Interrogation
  Intimate Knowledge
  Mystic Negation
  Necrotic Touch
  Reverence
  Sacred Champion
  Skull Bomb
  Slime Bucket
  Spellcaster’s Refusal
  Tracker’s Gaze
  Transfer of Vigor
  Unholy Glare
  Vile Vintage
  Wail of Fate
  Watery Blood
  Level 6
  Angel’s Cloak
  Arcane Obstruction
  Black Exhalation
  Call the Heart
  Ebon Water
  Elemental Cloak
  Extract Life 
  Giant’s Potency
  Healing Draught
  Hound of Hell
  Instant Fluency
  Invigorating Touch
  Lost Wanderer
  One with the Earth
  Torrent
  Level 7
  Bound Hearts
  Charismatic Shield
  Chill of Evil
  Create Crypt Thing
  Disassemble
  Divine Intervention
  Grim Harvest
  Heraldic Boar
  Immunity to Energy
  Mark of Exile
  Purple Haze
  Revelation Field
  Sacred Aegis
  Sanguine Creatures
  Level 8
  Blazing Blood
  Call Divine Warrior
  Death Bringer
  Divine Assimilation
  Elemental Infusion
  Godsblood
  Greater Curse
  Halt Aging
  Heraldic Hydra
  Impart Strength
  Solar Flare
  Soul Strike 
  Strength of the Wyrm
  Xenophobic Rage
  Zone of Metamagic Minimization
  Level 9
  Annihilate Soul
  Curse of the Ancient Mariner
  Disable
  Divine Inspiration
  Heraldic Phoenix
  Heraldic Wyrm
  Hide the Soul
  Phoenix Cloak
  Wither Limb
  Druid
  Cantrips (Level 0)
  Alter Normal Fires
  Daze Animal
  Drench
  Headwind
  Pepper’s Purpose
  Shield Open Flame
  Level 1
  Affect Normal Fog
  Alter Scent
  Bee Sting
  Binding Sap
  Bubble Net
  Buoyancy
  Call of the Wild Companion
  Camouflage
  Chlorophyll
  Claws of the Beast
  Cloud Burst
  Detect Disease
  Divining Rod
  Feather Step
  Fists of Stone
  Hound’s Scent
  Locate Fish
  Locate Water
  Otter’s Grace
  Pattern Grass
  Protection from Oozes
  Pummel
  Putrefy Food and Drink
  Quill Skin
  Signal Flare
  Tree Ladder
  Wind Speak
  Woodland Shriek
  Level 2
  Air Forge
  Augment Flames
  Blessed Harvest
  Boost Potency
  Branch Assault
  Bug Bites
  Catnip
  Cave Walker
  Chatterwild
  Constant Heat
  Dolphin Fins
  Dust to Death
  Earth Ear
  Energetic Burst
  Eyes of the Hawk
  Fleet Feet
  Forecast
  Fresh Seal
  Icy Hammer
  Identify Tracks
  Jungle Cry
  Keen Ears
  Leaf Fall
  Leaf Tide
  Melt
  Molten Strike
  Nature’s Aura
  Net
  Open Trail
  Pollen Cloud
  Quell the Wild
  Regenerate Plant
  Rooted in Place
  Sandbody
  Scent Mask
  Silver Spear
  Stench of Death
  Sticky Tongue
  Thorn Snare
  Tremorsense
  Wolf’s Hearing
  Wolf’s Howl
  Wound Reading
  Level 3
  Air Breathing
  Air Bridge
  Animal Mask
  Aspect Tattoo
  Bestow Speech
  Charged Touch
  Detect Land
  Discern Lycanthrope
  Earthen Concealment
  Essence of the Wild
  Exile from Nature
  Far Strike
  Fire Gills
  Halt Plant
  Hornet Wall
  Locust Leap
  Moonbeam
  Nature’s Repast
  Nature’s Strength
  Spyworm
  Steam Bolt
  Undulating Earth
  Volley of Thorns
  Walk in the Moonlight
  Wall of Water
  Weather Calming
  Level 4
  Absorption
  Air Sphere
  Assume True Form
  Bramble Armor
  Desert Refuge
  Earthburst
  Enliven Wood
  Fluid Form
  Forest Home
  Forgebane
  Green Slime
  Iceform
  Infinite Knowledge
  Quicksand
  Snakes into Staves
  Stonefast
  Transform Boulder to Pebble
  Transform Pebble to Boulder
  Vines of Binding
  Level 5
  Billow the Sails
  Blades of Bone
  Cloak of Serpents
  Corrupt Water
  Death Spores
  Divine Burden
  Earth Shift
  Earthen Snare
  Enrich Soil
  Gutsprout
  Improve Senses
  Inner Storm
  Kiss of the Nereid
  Mystic Negation
  Prey’s Scent
  Transfer of Vigor
  Vengeful Environs
  Vile Vintage
  Watery Blood
  Level 6
  Acorn Grove
  Blades of Jade
  Blood of the Hydra
  Change Dust to Water
  Change Water to Dust
  Chrysalis
  Claws of Digging
  Elemental Cloak
  Elemental Scimitar
  Ice Sled
  Invigorating Touch
  Landslide
  Lightning Wheel
  Lost Wanderer
  Nature’s Support
  One with the Earth
  Plant Form
  Serpent Hands
  Solar Fury
  Torrent
  Level 7
  Acid Swamp
  Assault of Stone
  
  6
  Book of Lost Spells
  Create Iceberg
  Deep Freeze
  Divine Disconnection
  Electrical Storm
  Establish Foundation
  Grim Harvest
  Immunity to Energy
  Level 8
  Chariot of Fire
  Darken Forest
  Deny Succor
  Elemental Infusion
  Tranquil Grove
  Level 9
  Creation’s Fury
  Ravaging Fire
  Rimeshatter
  Ranger
  Level 1
  Alter Scent
  Bee Sting
  Bewildering Tracks
  Binding Sap
  Buoyancy
  Call of the Wild Companion
  Camouflage
  Detect Disease
  Divining Rod
  Empower Companion
  Feather Step
  Locate Fish
  Locate Water
  Otter’s Grace
  Pattern Grass
  Signal Flare
  Tree Ladder
  Wind Speak
  Level 2
  Biting Blade
  Boost Potency
  Bug Bites
  Catnip
  Charged Missile
  Constant Heat
  Dust to Death
  Earth Ear
  Eyes of the Hawk
  Fleet Feet
  Forecast
  Hunter’s Insight
  Identify Tracks
  Jungle Cry
  Keen Ears
  Leaf Fall
  Leaf Tide
  Nature’s Aura
  Open Trail
  Quell the Wild
  Scent Mask
  Shifter’s Bane
  Swirling Leaves
  Tremorsense
  Wolf’s Hearing
  Wolf’s Howl
  Wound Reading
  Level 3
  Air Breathing
  Animal Mask
  Axe of Destruction
  Bestow Speech
  Detect Land
  Dire Rage
  Discern Lycanthrope
  Earthen Concealment
  Nature’s Strength
  Smart Arrow
  Unstoppable Tracker
  Level 4
  Assume True Form
  Desert Refuge
  Enliven Wood
  Forgebane
  Track Magic
  Level 5
  Vengeful Environs
  Paladin
  Level 1
  Battle Wisdom
  Cloth of Honorable Melee
  Divine Beacon
  Heraldic Mastiff
  Heraldic Owl
  Heraldic Ox
  Holy Infusion
  Mercurial Smite
  Unfettered Steed
  Level 2
  Battle Guidance
  Battle Insight
  Blade of Light
  Chanting
  Energetic Burst
  Fortify Armor
  Heraldic Fox
  Heraldic Horse
  Luck of the Saints
  Sanctified Reverie of Arms
  Vigil of Enlightenment
  Willful Transformation
  Wisdom of the Divine
  Level 3
  Favor Mount
  Health Transfer
  Heraldic Lion
  Mighty Steed
  Retribution
  Weapon of Retribution
  Wings of Heaven
  Wise Defense
  Level 4
  Circle of Divine Censure
  Comrades in Arms
  Divine Charge
  Hand of Judgment
  Heraldic Leopard
  Heraldic Tortoise
  Iron Core
  Iron Judgment
  Paean of the Holy
  Peacebinding
  Righteous Cloak
  Silver Shield
  Level 5
  Divine Beacon’s Answer
  Divine Sovereignty
  Heraldic Bear
  Holy Blazon
  Sacred Champion
  Zone of Ablation
  Sorcerer
  Cantrips (Level 0)
  Alter Normal Fires
  Burden
  Level 1
  Acid Wind
  Bubble Net
  Caustic Spittle
  Debilitate
  Dragon’s Gauntlet
  Earthen Blast
  Fire Burst
  Flaming Bolts
  Flash of Light
  Frostfire
  Gossamer Webbing
  Ice Bolts
  Push
  With the Wind
  Level 2
  Bead of Blazing
  Bead of Frost
  Dragon Scales
  Ethereal Strike
  Flame of Chaos
  Flameswell
  Force Wave
  Frost Snap
  Ignite
  Molten Strike
  Net
  Silver Spear
  Smothering Cloud
  Spirit Blast
  Level 3
  Air Breathing
  Arcane Spear
  Barbaric Yawp
  Battle Double
  Breath of the Dragon
  Chaos Bolt
  Electromagnetic Storm
  Far Strike
  Frost Shards
  Hard Water Blast
  Heat Flesh
  Ooze Bolt
  Sand Blast
  Shadow Bolt
  Steam Bolt
  Level 4
  Abiding Webs
  Air Sphere
  Bead of Blasting
  Bubble Goop
  Desail
  Earthburst
  Enduring Missiles
  Fiery Blast
  Flame Spiral
  Flames of Purification
  Rainbow Spear
  Scalding Sea
  Slimeball
  Solar Spear 
  Steam Cloud
  Level 5
  Arcane Shield
  Devouring Darkness
  Earthen Snare
  Ethereal Blast
  Euphoric Ecstasy
  Rainbow Staff
  Shattering Cry
  Violent Scream
  Wail of Fate
  Weaken Fiendish Will
  Level 6
  Acid Blast
  Chilling Gaze
  Cold Fog
  Curse of Infirmity
  Death’s Imposition
  Fangstorm
  Fiery Constrictor
  Life Shot
  Lightning Storm
  Lightning Wheel
  Words of Thunder
  Level 7
  Acid Storm
  Crawling Chaos
  Deep Freeze
  Ebon Lightning
  Electrical Storm
  Forceful Crush
  Liquid Fire
  Magma Eruption
  Scorching Air
  Searing Flash
  
  7
  Book of Lost Spells
  Level 8
  Ebonflame
  Ice Geyser
  Level 9
  Arcane Censure
  Conflagration
  Scintillating Doom
  Storm of Vitriol
  Tendrils of Night
  Warlock
  Cantrips (Level 0)
  Alter Normal Fires
  Assassin’s Mark
  Detect Charm
  Level 1
  Assassin’s Coin
  Farsighted
  Fiery Grasp
  Fire Burst
  Flame Water
  Flash of Light
  Frostfire
  Gossamer Webbing
  Grave-Touched Weapon
  Hives
  Know the Mark
  Nearsighted
  Pilfer Sleep
  Serpent’s Gaze
  Shroud the Shadow
  Level 2
  Blindfold
  Blood Bath
  Burn the Sight
  Charnel Stench
  Damage Morale
  Death Rattle
  Dream Speaker
  Faerie Ward
  False Gold
  Frame
  Ghostly Throttle
  Glowing Bones
  Hesitate
  Insomnia
  Inverted Compass
  Menace
  Pain of Giving
  Precision of Arms
  Slur
  Level 3
  Babel’s Curse
  Bad Luck
  Battle Double
  Blackout
  Blinding Ash
  Bone Trap
  Delay Death
  Hemophilia
  Infuse Weapon
  Life Leech Weapon
  Link Perception
  See the Ephemeral
  Spell Kill
  Tenacious Blade
  Level 4
  Aura of Tsathogga
  Bait
  Corpulent Bloat
  Demon Flesh
  Flames of Darkness
  Flames of Purification
  Force Corporeality
  Fumble
  Gallows Tree
  Infirmity
  Purifying Bath
  Shadow Form
  Twig Torture
  Warrior’s Touch
  Level 5
  Arcane Retribution
  Arcane Shield
  Blades of Bone
  Bloody Tentacles
  Bone Blight
  Clot
  Corrupt Water
  Dark Curtain
  Dark Empowerment
  Divine Burden
  Donor
  Euphoric Ecstasy
  Foggy Flying Carpet
  Fugue
  Grim Resilience
  Heat Bone
  Mantle of Dread
  Mystic Negation
  Spirit Doll
  Transfer of Vigor
  Level 6
  Advance the Years
  Bead of Iron
  Blight Fog
  Breach Defenses
  Chilling Gaze
  Crew with the Dead
  Curse of Infirmity
  Death Gaze
  Ebon Water
  Extract Life 
  Giant’s Potency
  Hound of Hell
  Illusory Illusion
  Inflict Lycanthropy
  Lost Wanderer
  Negative Energy Mantle
  Spiritbreaker
  Level 7
  Cone of Decay
  Divine Disconnection
  Interdiction
  Obliterate Soul
  Level 8
  Deny Succor
  Destined Doom
  Devour Essence
  Ebonflame
  Fuse Joints
  Imbue Passion
  Level 9
  Arcane Censure
  Eternal Sleep
  Hide the Soul
  Quicken Assassin
  Wizard
  Cantrips (Level 0)
  Alter Normal Fires
  Assassin’s Mark
  Befuddle
  Burden
  Decorate Object
  Detect Charm
  Encrypt
  Ferment
  Itemize
  Pepper’s Purpose
  Shield Open Flame
  Level 1
  Acid Wind
  Assassin’s Coin
  Bewitch
  Bubble Net
  Caustic Spittle
  Commune with Shade
  Copy
  Dead Man’s Hands
  Debilitate
  Decrypt
  Dragon’s Gauntlet
  Earthen Blast
  Enhance Oration
  Erase
  Farsighted
  Fiery Cloth
  Fiery Grasp
  Fire Burst
  Flame Water
  Flaming Bolts
  Flash of Light
  Frostfire
  Gossamer Webbing
  Grave-Touched Weapon
  Hives
  Ice Bolts
  Impressive Blow
  Know the Mark
  Lasting Breath
  Malicious Intent
  Morph Shadow
  Mucilage
  Muddy Appearance
  Nearsighted
  Necrotic Feast
  Pilfer Sleep
  Push
  Quick Change
  Rock Bolt
  Serpent’s Gaze
  Shroud the Shadow
  Signal Flare
  Slow Draw
  Twitch
  Web Orb
  With the Wind
  Level 2
  Air Forge
  Augment Flames
  Augment Skeleton
  Bead of Blazing
  Bead of Frost
  Biting Blade
  Blindfold
  Blood Bath
  Blood Geyser
  Blunt the Edge
  Boarding Plank
  Bolster Mental Fortitude
  Brittle
  Burn the Sight
  Buttress
  Character Flaw
  Charged Missile
  Combat Mind
  Damage Morale
  Death March
  Death Rattle
  Delude
  Detect Curse
  Detect Illusion
  Dragon Scales
  Dream Speaker
  Ethereal Blade
  Ethereal Strike
  Faerie Ward
  False Gold
  Fiery Shield
  Flame of Chaos
  Flameswell
  Force Wave
  Frame
  Frost Snap
  Gaze Mirroring
  Ghostly Howl
  Ghostly Throttle
  Glide
  Glowing Bones
  Hesitate
  Ignite
  Insomnia
  Inverted Compass
  Ironshot
  Melt
  Menace
  
  8
  Book of Lost Spells
  Molten Strike
  Net
  Pain of Giving
  Precision of Arms
  Protection from Paralysis
  Safeguarded Slumber
  Scent Mask
  Shadow Sight
  Silver Spear
  Slur
  Smothering Cloud
  Soul Shield 
  Spirit Blast
  Spirit Cartographer
  Undead Alteration
  Undertow
  Undetectable Charm
  Level 3
  Aerial Pilot
  Air Breathing
  Air Bridge
  Anchor
  Arcane Spear
  Babel’s Curse
  Bad Luck
  Barbaric Yawp
  Battle Double
  Binding Chains
  Blackout
  Blade Song
  Blinding Ash
  Blinding Flare
  Bone Trap
  Breath of the Dragon
  Cacophony
  Cause the Bends
  Chaos Bolt
  Charged Touch
  Delay Death
  Detect Land
  Electromagnetic Storm
  Explosive Cloud
  Far Strike
  Finger Missile
  Frost Shards
  Glass House
  Hard Water Blast
  Heat Flesh
  Hemophilia
  Infuse Weapon
  Life Leech Weapon
  Link Perception
  Lustful Gaze
  Ooze Bolt
  Protection from Pressure
  Reshape Metal
  Restore the Undead
  Sand Blast
  See the Ephemeral
  Shadow Bolt
  Silver Bones
  Speak with Objects
  Spell Kill
  Spiteful Images
  Steam Bolt
  Summon Undead
  Tenacious Blade
  Twisted Magic
  Umbral Images
  Umbral Strike
  Undulating Earth
  Unfasten
  Wall of Water
  Water Double
  Whisper Wind
  Yellow Smoke
  Level 4
  Abiding Webs
  Aetheric Shield
  Air Sphere
  Association
  Aura of Tsathogga
  Bait
  Bastion
  Bead of Blasting
  Bead of Luck
  Bladelust
  Bloodburn
  Bubble Goop
  Charge
  Circle of Scrying
  Corpulent Bloat
  Creeping Eye
  Deflect Ram
  Desail
  Dig
  Distance Distortion
  Earthburst
  Endless Abyss
  Enduring Missiles
  Fiery Blast
  Fire Fascination
  Flame Spiral
  Flames of Darkness
  Flames of Purification
  Fluid Form
  Force Corporeality
  Fumble
  Gallows Tree
  Hard Water Weapon
  Iceform
  Infirmity
  Infuse Shadow
  Instant Exit
  Iron Bones
  Iron Rope
  Lock Form
  Maligned Performance
  Mark of Ownership
  Megalomania
  Mind Carve
  Multiple Shot
  Negative Energy Aura
  Piercing Vision
  Portrait
  Profane Link
  Projectile Link
  Purifying Bath
  Rainbow Spear
  Remember Seas
  Scalding Sea
  Searing Projectiles
  Shadow Form
  Shadowbind
  Slimeball
  Solar Spear 
  Spectral Archers
  Steam Cloud
  Steel Butterflies
  Stonefast
  Stupefy
  Transform Boulder to Pebble
  Transform Pebble to Boulder
  Twig Torture
  Umbral Touch
  Vermin Swarm
  Wall of Blood
  Warrior’s Touch
  Zombify Self
  Level 5
  Absorb Object
  Arcane Retribution
  Arcane Shield
  Blades of Bone
  Blood Blade
  Blood Purge
  Bloody Tentacles
  Clot
  Cone of Silence
  Corrupt Water
  Dance of Seduction
  Dark Curtain
  Dark Empowerment
  Devouring Darkness
  Divine Burden
  Donor
  Earthen Snare
  Ethereal Blast
  Ethereal Shield
  Euphoric Ecstasy
  Foggy Flying Carpet
  Forced March
  Fugue
  Grim Resilience
  Heat Bone
  Jolt
  Lower Spell Resistance
  Mantle of Dread
  Mark of Fire
  Mark of Ice
  Mark of Ooze
  Memento
  Mystic Negation
  Necrotic Touch
  Nullifying Cloak
  Rainbow Staff
  Resist Channeling
  Shattering Cry
  Skull Bomb
  Soul Shatter
  Spell Legs
  Spellcaster’s Refusal
  Spirit Doll
  Tattoo Object
  Transfer of Vigor
  Transform Zombie
  Umbral Weapon
  Unyielding Durability
  Vile Vintage
  Violent Scream
  Wail of Fate
  Weaken Fiendish Will
  Level 6
  Acid Blast
  Adamantine Bones
  Bead of Iron
  Black Exhalation
  Blade Bond
  Breach Defenses
  Change Dust to Water
  Change Water to Dust
  Chilling Gaze
  Claws of Digging
  Cold Fog
  Confounding Battlefield
  Crew with the Dead
  Curse of Infirmity
  Death Gaze
  Death’s Imposition
  Dust of Death
  Ebon Water
  Extract Life 
  Fangstorm
  Farvision
  Fiery Constrictor
  Giant’s Potency
  Glass Window
  Hound of Hell
  Ice Sled
  Illusory Illusion
  Inflict Lycanthropy
  Instant Fluency
  Judicious Concealment
  Life Shot
  Lightning Storm
  Lightning Wheel
  Lost Wanderer
  Merge into Art
  Negative Energy Mantle
  Ogre’s Visage
  Serpent Hands
  Shade Swarm
  Spell Inhibitor
  Spilling of Blood
  Spiritbreaker
  Transmute Gold to Steel
  Transparent Steel
  Umbral Transformation
  Words of Thunder
  Level 7
  Acid Storm
  Acid Swamp
  Burning Rain
  Chain Enervation
  Chronal Displacement
  Cone of Decay
  Containment Orbs
  Crawling Chaos
  Create Crypt Thing
  Create Iceberg
  Dancing Daggers
  Deep Freeze
  Divine Disconnection
  Ebon Lightning
  Electrical Storm
  Establish Foundation
  Forceful Crush
  
  9
  Book of Lost Spells
  Hovership
  Icebreaker
  Immunity to Energy
  Interdiction
  Liquid Fire
  Magma Eruption
  Mangling Foot
  Obliterate Soul
  Raise Island
  Revelation Field
  Scorching Air
  Searing Flash
  Shield of Crackling Fire
  Sleep of Power
  Volley Spell
  Level 8
  Dark Geyser
  Death Bringer
  Deny Succor
  Destined Doom
  Ebonflame
  Elemental Infusion
  Fuse Joints
  Glass into Iron
  Greater Curse
  Halt Aging
  Ice Geyser
  Imbue Passion
  Impart Strength
  Life Leech
  Outside of Time
  Raise Shipwreck
  Shadowstaff
  Soul Strike 
  Spirit Disk
  Strength of the Wyrm
  Touch of Madness
  Umbral Storm
  Xenophobic Rage
  Zephyr of Death
  Zone of Metamagic Minimization
  Level 9
  Arcane Censure
  Conflagration
  Crag Warrior
  Curtain of Fire
  Eternal Sleep
  Hide the Soul
  Quicken Assassin
  Rimeshatter
  Scintillating Doom
  Storm of Vitriol
  Tendrils of Night
  Wrack the Mind
  
  10
  Book of Lost Spells
  Abiding Webs 
  4th-level conjuration
  Sorcerer, Wizard
  Components: V, S, M (spider and a bit of webbing frozen in 
  amber)
  Casting Time: 1 action
  Duration: Permanent
  Range: 100 ft.
  Area of Effect: Cube, 20 ft. square
  Saving Throw: Dex / avoids
  You create a 20-foot cube of sticky webs at a point you can see. Abiding 
  webs works identically to web, except as noted otherwise.
  These webs are crawling with tiny, harmless spiders. Damage to the 
  web is repaired by the spiders that live in it, at the rate of one 5-foot cube 
  per round (125 cubic feet; the entire volume of the webs can be sixteen 
  times this size). This repair occurs on initiative count 20. If the webs are 
  completely destroyed, the spell ends. The spiders themselves are immortal 
  and need neither air nor food to survive; the magic of the spell produces 
  more spiders as needed.
  Absorb Object 
  5th-level transmutation
  Wizard
  Components: V, S, M (seven drops of the host’s blood, a bit 
  of gauze, and 100 gp in ritual items that are consumed 
  during casting)
  Casting Time: 1 hour
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 object weighing up to 1 lb.
  Saving Throw: None
  You cause a small object of up to a pound in weight to sink harmlessly 
  into the flesh of the target. Magical rings, amulets, or other items melded 
  in this way still give their benefits to the wearer as if they were being 
  worn. A slight warping of the flesh and a magical aura are the only clues 
  to the item’s existence. Items carried in this way are considered attuned 
  to the recipient and count toward the limit of how many items can be 
  attuned. If the creature is already at the limit, the spell fails to take effect.
  If absorb object is dispelled or otherwise ends early, the object tears 
  itself free of its recipient, doing 2d8 piercing damage in the process. The 
  original spell-caster can end the spell as an action, causing the item to be 
  expelled harmlessly.
  Absorption 
  4th-level transmutation 
  Druid
  Components: V, S, M (a pinch of sand)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You cause liquids carried by a creature to dry up. All nonmagical liquid 
  (water, alcohol, lamp oil) evaporates instantly unless the target creature 
  makes a successful Wisdom saving throw. In addition, three potions 
  carried by the target will also be affected by this spell. If the target carries 
  more than three potions, the three that dry up are selected randomly.
  Absorption has no direct effect on living (or unliving) creatures or 
  plants, only on liquids they carry.
  Acid Blast 
  6th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Dex / half damage
  A blast of caustic acid erupts from your fingers. Every creature in the 
  cone takes 6d8 acid damage, or half damage with a successful Dexterity 
  saving throw. Creatures that fail their saving throw also take an additional 
  2d8 acid damage at the end of their next turn.
  Enhancement: For each spell slot used higher than 6th level, the 
  subsequent damage increases by 1d8.
  Acid Storm 
  7th-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a small vial of acid)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Cylinder, 20-ft. radius, 30 ft. high
  Saving Throw: None
  You create a caustic downpour of acid in a cylindrical area with a 20-
  foot radius, 30 feet high, extending downward from a point you can see. 
  For the duration, each creature that starts its turn in the area or enters the 
  area takes 5d8 acid damage. Even after leaving the area, a creature is still 
  coated with the acid and continues taking 2d8 acid damage at the end of 
  each of its turns. A creature can use an action to rinse off the acid if it 
  has water, vinegar, or another suitable substance available. All ongoing 
  damage ends when the spell ends.
  The acid can also damage objects in the affected area, but the extent of 
  this damage must be determined by the GM.
  Acid Swamp 
  7th-level transmutation
  Druid, Wizard
  Components: V, S, M (a small vial of acid)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Up to 100 ft. by 100 ft. by 20 ft. of water
  Saving Throw: Con / half damage
  You transform a normal body of water into a pool of thick, bubbling 
  acid. The spell affects an area up to 100 ft. by 100 feet by 20 feet deep. 
  The acid is black and opaque and reeks of sulfur. Anyone splashed by the 
  acid takes 2d6 acid damage. A creature that starts its turn in the acid or that 
  enters the acid takes 10d6 acid damage, or half damage with a successful 
  Constitution saving throw.
  Acid Wind 
  1st-level evocation 
  Sorcerer, Wizard
  Components: V, S, M (a dried lemon peel)
  Casting Time: 1 action
  Spells in Alphabetical Order
  
  11
  Book of Lost Spells
  Duration: Instantaneous
  Range: Self
  Area of Effect: 15-ft. cube
  Saving Throw: Con / half damage, no blindness
  You call forth a breeze full of stinging acid droplets from your 
  outstretched hand. Each creature in a 15-foot cube originating from you 
  must make a Constitution saving throw. On a failed save, a creature takes 
  2d6 acid damage and is blinded until the end of your next turn. On a 
  successful save, the creature takes half as much damage and isn’t blinded.
  Enhancement: For each spell slot used higher than 1st level, the 
  damage increases by 1d6.
  Acorn Grove 
  6th-level conjuration
  Druid
  Components: V, S, M (acorns)
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 6 acorns
  Saving Throw: None
  As part of casting this spell, you throw up to six acorns, which take 
  root and rapidly grow into adult trees where they land. The acorns can 
  be thrown up to 60 feet. They can all be thrown in the same direction, 
  or in different directions. They must land in fertile ground (not on bare 
  rock or a wooden floor, for example) for the spell to be effective, and 
  they must have enough space to grow. You have a special bond with 
  this grove; it grants you tactical advantage on saving throws you make 
  within 30 feet of one of the trees. This benefit ends if all of the trees are 
  destroyed. 
  The trees shrink back into acorns when the spell ends.
  Adamantine Bones 
  6th-level necromancy 
  Wizard
  Components: V, S, M (1 pound of adamantine, which is 
  consumed in the casting)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 skeleton
  Saving Throw: None
  One skeleton that you touch gains immunity to bludgeoning, slashing, 
  and piercing damage from nonmagical weapons that are not made of 
  adamantine, and resistance to bludgeoning, slashing, and piercing damage 
  from magical weapons that are not made of adamantine.
  Enhancement: For each spell slot used higher than 6th level, you can 
  affect one additional skeleton.
  Advance the Years 
  6th-level necromancy
  Warlock
  Components: V, S, M (a lock of an elderly person’s hair)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You touch a creature, and that creature becomes cursed with age unless 
  is makes a successful Constitution saving throw. The creature becomes 
  wizened and enfeebled and has disadvantage on Strength, Dexterity, and 
  Constitution-based ability checks, attack rolls, skill rolls, and saving 
  throws. It does half damage with weapon attacks.
  This effect can be ended by magic that removes curses.
  Aerial Pilot 
  3rd-level conjuration
  Wizard
  Components: V, S, M (a piece of string and a bit of wood)
  Casting Time: 1 action
  Duration: 12 hours
  Range: 60 ft.
  Area of Effect: 1 summoned creature
  Saving Throw: None
  You summon an invisible creature capable of steering and navigating 
  any vessel competently. It follows simple instructions you give it regarding 
  the bearing and speed of the vessel. Treat the creature as if it had a +6 
  bonus to relevant ability checks when performing its duties.
  The creature has AC 10, 1 hit point, Strength 10, and it can’t attack. If 
  it drops to 0 hit points, the spell ends.
  Aetheric Shield 
  4th-level abjuration 
  Wizard
  Components: V, S, M (a glass lens)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 lens, 10-ft. diameter
  Saving Throw: None
  You conjure an aetheric lens, 10 feet wide, within 30 feet of you. The 
  lens protects those behind it from magic; any spell of 4th level or lower 
  that requires a clear path through the lens is stopped entirely. The lens 
  doesn’t interfere with spells you cast, and it doesn’t block area effects. 
  For example, a fireball couldn’t be aimed directly through the lens, but if 
  it was set off immediately in front of the lens, the blast would still affect 
  people on the other side of the lens and within the fireball’s radius. You 
  can spend a bonus action to move the lens to any point within 30 feet of 
  you. 
  Enhancement: If aetheric shield is cast using a spell slot higher than 
  4th level, the lens protects against spells of equal or lower level than the 
  spell slot you used.
  Affect Normal Fog 
  1st-level transmutation 
  Druid
  Components: V, S, M (a tiny candle and a small horn)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 120 ft.
  Area of Effect: 1,000 cubic ft.
  Saving Throw: None
  You can manipulate a normal fog bank of up to 1,000 cubic feet you can 
  see within range. The fog can be gathered into a thick mass of opaque fog, 
  creating a heavily obscured area, or dispersed to create an area of patchy 
  fog that lightly obscures its area. Magically-created fog can’t be affected 
  by this spell.
  Agitate Crowd 
  7th-level enchantment
  Bard
  Components: V, S
  Casting Time: 10 minutes
  Duration: 8 hours
  Range: Self
  Area of Effect: Sphere, 60-ft. radius
  Saving Throw: Wis / negates effect
  
  12
  Book of Lost Spells
  This spell enables you to sway a large group of people toward 
  accomplishing a specific goal. You must speak emphatically on the 
  subject for 10 minutes, playing on the crowd’s emotions and reason, to 
  inflame their fervor for or against a cause or person. You must be clear 
  about the specific goal you want to achieve. For example, shouting that 
  “The Academy of Wizards is evil and corrupt!” might make people dislike 
  the academy, but it won’t spur them to action because it doesn’t tell them 
  what to do. Adding “Follow me, and we’ll burn it to the ground!” will 
  send a crowd of torch-bearing arsonists to the academy tower. 
  The spell affects all sentient creatures that are able to hear and 
  understand you within 60 feet.
  When you finish casting the spell, all potential targets of the spell who 
  fail a Wisdom saving throw are compelled to follow your instructions 
  for the duration of the spell, as long as those orders are in keeping with 
  the goal stated in the speech and you personally lead them. If these 
  conditions aren’t met, the spell ends and the crowd becomes hostile 
  toward you. The spell also ends when the goal has been achieved.
  Air Breathing 
  3rd-level transmutation (ritual)
  Druid, Ranger, Sorcerer, Wizard
  Components: V, S, M (a sliver of copper)
  Casting Time: 1 action
  Duration: 24 hours
  Range: 30 ft.
  Area of Effect: 1 to 10 creatures
  Saving Throw: None
  You grant up to ten willing creatures you can see the ability to breathe 
  air until the spell ends. These creatures retain the ability to breathe in 
  their normal element.
  Air Bridge 
  3rd-level transmutation (ritual)
  Cleric, Druid, Wizard
  Components: V, S, M (a tiny model bridge)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: 120 ft.
  Area of Effect: 1 bridge, 60 ft. long, 10 ft. wide
  Saving Throw: None
  You create an invisible bridge up to 60 feet long and 10 feet wide 
  that connects two points of your choosing. Both ends of the bridge 
  must be within the spell’s range, and both must be solid objects that can 
  support the weight of whatever physical objects cross the bridge. The 
  bridge itself has no weight. Anyone can cross this bridge while it exists, 
  provided they know where it is.
  Enhancement: When you cast air bridge using a slot of 5th level or 
  higher, the bridge is substantial only to those you nominate; to all others, 
  it does not exist. This is also true if you cast the spell as a ritual and are 
  capable of casting 5th level spells.
  Air Forge 
  2nd-level transmutation (ritual)
  Cleric, Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: 30 ft.
  Area of Effect: 2 cubic ft. of air
  Saving Throw: None
  You heat a patch of air to the great temperatures of a forge. You can 
  hold up metal to that area and soften it just as a real forge would and 
  then work the metal appropriately. Only items placed in the heated area 
  by the caster are affected; the heat doesn’t affect anything else, and it 
  Air Bridge
  
  13
  Book of Lost Spells
  can’t be felt by living creatures at all. This spell, along with a portable 
  anvil, greatly lessens the difficulty for a craftsman repairing equipment 
  in the field.
  Enhancement: If air forge is cast using a spell slot higher than 
  2nd level, it heats a number of cubic feet of air equal to the spell 
  slot used.
  Air of Nobility 
  3rd-level enchantment
  Bard, Cleric
  Components: V, S, M (A ring)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A willing creature gains an aura of nobility, which gives it tactical 
  advantage on Charisma ability checks made to influence others.
  Air Sphere 
  4th-level conjuration
  Cleric, Druid, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 12 hours
  Range: Self
  Area of Effect: Sphere, 5-ft. radius 
  Saving Throw: None
  The spell creates a 5-foot-radius sphere of pure, fresh air that forms 
  around you and moves with you. The spell keeps out hazardous gases and 
  water, but solid objects can pass into the sphere. The air remains pure and 
  clean for the duration of the spell.
  Alter Normal Fires 
  Transmutation cantrip
  Druid, Sorcerer, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes.
  Range: 30 ft.
  Area of Effect: 1 fire
  Saving Throw: None
  You cause an existing fire of Medium or smaller size to reduce in size 
  and light to that of a match, or increase in brightness – but not size – to 
  that of a light spell. Reducing a fire also reduces its consumption of fuel by 
  half, with the effect of doubling its remaining duration, while increasing 
  a fire doubles its fuel consumption. This spell doesn’t change the heat 
  output of the fire.
  Alter Scent 
  1st-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  This spell changes the target’s scent to any other of the caster’s choice. 
  Creatures attempting to track the target by scent have tactical disadvantage 
  on ability checks to follow the target.
  Anchor 
  3rd-level evocation (ritual)
  Wizard
  Components: V, S, M (a small bit of iron and a string)
  Casting Time: 1 action
  Duration: 12 hours
  Range: Touch
  Area of Effect: 1 anchor
  Saving Throw: None
  You create an anchor and chain of pure force that attach to a ship and 
  maintain its position against current and strong wind. Creatures aboard 
  the ship can raise the anchor by using an action to touch the chain and 
  command it, and they can lower the anchor the same way. The anchor 
  disappears when the spell ends.
  Angel’s Cloak 
  6th-level abjuration
  Cleric
  Components: V, S, M (a feather)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch is blessed with the protective qualities 
  of angels. For the duration of the spell, the target creature gains resistance 
  to radiant damage and to nonmagical bludgeoning, piercing, and slashing 
  damage. It also has tactical advantage on saving throws against spells and 
  other magical effects.
  Animal Mask 
  3rd-level illusion 
  Druid, Ranger
  Components: V, S, M (a tuft of fur)
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: Self plus 1, 2, or 3 other creatures
  Saving Throw: None
  This spell allows you and up to three more willing creatures to take on the 
  appearance of any one species of beast of CR 1 or less, but only to members 
  of that species. All creatures of that species perceive affected creatures not 
  only as their own kind but also as members of their own pack, herd, flock, 
  or group. The spell does not guarantee safety; affected creatures might still 
  be challenged as rivals for mates or dominance, but such challenges are no 
  more severe than they would be for a genuine rival beast.
  Annihilate Soul 
  9th-level necromancy
  Cleric
  Components: V, S, M (a glass figurine worth 1,000 gp, which 
  is consumed by the spell)
  Casting Time: 1 action
  Duration: Instantaneous (see text)
  Range: 30 ft.
  Area of Effect: 1 living creature
  Saving Throw: Con / half damage
  This spell unleashes magic that rips the soul from a living creature you 
  can see. The target takes 8d6 + 50 necrotic damage, or half damage if it 
  makes a successful Constitution saving throw.
  If the creature is reduced to 0 hit points after failing the saving throw 
  against this spell, it dies and its soul shatters into 2d6 spirit shards that take 
  
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  up residence in random life forms in a 10-mile radius. The spirit shards prefer 
  intelligent creatures over unintelligent ones. The creatures that become hosts 
  to these shards are unaware of their presence, but they can start having strange 
  dreams and displaying odd habits picked up from the soul shard. Each shard-
  bearer also gains proficiency in one random skill possessed by the original 
  creature; if they already are proficient in the skill, they become expert in the 
  skill, and if already expert, they gain tactical advantage on all uses of that skill. 
  The original creature can’t be resurrected unless all bearers of shards 
  are gathered into the same area before the resurrection magic is used; 
  shard-bearers lose all benefits gained from the spirit shards at that time. 
  If a shard-bearer dies, the spirit shard transfers to another creature 
  within 10 miles.
  Arcane Censure 
  9th-level abjuration 
  Sorcerer, Warlock, Wizard
  Components: V, S, M (a diamond worth 1,000 gp)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You point at a creature and disrupt the ether around it. For the duration of 
  arcane censure, the creature can’t cast spells or use innate spellcasting. As an 
  action, it can make an ability check using its spellcasting ability against your 
  spell saving throw DC. A successful save ends the arcane censure’s effect.
  Arcane Obstruction 
  6th-level abjuration 
  Cleric
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Sphere, 50-ft. radius
  Saving Throw: None
  You create an aura in a 50-foot radius around yourself that is antithetical 
  to arcane magic. Arcane spellcasters in the sphere require additional time 
  to cast their spells: spells that take a bonus action to cast now require 1 
  action; 1 action increases to 1 round; and other spells have their casting 
  times doubled. The sphere of effect moves with you.
  Arcane Retribution 
  5th-level evocation
  Warlock, Wizard
  Components: V, S, M (a pinch of ash from a cremated spell-
  caster)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 120 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Con / half damage
  You create a 30-foot-radius sphere of unstable magic centered on a point you 
  can see. For the duration of the spell, any creature casting an arcane spell within 
  the area of the sphere takes 6d6 fire damage, or half damage with a successful 
  Constitution saving throw, as their casting ignites the magic of your spell.
  Arcane Shield 
  5th-level abjuration
  Sorcerer, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You summon power to protect yourself against outside magic. You get 
  tactical advantage on saving throws against magic that specifically targets 
  you. Arcane shield provides no protection against area-effect spells.
  Arcane Spear 
  3rd-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a miniature wooden spear)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You hurl a spear made of magical force at one creature within range. 
  Make a ranged spell attack against the target. If it hits, the spear does 3d10 
  force damage. If the target is a spellcaster, the hit also wipes out one of its 
  available, lowest-level spell slots as if the spell had been expended.
  Enhancement: For each spell slot used higher than 3rd level, damage 
  increases by 1d10. When you cast arcane spear using a spell slot of 6th 
  level or higher, a hit also wipes out two of the target’s spell slots instead 
  of one.
  Aspect Tattoo 
  3rd-level abjuration (ritual)
  Cleric, Druid
  Components: V, S, M (special ink worth 200 gp)
  Casting Time: 10 minutes
  Duration: Permanent until discharged
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You scribe a tattoo on a willing creature’s skin that holds a portion of 
  an animal’s energy and ability. A creature can only hold one aspect tattoo 
  at a time; scribing another eliminates the previous one. The animal being 
  represented must be present when the aspect tattoo is created. 
  The recipient of the tattoo can activate the tattoo’s effect as a bonus 
  action. Once the tattoo is scribed, it remains until the effect is activated.
  The known tattoos are as follows:
  • Badger: The recipient goes into a battle frenzy, gaining tactical 
  advantage on melee attacks for 1 minute.
  • Bear: The recipient’s Strength score increases to 19 for 10 minutes.
  • Cheetah: The recipient’s speed increases to 60 feet for 1 minute, and 
  opportunity attacks against the recipient have tactical disadvantage.
  • Panther: The recipient gains tactical advantage on Stealth checks for 
  10 minutes.
  Other animal tattoos could be discovered that grant different powers.
  Assassin’s Coin 
  1st-level conjuration (ritual)
  Warlock, Wizard
  Components: V, S, M (a coin)
  Casting Time: 1 action
  Duration: Permanent until discharged
  Range: Touch
  Area of Effect: 1 coin
  Saving Throw: None
  A coin that you received in payment becomes imbued with a magical 
  charm. Once the spell is cast, you must return the coin to the person or 
  being who gave it to you. As an action, they can throw the coin into the air 
  while speaking your name (or whatever name you gave them). The coin 
  
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  then vanishes and reappears in your pocket, along with a mental image 
  of whoever spoke your name. No message can be transferred along with 
  the coin.
  Assassin’s Mark 
  Transmutation cantrip
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Permanent 
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  When cast upon a creature killed by you within one minute of its death, 
  assassin’s mark reshapes the fatal wound in a way that unmistakably 
  identifies you as the killer. You select the form this mark will take 
  when you learn the spell, and you can’t change it later except through 
  exceptional magic such as a wish spell. No two creatures can share the 
  same assassin’s mark.
  Assault of Stone 
  7th-level conjuration
  Druid
  Components: V, S, M (a hatndful of pebbles)
  Casting Time: 1 action
  Duration: Instantaneous; stones remain for 1 minute
  Range: 400 ft.
  Area of Effect: Up to 1,200 sq. ft. 
  Saving Throw: Dex / half damage
  When you cast this spell, rocks, boulders, and other large stones are 
  summoned from the Elemental Plane of Earth and rain down on the area 
  of effect, which can be up to 1,200 square feet (twelve 10-by-10-foot 
  squares). The area can be laid out as you wish, but it must be contiguous, 
  at least 10 feet across at every point, entirely within the spell’s range, and 
  entirely within your line of sight. 
  Each creature in the area must make a Dexterity saving throw. If the 
  saving throw fails, the creature takes 8d8 bludgeoning damage, falls 
  prone, and is restrained beneath boulders until they escape or the stones 
  disappear. A successful save means the creature takes half damage and 
  isn’t knocked prone or restrained. A restrained creature can escape from 
  under the boulders by using an action and making a successful Strength 
  (Athletics) check against your spell saving throw DC. 
  The stones remain on the ground for 1 minute after they fall, making the 
  area difficult terrain and providing plenty of places to find cover.
  Association 
  4th-level enchantment
  Bard, Cleric, Wizard
  Components: V, S, M (a sketch of the target)
  Casting Time: 1 hour
  Duration: 1 day
  Range: 120 ft.
  Area of Effect: All creatures within range
  Saving Throw: Wis / negates effect
  You select an animal (for example, a lion) or image (such as a shining 
  sword) or ideal (such as honor) and associate it with a specific individual. 
  Each creature within the spell’s range must make a Wisdom saving throw. 
  Each creature that fails the saving throw associates the person with the 
  animal, image, or ideal for as long as the spell lasts. A positive association 
  increases the starting attitude of those around the affected target by one 
  step; hostile becomes indifferent, indifferent becomes friendly. Likewise, 
  a negative association decreases the starting attitude by one. 
  This can be a subtle way to influence a group: By planting an association 
  Assault of Stone
  
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  Book of Lost Spells
  that links a lord to wickedness or to a serpent, the caster can undermine 
  morale in that lord’s dominion for days. Friendly advisers become 
  indifferent, for example, and unfriendly rivals become hostile.
  Enhancement: For each spell slot used higher than 4th level, the 
  association lasts for an additional day.
  Assume True Form 
  4th-level transmutation
  Cleric, Druid, Ranger
  Components: V, S, M (a sprig of wolfsbane)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / negates effect
  You create an aura around yourself that forces all shapeshifted 
  creatures to resort to their normal forms. The spell affects lycanthropes, 
  therianthropes, doppelgangers, mimics, and creatures under the effect of 
  polymorph magic. A shapechanged creature that begins its turn within 
  the aura is forced to resume its natural form unless it makes a successful 
  Constitution saving throw. If the saving throw fails, it reverts to its normal 
  form immediately, and it can’t alter its form voluntarily again until it 
  leaves the spell’s area of effect.
  Augment Flames 
  2nd-level transmutation
  Druid, Wizard
  Components: V, S, M (an ordinary fire)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 400 ft.
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Dex / half damage
  You cause one normal fire to flare out in a 30-foot cone in the direction 
  of your choice. Each creature in the cone takes 4d6 fire damage, or half 
  damage with a successful Dexterity saving throw. 
  Enhancement: When you cast augment flames using a spell slot of 3rd 
  level or higher, the damage increases by 1d6 for each slot level above 2nd.
  Augment Skeleton 
  2nd-level transmutation
  Cleric, Wizard
  Components: V, S, M (a small piece of metal)
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 skeleton
  Saving Throw: None
  Your magic imbues an undead skeleton with unnatural hardness; its 
  base AC becomes 16 + its Dexterity modifier. 
  Enhancement: When you cast augment skeleton using a spell slot of 
  3rd level or higher, you can affect two additional skeletons for each slot 
  level above 2nd.
  Aura of Tsathogga 
  4th-level conjuration
  Cleric, Warlock, Wizard
  Components: V, S, M (a small piece of a bombardier beetle)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  A swirling mist of corrosive green vapor engulfs your body for the 
  duration of this spell. Any creature that strikes you with a melee attack 
  takes 4d6 acid damage, and you gain resistance to acid damage.
  As an action, you can make a melee spell attack against one creature 
  within your reach; a hit does 10d6 acid damage and ends this spell.
  Axe of Destruction 
  3rd-level transmutation
  Ranger
  Components: V, S, M (an axe)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 axe
  Saving Throw: None
  One axe becomes magically effective against objects. For the duration 
  of the spell, the axe is considered to be made of adamantine and does an 
  additional 2d6 damage against inanimate objects and constructs. 
  Babel’s Curse 
  3rd-level enchantment
  Bard, Cleric, Warlock, Wizard
  Components: V
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute.
  Range: 100 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you can see must make a Wisdom saving throw. If the 
  saving throw fails, the creature is cursed and becomes incapable of 
  producing intelligible speech for the duration of the spell. The creature is 
  also unable to cast spells with a verbal component. At the end of each of 
  the creature’s turns, it can repeat the saving throw. A successful save ends 
  the spell. A spell that removes a curse can also end Babel’s curse.
  Enhancement: If you cast Babel’s curse with a 5th-level or higher 
  spell slot, the creature is also unable to understand spoken language for 
  the duration of the spell. If you use an 8th-level or higher spell slot, the 
  duration becomes permanent and the creature can’t make saving throws 
  to end the effect.
  Bad Luck 
  3rd-level enchantment
  Bard, Cleric, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Bad luck curses one creature to become incredibly unlucky. The affected 
  creature has tactical disadvantage on saving throws for the duration of the 
  spell unless it makes a successful Wisdom saving throw when bad luck is 
  first cast. The spell also ends if the creature rolls a natural 20 on a saving 
  throw, or by magic that removes a curse.
  Bait 
  4th-level enchantment
  Bard, Warlock, Wizard
  Components: V, S, M (a shiny piece of glass)
  Casting Time: 1 action
  Duration: 1 minute
  
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  Book of Lost Spells
  Range: 60 ft.
  Area of Effect: 1 creature and 1 object
  Saving Throw: Wis / negates effect
  When you cast bait, choose a creature and an object. Both must be 
  within 60 feet of you. If the creature fails a Wisdom saving throw, it 
  experiences an overwhelming desire to possess the object. On its turn, 
  the affected creature must move directly toward the object, ignoring all 
  danger. Upon reaching the object, it does everything within its power 
  to remain within 5 feet of the object and to prevent anyone else from 
  possessing it, even if that means taking it away from its current owner. 
  The affected creature can repeat the saving throw at the end of each of its 
  turns; a successful save ends the effect.
  Balance of the Mind 
  4th-level enchantment
  Cleric
  Components: V, S, M (a blindfold and a set of scales)
  Casting Time: 10 minutes
  Duration: 8 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  By calling on the gods of Law, you temporarily alter a willing 
  creature’s alignment to Lawful Neutral and remove all emotional 
  attachments or biases the creature might have. While under the effect of 
  this spell, the creature gains tactical advantage on saving throws against 
  enchantment spells. All decisions the creature makes while under the 
  spell’s influence must follow the spirit and letter of the law, and the 
  subject is incapable of showing favoritism. A creature under the effect of 
  balance of the mind can judge the actions of even his most hated enemy 
  fairly and impartially.
  Barbaric Rage 
  4th-level enchantment
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you can see rages like a barbarian. The creature 
  has tactical advantage on Strength checks and Strength saving throws, 
  gains a +2 bonus to damage dealt with Strength-based melee weapons, 
  and has resistance to bludgeoning, piercing, and slashing damage. The 
  creature is unable to cast spells or concentrate on spells when raging.
  The spell ends if the creature ends its turn without either attacking a 
  hostile creature or being attacked since its previous turn.
  Barbaric Yawp 
  3rd-level evocation
  Bard, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Con / negates effect
  You release a hoarse cry that reverberates in a 30-foot cone in front of 
  you. Each creature in the cone must make a Constitution saving throw. 
  If the saving throw fails, the creature drops everything it is holding, is 
  Battle Double
  
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  Book of Lost Spells
  incapacitated until the end of its next turn, and is frightened. A frightened 
  creature can make a Wisdom saving throw at the end of each of its turns; 
  a successful save ends the fright.
  Bastion 
  4th-level abjuration
  Cleric, Wizard
  Components: V, S, M (a diamond worth at least 1,000 gp, 
  which is consumed in the casting)
  Casting Time: 1 hour
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 structure up to 100 sq. ft.
  Saving Throw: None
  When you touch a structure, a soft glow spreads from your hands and 
  flows across the walls until it envelops the entire structure. The glow is 
  absorbed into the building, leaving behind a faint, permanent sparkle to 
  the stone, wood, brick, or clay. The structure’s current and maximum hit 
  points are doubled.
  Battle Double 
  3rd-level illusion
  Sorcerer, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 double
  Saving Throw: None
  You create a shadowy double of yourself that superimposes itself on 
  you. As a bonus action, you can move the double up to 20 feet away from 
  you; you can then use it as the source of any weapon attack you make or 
  spell you cast, as if you were standing in the double’s spot. At the end of 
  your turn, the double returns to your space.
  The battle double can’t be damaged or even attacked. It has no real, 
  physical presence except in the moment when it attacks. 
  Battle Guidance 
  2nd-level divination
  Cleric, Paladin
  Components: V
  Casting Time: 1 bonus action
  Duration: Concentration, up to 3 rounds
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You pray for insight into the defenses of one creature you can see. You 
  have tactical advantage on your next two attack rolls against the target 
  before the spell ends.
  Battle Insight 
  2nd-level divination
  Cleric, Paladin
  Components: V, S, M (a small looking glass)
  Casting Time: 10 minutes
  Duration: Concentration, up to 8 hours
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You become supernaturally alert to danger. While the spell is in effect, 
  you can add 1d6 to your initiative rolls.
  Battle Wisdom 
  1st-level divination
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1, 2, or 3 creatures
  Saving Throw: None
  You fill up to three creatures of your choice within range with battle 
  insight and the ability to perform tasks better. Each creature can add 1d4 
  to its attack rolls and Wisdom checks.
  Enhancement: For each spell slot used higher than 1st level, you can 
  affect one additional creature.
  Bead of Blasting 
  4th-level evocation
  Bard, Sorcerer, Wizard
  Components: V, S, M (a bone bead)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: Sphere, 15-ft. radius
  Saving Throw: Con / half damage
  A small bead of concentrated sound travels from your hand to a point 
  within range that you select, where it explodes in a 15-foot-radius sphere. 
  Each creature in the radius takes 5d8 thunder damage and is deafened 
  for 1 minute, or takes half damage and is not deafened with a successful 
  Constitution saving throw. 
  Enhancement: For each spell slot used higher than 4th level, bead of 
  blasting does an additional 1d8 damage.
  Bead of Blazing 
  2nd-level evocation
  Bard, Sorcerer, Wizard
  Components: V, S, M (a handful of small glass beads)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1, 2, or 3 creatures
  Saving Throw: Dex / half damage
  You propel 5d6 small beads at up to three creatures you can see. The beads 
  can be divided between the targets as desired. Each target takes 1 bludgeoning 
  damage per bead, or half damage with a successful Dexterity saving throw. 
  Enhancement: For each spell slot used higher than 2nd level, you 
  propel an additional 1d6 beads and can target one additional creature.
  Bead of Frost 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a glass bead)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: 1 creature or object
  Saving Throw: None
  You create a small bead of elemental frost that you then hurl at a target 
  within range. If you make a successful ranged spell attack roll, the target takes 
  5d6 cold damage and is unable to move until the beginning of your next turn.
  Enhancement: When you cast bead of frost using a spell slot of 3rd 
  level or higher, you deal an additional 1d6 damage for each slot level 
  above 2nd.
  
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  Book of Lost Spells
  Bead of Iron 
  6th-level abjuration
  Warlock, Wizard
  Components: V, S, M (an iron bead strung on an oxen-hide 
  thong)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You imbue a small iron bead with a protective aura. For the duration of 
  the spell, while you wear the bead, you have resistance to bludgeoning, 
  piercing, and slashing damage from nonadamantine weapons, and your 
  AC increases by 2. Keep track of how much damage is prevented by 
  this spell’s resistance; the spell ends once it has prevented 100 points of 
  damage.
  Bead of Luck 
  4th-level abjuration
  Wizard
  Components: V, S, M (a bone bead with the rune of luck 
  carved on it)
  Casting Time: 1 action
  Duration: 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You imbue a small bone bead with an aura of luck. While you wear the 
  bead, you can reroll any attack roll, ability check, or saving throw you 
  make that results in a natural 1. You must keep the second result, even if 
  it’s another 1.
  Bee Sting 
  1st-level conjuration
  Druid, Ranger
  Components: V, S, M (a bumblebee’s stinger)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / half damage, no poisoning
  You conjure a small bee that stings one creature within range. The 
  stung creature must make a Constitution saving throw against poison. If 
  the saving throw fails, the creature takes 2d8 poison damage and becomes 
  poisoned until the end of your next turn. If the save succeeds, the creature 
  takes half damage and is not poisoned.
  Enhancement: When you cast bee sting using a spell slot of 2nd level 
  or higher, you do an additional 1d8 damage for each slot level above 1st.
  Befuddle 
  Enchantment cantrip
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 round
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you can see must make a Wisdom saving throw. If the 
  saving throw fails, the creature becomes confused and loses its train of 
  thought. 
  Note that this spell does no real damage, doesn’t affect the target’s 
  Intelligence, and doesn’t negate the target’s next action; it simply erases 
  the target’s current thought. The thought probably will reoccur to the 
  creature naturally at some time in the future. For example, if a lady sees 
  someone running from her husband’s room with a dagger, this spell 
  compels her to forget that image. But if the person with the dagger is still 
  visible a second later, she’ll wonder about it all over again. Similarly, 
  an opponent in combat can forget what strike he was planning but still 
  realizes he’s in combat and attack on his next action. The spell’s effect 
  ends at the start of the target’s next action, so you must be quick to make 
  certain that something forgotten isn’t instantly remembered.
  Bestow Speech 
  3rd-level transmutation
  Druid, Ranger
  Components: V, S, M (a small lexicon)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 beast
  Saving Throw: None
  One beast gains the ability to speak and understand a single language 
  you know. The spell does not increase the beast’s intelligence, nor does it 
  make the beast friendly toward you if it wasn’t before.
  Bewildering Tracks 
  1st-level transmutation
  Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  By casting this spell on a creature, you cause the tracks they leave for 
  the duration of this spell to assume the form of one natural animal or 
  humanoid that is within one size category of the creature, of your choosing.
  Bewitch 
  1st-level illusion
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You become more likable, attractive, and easier to talk to. For the 
  duration of the spell, you can add 1d4 to your Charisma (Deception) and 
  Charisma (Diplomacy) checks.
  Billow the Sails 
  5th-level transmutation
  Cleric, Druid
  Components: V, S, M (scrap of sailcloth)
  Casting Time: 10 minutes
  Duration: Concentration, up to 8 hours
  Range: 100 ft.
  Area of Effect: 1 ship
  Saving Throw: None
  You gain control of the wind in a limited area, and can cause it to fill 
  the sails of a ship, even on a calm day. The wind blows in the direction 
  you desire, without weakening or shifting, for the duration of the spell. 
  
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  Book of Lost Spells
  The area around the ship is unaffected by this spell; only its sails feel the 
  wind. You must remain in range of the sails throughout the duration of the 
  spell or the effect ends.
  Binding Chains 
  3rd-level conjuration
  Wizard
  Components: V, S, M (a hooked chain from a torture 
  chamber)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / negates effect
  You conjure four hooked chains that burst out of the ground at a spot you 
  can see. The chains lash at one creature within 10 feet of their location in an 
  attempt to hook into its flesh, clothing, or gear. Each chain has AC 18, 10 hit 
  points, resistance to bludgeoning, piercing and slashing damage from non-
  adamantine weapons, and immunity to fire, necrotic, poison, psychic, and 
  radiant damage. A chain disappears if it is reduced to 0 hit points.
  The creature being attacked by the chains must make a Dexterity saving 
  throw. If the saving throw fails, all four chains attach themselves to the 
  creature and restrain it. At the beginning of each of the creature’s turns, it 
  takes 1d6 piercing damage per chain attached to it. As an action, a creature 
  can make a Strength check against your spell save DC to break free from 
  the chains; the DC increases by 1 for each chain attached to the victim. If 
  the victim escapes, the spell ends.
  If the targeted creature avoids the chains, every other creature within 
  reach of the chains must make a successful Dexterity saving throw or be 
  hooked and restrained by one chain, with effects as described above.
  Binding Sap 
  1st-level transmutation
  Druid, Ranger
  Components: V, S, M (a lichen)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You cause parts of your skin to exude a sticky sap that allows you to 
  cling to wooden surfaces. You can change which parts exude the sap 
  at will. This allows you to climb or perch on wooden surfaces with no 
  chance of falling. Climbing still costs double normal movement.
  Biting Blade 
  2nd-level transmutation
  Ranger, Wizard
  Components: V, S, M (a whetstone)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 1 slashing weapon
  Saving Throw: None
  One weapon you can see that deals slashing damage becomes incredibly 
  sharp. For the duration of the spell, its damage dice become one category 
  larger: d4 becomes d6, d6 becomes d8, and so on; d12 becomes 2d8.
  Black Exhalation 
  6th-level necromancy
  Cleric, Wizard
  Components: V, S, M (a fungi)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Con / half damage
  You exhale a 30-foot cone of deadly spores. Each creature in the cone 
  must make a Constitution saving throw against poison. If the saving 
  throw fails, the creature takes 6d6 poison damage and loses 1d3 points of 
  Intelligence. With a successful save, the creature takes half damage and 
  loses no Intelligence.
  A creature that loses Intelligence because of black exhalation must 
  repeat the saving throw at the end of each of its turns. If the saving throw 
  fails, it loses an additional point of Intelligence; if the save succeeds, the 
  spell effect ends. Intelligence loss is permanent until restored by magic.
  Blackout 
  3rd-level abjuration
  Warlock, Wizard
  Components: V, S, M (a smoky quartz crystal)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: 30 ft.
  Area of Effect: Sphere, 20-ft. radius 
  Saving Throw: None
  You gesture at a point within range. A sphere of shifting shadows with 
  a 20-foot radius emanates from that point, visible only to those with 
  darkvision. Creatures with darkvision can’t see into or through this area. 
  Creatures without darkvision are not affected.
  Blade Bond 
  6th-level transmutation
  Wizard
  Components: V, S, M (a shard of a blade and a ball of tar)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: Dex / negates effect
  You become capable of absorbing metal weapons that strike you. When 
  you are struck by a metallic melee weapon, its wielder must make a 
  Dexterity saving throw or the weapon is absorbed into your flesh and you 
  take no damage from the attack. If the weapon is magical, its enhancement 
  bonus is added to the creature’s saving throw. 
  An absorbed weapon is stuck in your flesh and can’t be removed. You 
  can have up to five weapons absorbed at one time. Once this limit is 
  reached, you take damage normally from subsequent attacks.
  As a bonus action, you can expel all absorbed weapons. The weapons 
  also are expelled when the spell ends. Expelled weapons fall to the ground 
  around you. 
  Blade of Light 
  2nd-level conjuration
  Paladin
  Components: V, S
  Casting Time: 1 bonus action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You conjure a blade of light in your hand. Treat this blade as a longsword 
  +1, +2 vs. evil creatures. The blade emits bright light in a 20-foot radius.
  Enhancement: When you cast blade of light using a spell slot of 4th 
  level or higher, the enhancement increases to +2, +3 vs evil creatures. At 
  6th level, the enhancement increases to +3, +4 vs evil creatures.
  
  21
  Book of Lost Spells
  Blade Song 
  3rd-level evocation
  Bard, Wizard
  Components: V, S, M (a toy horn)
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute.
  Range: Self
  Area of Effect: 1 melee weapon
  Saving Throw: None
  You imbue your weapon with the essence of concentrated sound. When 
  it strikes a creature, it does an additional 2d6 thunder damage. The spell 
  ends if you relinquish or lose your grip on the weapon.
  Bladelust 
  4th-level transmutation
  Bard, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 bladed weapon you’re holding
  Saving Throw: Wis / partial
  You cause a slashing or piercing weapon you are holding to achieve 
  a form of limited sentience that hungers for blood. For every 4 points 
  (rounded up) of damage you inflict with the weapon on a living creature, 
  your next attack with that weapon has a bonus of +1 to hit and to damage. 
  Non-Evil creatures damaged by your weapon also suffer a -2 penalty 
  to hit you with their next attack, unless they make a successful Wisdom 
  saving throw.
  Blades of Bone 
  5th-level necromancy
  Druid, Warlock, Wizard
  Components: V, S, M (a needle made from bone) 
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch sprouts long, sharp spurs of bone all 
  over its body. The creature does 2d6 piercing damage to its target when it 
  successfully initiates a grapple. It does another 2d6 damage at the start of 
  its turn to any creature it has grappled.
  Blades of Jade 
  6th-level transmutation
  Druid
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 120 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Dex partial
  You cause all leaves, petals, and blades of grass within 30 feet of a 
  point you can see to become unnaturally hard and sharp. Each creature 
  that starts its turn in or enters the affected area has its speed reduced by 10 
  feet until the end of its turn unless it makes a successful Dexterity saving 
  throw. In addition, any creature that moves in the affected area suffers 1d6 
  slashing damage for every 5 feet moved. 
  Blade Bond
  
  22
  Book of Lost Spells
  If blades of jade is cast in an area with especially thick underbrush 
  (as determined by the GM), the spell becomes more dangerous: damage 
  increases to 2d6 per 5 feet in lightly obscuring foliage, and to 4d6 per 5 
  feet in heavily obscuring foliage.
  Blazing Blood 
  8th-level transmutation
  Cleric
  Components: V, S, M (holy symbol) 
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: 1, 2, or 3 creatures
  Saving Throw: Con / half damage
  You attempt to transform the blood of up to three creatures you can 
  see into a blazing fluid. Each creature takes 10d8 fire damage, or half 
  damage with a successful Constitution saving throw. If the creature has 
  imbibed alcohol within the last hour, the damage increases to 10d10 fire 
  damage.
  Creatures without blood are immune to this spell.
  Blessed Harvest 
  2nd-level transmutation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 hour
  Duration: 1 year
  Range: Touch
  Area of Effect: 1 acre
  Saving Throw: None
  You bless a field of up to 1 acre, granting it unusual fertility. Crops 
  grown on the field provide a harvest that is one-third more than the field 
  would have produced normally; or up to 33 percent more animals can be 
  grazed on it. 
  Blessed Watchman 
  2nd-level enchantment
  Cleric
  Components: V, S 
  Casting Time: 1 action
  Duration: 8 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  Your touch grants a creature a +2 bonus on Wisdom (Perception) 
  checks and tactical advantage on saving throws against charm 
  effects for the duration of the spell. In addition, the creature can’t 
  be surprised.
  Blessing of the Dawn 
  2nd-level abjuration
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Sphere, 50-ft. radius
  Saving Throw: None
  You create an aura that emanates from you in a 50-foot-radius sphere 
  and moves with you. This aura negates magical darkness within its area. 
  In addition, creatures inside the aura add 1d4 to their Wisdom (Medicine) 
  checks.
  Blessing of the Forge 
  5th-level transmutation
  Cleric
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: No
  You call upon the god of craftsmen and seek his blessing. All attack 
  rolls against you with forged or crafted items have tactical disadvantage, 
  and you gain resistance to damage done by such items.
  Blight Fog 
  6th-level necromancy
  Warlock
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / half damage
  You create a thick, gray, 40-foot cloud of deadly mist at a point you can 
  see. The mist is deadly to plants; normal plants wither immediately upon 
  being touched by the fog. Each plant-based creature that begins its turn 
  in the cloud or enters the cloud takes 5d6 + 20 necrotic damage, or half 
  damage with a successful Constitution saving throw. 
  The magic is specifically designed to affect plants; it has no effect on 
  other creatures.
  The cloud moves away from the caster at 10 feet per round. It is 
  dispersed by moderate wind (10 mph or greater). The area of the mist is 
  heavily obscured.
  Blindfold 
  2nd-level transmutation
  Warlock, Wizard
  Components: V, S, M (Spirit doll)
  Casting Time: 1 action
  Duration: 1 day
  Range: 400 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / impaired sight rather than blinded
  By covering the eyes of a previously constructed spirit doll, you force 
  the creature linked to that doll to make a Constitution saving throw. If the 
  saving throw fails, the creature is blinded for the duration of the spell. 
  If the save succeeds, the creature’s sight is impaired so that it has a -2 
  penalty on Wisdom (Perception) checks for the spell’s duration. Either 
  effect can be removed by any magic that cures blindness, such as lesser 
  restoration.
  Blinding Ash 
  3rd-level conjuration
  Cleric, Warlock, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  You create a cloud of thick ash in a 30-foot radius sphere around a point 
  you can see. The cloud spreads around corners, and its area is heavily 
  obscured. Fire spells do not burn off the mist, but water- and cold-based 
  
  23
  Book of Lost Spells
  spells do dispel the magic. Each creature in the cloud takes 2d6 fire 
  damage at the beginning of its turn. The cloud lasts for the duration of 
  the spell or until a wind of moderate or greater speed (10 miles per hour) 
  disperses it. 
  Blinding Flare 
  3rd-level evocation
  Wizard
  Components: V, S, M (a bit of tinder) 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 20 ft.
  Area of Effect: 1 arrow
  Saving Throw: Con / negates effect
  You enchant an arrow or bolt you can see. The projectile erupts in a 
  burst of light when it strikes a solid object or at the height of its arc (your 
  choice). Anyone within 30 feet of this eruption who can see it must make 
  a Constitution saving throw or be blinded. A blinded creature can repeat 
  the saving throw at the end of each of its turns; a successful save ends the 
  blindness.
  Blood Bath 
  2nd-level necromancy
  Warlock, Wizard
  Components: V, S, M (a drop of blood)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / half damage
  One creature that you can see must make a Constitution saving throw. 
  If the saving throw fails, the creature suffers 3d8 necrotic damage and is 
  blinded for 1 round as blood spurts from its eyes, ears, mouth, and nose. If 
  the saving throw succeeds, it takes half damage and is not blinded.
  Blood Blade 
  5th-level transmutation
  Wizard
  Components: V, S, M (a whetstone) 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: None
  You transform the edge of one slashing weapon you touch, making it 
  unnaturally sharp. Any creature struck by the weapon begins bleeding, 
  suffering 3d6 damage at the beginning of each of its turn until the wound 
  is stanched, either with magical healing or by spending an action and 
  making a successful DC 10 Wisdom (Medicine) check. The Medicine 
  check can be performed by the bleeding creature or by an adjacent ally. 
  Creatures without blood are not affected by the blade. When the spell 
  ends, the blade returns to its natural sharpness, but bleeding caused by the 
  blade doesn’t end automatically.
  Blood Geyser 
  2nd-level transmutation
  Cleric, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: Cylinder, 10-ft. radius, 20 ft. high
  Saving Throw: Dex / half damage
  You select a point on the ground that you can see. A geyser of blood 
  filled with the caustic anger of the defeated erupts from that point and 
  rains down in a 20-foot high, 10-foot radius cylinder. Each creature in the 
  area takes 4d6 acid damage, or half damage with a successful Dexterity 
  saving throw. 
  Blood of the Hydra 
  6th-level conjuration
  Druid
  Components: V, S, M (a drop of venom) 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: Con / negates effect
  The edge of a piercing or slashing weapon that you touch becomes 
  poisoned. For the duration of the spell, each time the weapon hits a 
  creature, that creature must make a successful Constitution saving throw 
  against poison or take 3d8 poison damage and become poisoned. A 
  poisoned creature can repeat the saving throw at the end of each of its 
  turns; on a successful save, it is no longer poisoned.
  Blood Purge 
  5th-level necromancy
  Wizard
  Components: V, S, M (a glass tube filled with blood)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You choose a creature you can see and try to make it violently disgorge 
  blood from its body. The creature must make a Constitution saving throw. 
  If the saving throw fails, it loses 2d4 points of Constitution. A creature 
  reduced to 0 Constitution dies immediately. Creatures without blood are 
  immune to this effect. 
  Bloodburn 
  4th-level necromancy
  Wizard
  Components: V, S, M (a pinch of sulfur)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  Select one creature within range that has been wounded in the 
  last minute and hasn’t yet received any healing. If the creature fails a 
  Constitution saving throw, the blood flowing from its wounds bursts into 
  fire, inflicting 5d8 fire damage to the creature at the start of each of its 
  turns and preventing it from receiving any healing while the spell is in 
  effect. The creature can repeat the saving throw at the end of each its 
  turns; the spell ends when it has made two successful saves, which need 
  not be consecutive.
  Bloody Tentacles 
  5th-level necromancy
  Warlock, Wizard
  Components: V, S, M (a handful of dirt from a strangled 
  man’s grave) 
  Casting Time: 1 action
  
  24
  Book of Lost Spells
  Duration: 8 hours
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: See text
  When you cast this spell, tentacles of blood erupt from the bodies of 
  all dead or dying creatures within 30 feet of you. A dying creature must 
  make a Constitution saving throw; a successful save negates the effect for 
  that creature, but a failure results in the creature dying immediately as its 
  blood erupts from inside it.
  Each tentacle has AC 15, 10 hit points, reach 5 ft., and your saving 
  throw modifiers. At the beginning of your turn, each tentacle attacks one 
  creature within 10 feet of it using your spell attack bonus. You choose 
  the targets if you can see the tentacles; otherwise they attack the closest 
  creature, friend or foe. A successful hit does 1d8 + 4 bludgeoning damage 
  and the target creature is grappled. A tentacle doesn’t attack any other 
  target while it’s grappling a creature.
  A grappled creature can’t breathe, and is suffocating. A creature can 
  escape from a tentacle by using an action and making a successful Strength 
  (Athletics) check against your spell save DC. Tentacles disappear when 
  they are reduced to 0 hit points.
  If no enemies are in reach, the tentacles retreat inside their hosts and 
  remain dormant until a creature approaches. The tentacles never attack 
  you.
  Blunt the Edge 
  2nd-level transmutation
  Wizard
  Components: V, S, M (a blunt razor)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 10 ft.
  Area of Effect: 1 weapon
  Saving Throw: Wis / negates effect
  You cause one weapon within range that does piercing or slashing 
  damage to become blunt. If the weapon’s wielder fails a Wisdom saving 
  throw, then for the duration of the spell, the weapon does only half damage 
  and can’t score critical hits. 
  Boarding Plank 
  2nd-level conjuration
  Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 4 ft. wide by 25 ft. long
  Saving Throw: None
  You create a shimmering plank of force, 4 feet wide and up to 25 
  feet long, originating from a point that you touch. It doesn’t need to be 
  supported physically at either end. The board keeps itself level at all times 
  and can support up to 3,000 lbs. If the weight limit is exceeded, the spell 
  ends immediately.
  Bolster Mental Fortitude 
  2nd-level abjuration
  Cleric, Wizard
  Components: V, S 
  Casting Time: 1 action
  Bloodburn
  
  25
  Book of Lost Spells
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A willing creature you touch gains tactical advantage on Intelligence, 
  Wisdom, and Charisma saving throws for the duration of this spell.
  Bone Armor 
  3rd-level conjuration
  Cleric
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You strengthen the bones of a willing creature you touch. The creature 
  gains resistance against bludgeoning damage for the duration of the spell.
  Bone Blight 
  5th-level necromancy
  Cleric, Warlock
  Components: V, S, M (a bit of powdered bone)
  Casting Time: 1 action
  Duration: Permanent
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You inflict a powerful curse on a creature you can see, unless that 
  creature makes a successful Constitution saving throw.
  Creatures cursed with bone blight have dangerously brittle bones. They 
  gain vulnerability to bludgeoning and slashing damage, and if they take 20 
  or more damage from any attack, they must make a successful Constitution 
  saving throw or suffer a broken bone. A broken bone reduces movement to 
  half speed and imposes disadvantage on Dexterity checks. The penalties for 
  a broken bone are removed when the character receives magical healing or 
  finishes a long rest with all of their hit points and hit dice restored.
  At the end of each long rest, a character suffering bone blight must 
  make a Constitution saving throw. The curse ends after two successful 
  saves, which need not be consecutive. The curse can also be ended by 
  magic that removes curses. 
  Bone Trap 
  3rd-level necromancy
  Warlock, Wizard
  Components: V, S, M (a pinch of dust taken from a defeated 
  wight or vampire)
  Casting Time: 1 action
  Duration: Permanent until discharged.
  Range: Touch
  Area of Effect: 1 bone
  Saving Throw: Con / half damage
  You enchant an arm or leg bone taken from a skeleton or corpse of 
  a Medium or smaller creature. When any creature touches that bone, it 
  explodes in a blast of red and violet energy. Every creature within 10 feet 
  of the bone takes 4d10 necrotic damage, or half damage with a successful 
  Constitution saving throw. 
  Boost Potency 
  2nd-level transmutation
  Cleric, Druid, Ranger
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature or plant
  Saving Throw: None
  You cause the natural poison of one willing creature or plant to increase 
  in potency; the DC of its saving throw increases by 2 for the duration of 
  the spell.
  Bound Hearts 
  7th-level enchantment
  Cleric
  Components: V, S, M (holy symbol) 
  Casting Time: 1 hour
  Duration: 1 year
  Range: Touch
  Area of Effect: 2 creatures
  Saving Throw: None
  You cause two willing creatures to become linked with a psychic 
  bond. Each becomes perpetually aware of the other’s location 
  accurately enough to find the other even when blindfolded. They are 
  aware of each other’s physical and emotional condition at all times. 
  This knowledge doesn’t give any information about the subject’s 
  surroundings — one of the spell’s recipients could know that the other 
  is 10 miles away in a castle and distraught, for example, but wouldn’t 
  know that the other person is chained to a wall and awaiting trial for 
  witchcraft. 
  A person can be under the effect of only one bound hearts spell at a 
  time, and it’s not possible for more than two people to be simultaneously 
  linked by this spell.
  Enhancement: If bound hearts is cast using a 9th-level slot, the 
  duration becomes permanent.
  Bramble Armor 
  4th-level conjuration
  Druid
  Components: V, S, M (a thorny vine) 
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A multitude of thorny vines burst from your fingers and enwrap a 
  willing, nonarmored creature you touch to form a suit of fibrous armor 
  around the target. This armor is treated as medium armor with a base 
  AC of 15 + Dexterity modifier (max 2). Normal penalties apply if the 
  armored creature doesn’t have proficiency with medium armor. Any foe 
  that strikes a creature encased in bramble armor with a melee attack takes 
  1d4 piercing damage.
  Branch Assault 
  2nd-level transmutation
  Druid
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 tree
  Saving Throw: None
  You imbue one tree you can see with the ability to strike creatures with 
  its branches. The tree remains immobile otherwise. When you cast the 
  spell, and as an action on your turn, you direct the tree to attack one target 
  that it can reach. Make a melee spell attack against the target; a successful 
  hit does 2d10 + 5 bludgeoning damage.
  
  26
  Book of Lost Spells
  Breach Defenses 
  6th-level transmutation
  Warlock, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You attempt to nullify the resistances of one creature you can see. The 
  creature loses all of its resistance to bludgeoning, piercing, and slashing 
  damage for the duration of the spell unless it makes a successful Constitution 
  saving throw. The spell doesn’t affect the creature’s immunities.
  Breath of the Dragon 
  3rd-level evocation
  Sorcerer, Wizard
  Components: V, M (a small statuette of a dragon god) 
  Casting Time: 1 bonus action
  Duration: 1 minute
  Range: Self
  Area of Effect: See text
  Saving Throw: Dex / half damage
  This spell grants you the ability to spew a breath attack similar to a 
  dragon’s breath weapon. You gain a pool of 10d6 that you can use as 
  damage dice in your attacks.
  As an action, you can breathe a 60-foot cone of fire or cold, or a 60-foot-
  long, 5-foot-wide line of acid or lightning. Each creature in the affected area 
  takes damage, or half damage with a successful Dexterity saving throw.
  When you use the breath weapon, you can expend up to five dice from 
  the damage pool at one time; the breath weapon does that much acid, fire, 
  cold, or lightning damage, as appropriate. You must decide how many 
  dice to use before targets make their saving throws.
  The spell ends when no dice are left in the damage pool.
  Enhancement: For each spell slot used higher than 3rd level, add 2d6 
  to the damage pool and 1d6 to the maximum dice you can expend in a 
  single attack.
  Brittle 
  2nd-level transmutation
  Wizard
  Components: V, S, M (a drop of acid)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 object
  Saving Throw: Con / negates effect
  One object you can see becomes brittle and vulnerable to bludgeoning 
  damage. If the object is held by a creature or is magically animated, a 
  successful Constitution saving throw negates the effect. 
  Bubble Goop 
  4th-level conjuration
  Sorcerer, Wizard
  Components: V, S, M (tree sap)
  Casting Time: 1 action
  Duration: Until scraped off
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / negates effect
  You breathe out a bubble that floats quickly toward one creature within 
  range. If the creature fails a Dexterity saving throw, the bubble bursts over it 
  and covers it with goo. Creatures covered with goo suffer a -2 penalty to attack 
  rolls and Dexterity checks, and their speed is reduced by 10 feet. In addition, 
  creatures covered in bubble boop can’t cast spells with somatic components. 
  The bubble goop remains until an affected creature or an adjacent ally 
  uses an action to scrape it off and the affected creature makes a successful 
  Dexterity check.
  Enhancement: For each spell slot used higher than 4th level, you 
  can create one additional bubble. Each bubble can be targeted against a 
  different creature.
  Bubble Net 
  1st-level conjuration
  Cleric, Druid, Sorcerer, Wizard
  Components: S, M (palm-sized net)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / negates effect
  You cause an underwater creature you can see within range to be wrapped 
  in a magical net of air bubbles that rises to the water’s surface. The creature 
  must make a Dexterity saving throw. If the saving throw fails, the creature 
  is restrained by the net and it rises 120 feet toward the surface at the end 
  of each of its turns. Once the net reaches the surface, it remains there and 
  keeps the creature restrained. As an action, a restrained creature can make a 
  Strength or Dexterity check against your spell save DC to escape from the 
  net. If the save succeeds, the net disappears and the spell ends.
  Bug Bites 
  2nd-level conjuration
  Cleric, Druid, Ranger
  Components: V, S, M (honey)
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 sleeping creature
  Saving Throw: None
  You cause one sleeping creature to become covered in itchy insect 
  bites. The target has a -2 penalty to attack rolls and ability checks for the 
  next 24 hours, after which the bites disappear. There is no saving throw, 
  but the caster might awaken the creature before the spell can take effect if 
  the caster is not appropriately stealthy. This spell has no effect if cast on a 
  creature that is not asleep.
  Buoyancy 
  1st-level transmutation
  Druid, Ranger
  Components: V, S, M (a small white ring)
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch becomes naturally buoyant and rises to 
  the surface of any liquid it is immersed in, regardless of weight, at the rate 
  of 10 feet per round.
  Burden 
  Transmutation cantrip
  Sorcerer, Wizard
  Components: V, S, M (a small stone)
  Casting Time: 1 action
  
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  Book of Lost Spells
  Duration: Concentration, up to 10 minutes
  Range: 60 ft.
  Area of Effect: 1 object weighing up to 1 lb.
  Saving Throw: None
  You double the weight of one inanimate object you can see. At 5th 
  level, you can affect an object weighing up to 5 lbs. and quadruple its 
  weight. At 10th level, you can affect an object weighing up to 20 lbs. and 
  increase its weight by a factor of six.
  Burn the Sight 
  2nd-level transmutation
  Warlock, Wizard
  Components: V, S, M (spirit doll)
  Casting Time: 10 minutes
  Duration: 8 hours
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  If this spell is cast on a spirit doll and the doll is placed within 6 inches 
  of a light source (a lit candle or lantern, for example, or an object with a 
  light spell cast on it), then the creature associated with that spirit doll has 
  darkvision (60 feet) for the duration of this spell.
  Burning Rain 
  7th-level transmutation
  Wizard
  Components: V, S, M (a small vial of acid)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 300 ft.
  Area of Effect: Cylinder, 100-ft. radius, 50 ft. high
  Saving Throw: None
  Burning rain transforms natural rain into droplets of liquid fire. It 
  affects a cylindrical area 100 feet in radius and 50 feet high. A creature 
  that starts its turn in the affected area or enters the area takes 4d6 fire 
  damage. The spell has no effect unless rain is already falling. 
  Burning rain also damages objects in the area and ignites unattended, 
  flammable objects, but the extent of this damage must be determined by 
  the GM.
  Buttress 
  2nd-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 60 ft.
  Area of Effect: 1 object
  Saving Throw: None
  You cause one item weighing up to 10 lbs. to become stronger 
  and less likely to break. It gains resistance against bludgeoning, 
  piercing, and slashing damage and gains temporary hit points equal 
  to its current hit points. The temporary hit points disappear when the 
  spell ends.
  Cacophony 
  3rd-level evocation
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / negates effect
  You create a great burst of sound emanating from a point you can see. 
  All creatures within 20 feet of that point are deafened for 10 minutes 
  unless they make successful Constitution saving throws. Brittle objects 
  and creatures made of crystal also take 6d6 thunder damage, or half 
  damage with a successful saving throw.
  Call Divine Warrior 
  8th-level conjuration
  Cleric
  Components: V, S, M (holy relic)
  Casting Time: 10 minutes
  Duration: 24 hours
  Range: 60 ft.
  Area of Effect: 1 champion
  Saving Throw: None
  You summon the spirit of a powerful, once-living champion of your 
  deity and give it physical form. The spirit champion arrives within range, 
  looking as it did in the prime of its life. The spell must be cast at a site 
  hallowed to the caster’s deity.
  The spirit champion possesses all abilities and items that it possessed 
  during life. In addition, the spirit champion is able to cast command or 
  suggestion as an action on any worshipper of the caster’s deity. Its exact 
  statistics are determined by the GM; we suggest using the planetar’s stat 
  block as a starting point, but the specifics are entirely up to the GM. It 
  won’t give or loan items to other characters.
  The spirit champion is not under the control of the caster. It acts in the 
  best interest of its deity as it sees it. Often, a spirit champion will take 
  command of the situation. Followers of the deity are always well-disposed 
  toward taking commands from a divine warrior.
  The champion and all its items disappear when it is slain or when the 
  spell ends.
  Call of the Wild Companion 
  1st-level evocation
  Druid, Ranger
  Components: S, M (mistletoe)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 10 miles
  Area of Effect: 1 animal companion
  Saving Throw: None
  You transmit a silent, one-word message to your animal companion, 
  if it is within 10 miles. The spell does not require line-of-sight. If the 
  message is “come,” the animal also learns your location. Only an animal 
  companion or an animal bonded to the caster through animal friendship or 
  similar magic can be the target of this spell.
  Call the Heart 
  6th-level necromancy
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / half damage
  One living creature that you point at takes 6d10 + 20 necrotic damage, 
  or half damage with a successful Constitution saving throw. If the 
  creature is reduced to 0 hit points by this attack, it must make another 
  Constitution saving throw immediately. If this saving throw fails, the 
  creature’s heart is ripped out of its chest and flies to your hand; the 
  creature dies instantly.
  
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  Camouflage 
  1st-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You grant a creature the ability to change colors to match its 
  surroundings. The creature can make Dexterity (Stealth) checks to hide if 
  it has cover or is lightly obscured.
  Catnip 
  2nd-level enchantment
  Druid, Ranger
  Components: V, S, M (berries)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 handful of berries
  Saving Throw: Con / negates poisoning; special
  You infuse a handful of berries with the power to lure and intoxicate 
  animals. Choose a type of beast when you cast the spell. Beasts of that type 
  within 60 feet of the berries are drawn to them unerringly. The first beast 
  to reach the berries devours them in one round and becomes poisoned 
  unless it makes a successful Constitution saving throw. The poisoning 
  lasts until the end of the beast’s next long rest. Beasts with an Intelligence 
  of 6 or higher can resist the lure of the berries with a successful Wisdom 
  saving throw.
  Cause the Bends 
  3rd-level necromancy
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One creature you touch is afflicted with pain from high-pressure gas 
  bubbles forced into its bloodstream. The creature must make a Constitution 
  saving throw. On a successful save, the spell has no effect. If the saving 
  throw fails, then the creature takes 2d6 necrotic damage at the end of 
  each of its turns and it must subtract 1d4 from its attack rolls and ability 
  checks for the duration of the spell. The creature can repeat the saving 
  throw at the end of each of its turns (after taking damage from the spell); 
  a successful save ends the spell.
  Caustic Spittle 
  1st-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a small vial of wine)
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You produce a small, viscous glob of acid and hold it in your belly. 
  As an action, you can spit the acid at one creature within 20 feet. Make a 
  ranged spell attack roll. On a hit, the target takes 3d6 acid damage plus 1d6 
  for each round since you cast the spell. Thus, the spell does 3d6 damage 
  on the round you cast it, 4d6 on the round after, etc. If the spell ends before 
  you make the attack, you must make a Constitution saving throw or take 
  the damage yourself. The spell ends after the attack is made.
  Cave Walker 
  2nd-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You adapt yourself for survival in an underground environment. While 
  underground, you gain darkvision (60 feet) and have tactical advantage 
  on Strength (Athletics) and Dexterity (Acrobatics) checks used to traverse 
  natural (unworked) stone. You also gain light sensitivity; you have tactical 
  disadvantage on attack rolls and ability checks if you are in sunlight or if 
  you are attacking a creature in sunlight.
  Chain Enervation 
  7th-level evocation
  Wizard
  Components: V, S, M (finger bone of a wight)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 200 ft.
  Area of Effect: 1 or more creatures
  Saving Throw: Con partial
  You fire a bolt of negative energy at one creature you can see. Make a 
  ranged spell attack against the target. On a hit, the bolt does 12d6 necrotic 
  damage and the creature must make a successful Constitution saving throw 
  or gain two levels of exhaustion. The bolt then leaps to another target 
  within 50 feet of the previous target that hasn’t already been targeted by 
  the spell; you choose which target to attack, if more than one is available. 
  The effect continues attacking creatures one after another in a chain until 
  it misses or there are no more creatures eligible to be hit.
  Change Dust to Water 
  6th-level transmutation
  Druid, Wizard
  Components: V, S, M (a seashell)
  Casting Time: 1 action
  Duration: Permanent
  Range: 120 ft.
  Area of Effect: Up to 10,000 cubic ft. of dust
  Saving Throw: None
  You transmute an area of dust or dirt into fresh, potable water. You can 
  affect up to 10,000 cubic feet (10 cubes, each 10 feet on a side), but the 
  effect can’t extend more than 10 feet into the ground. The spell doesn’t 
  work on rock or stone and has no effect on creatures.
  Change Water to Dust 
  6th-level transmutation
  Druid, Wizard
  Components: V, S, M (a pinch of dust)
  Casting Time: 1 action
  Duration: Permanent
  Range: 120 ft.
  Area of Effect: Up to 10,000 cubic ft. of water
  Saving Throw: None
  You transmute normal water into fine dust. Up to 10,000 cubic feet (10 
  
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  Book of Lost Spells
  cubes, each 10 feet on a side) can be affected, but the effect can go no 
  deeper than the top 10 feet of a pool of water. A creature in the affected 
  water is trapped in the dust unless it makes a successful Dexterity saving 
  throw, in which case it escapes to the nearest clear, safe space. 
  This spell has no effect on most creatures. If cast directly on a water 
  creature, however, such as a water elemental, the creature must make a 
  Constitution saving throw. If the saving throw fails, the creature is killed 
  instantly; on a successful save, it takes 5d6 fire damage instead.
  Chanting 
  2nd-level conjuration
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  You begin a chant of devotion to your deity. The chant creates an aura in 
  a 30-foot-radius sphere around you, that moves with you. The aura brings 
  luck to your allies and disfavor to your enemies. Each ally in the aura adds 
  1d4 to its attack rolls and saving throws. Enemies must subtract 1d4 from 
  their attack rolls and saving throws while they are inside the aura.
  You must maintain the chant for the duration of the spell; the spell ends 
  if you lose concentration or if you are silenced or unable to speak. You 
  can’t cast spells with a verbal component while chanting.
  Chaos Bolt 
  3rd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You release a bolt of pure chaos. Make a ranged spell attack against one 
  creature you can see. If it hits, the target takes 4d10 force damage and is 
  confused on its next turn.
  A confused creature can’t take reactions and must roll 1d10 at the start 
  of its turn to determine what it does that turn.
   
  d10 
  Behavior
  1
  Creature is incapacitated and moves as far as it 
  can in a random direction.
  2-6
  Creature is incapacitated and can’t move.
  7-8 
  Creature can’t move, but it makes a melee attack 
  against the nearest creature within reach. If no tar-
  get is within reach, it does nothing.
  9-10
  The creature can move and act normally.
  Character Flaw 
  2nd-level enchantment
  Wizard
  Components: S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature that you touch becomes unpleasant and gaffe-prone, 
  provided it fails a Wisdom saving throw. Until the spell ends, the target 
  creature has tactical disadvantage on Charisma checks when interacting 
  with other creatures.
  Charge 
  4th-level abjuration
  Wizard
  Components: V, S, M
  Casting Time: 10 minutes
  Duration: Permanent until discharged
  Range: Touch
  Area of Effect: 1 object
  Saving Throw: Dex / negates effect
  You infuse one object with a magical trap. Anyone other than you 
  who touches the object takes 10d6 lightning damage, or half damage 
  with a successful Dexterity saving throw. You can create a command 
  word when the spell is cast that will allow other creatures to handle the 
  item safely.
  The presence of a charge on an object can be detected with a successful 
  Intelligence (Investigation) check; the DC equals your spell saving throw.
  Charged Missile 
  2nd-level evocation
  Ranger, Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 projectile
  Saving Throw: None
  One arrow, bolt, or sling bullet you touch becomes infused with 
  electrical energy. A successful attack with the affected ammunition does 
  its normal damage plus 5d6 lightning damage. The spell ends after the 
  projectile is used, whether it hits or misses.
  Enhancement: For each spell slot used higher than 2nd level, the 
  missile does an additional 1d6 damage.
  Charged Touch 
  3rd-level transmutation
  Druid, Wizard
  Components: S
  Casting Time: 1 action
  Duration: 1 minute or until discharged
  Range: Self
  Area of Effect: Self
  Saving Throw: Con / half damage
  Your body becomes the reservoir of an electric charge. The next time 
  you are struck by a melee attack during the spell’s duration, the attacker 
  takes 8d6 lightning damage, or half damage with a successful Constitution 
  saving throw. 
  Chariot of Fire 
  8th-level conjuration
  Druid
  Components: V, S, M (small wheel)
  Casting Time: 10 minutes
  Duration: 3 hours
  Range: 60 ft.
  Area of Effect: 1 chariot
  Saving Throw: None
  You bring forth a large chariot made of flames and two fiery horses to 
  draw it in an unoccupied space within range. The chariot and horses have 
  
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  Book of Lost Spells
  a land speed of 70 feet and a fly speed of 140 feet. The chariot can carry 
  up to eight Medium or Small creatures; you must touch them as you cast 
  the spell for them to ride the chariot safely. 
  Other creatures that begin their turn within 10 feet of the chariot or who 
  approach within 10 feet during their turn take 2d6 fire damage.
  While aboard the chariot, a creature has resistance to fire damage (but 
  only selected creatures can get aboard).
  The chariot and horses follow your verbal commands. 
  The chariot and horses can be damaged. Treat the entire assemblage as 
  have AC 18 and 100 hit points. It uses your saving throws, and is immune 
  to fire damage and to bludgeoning, slashing, and piercing damage from 
  nonmagical weapons. The spell ends if the chariot is reduced to 0 hit 
  points.
  The chariot and horses disappear immediately when the spell ends, 
  which can leave passengers falling to the ground.
  Charismatic Shield 
  7th-level enchantment
  Bard, Cleric
  Components: V, S, M (a flower)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: Wis / negates effect
  For the duration of this spell, you add your Charisma modifier to your 
  AC. In addition, each creature within 50 feet of you that targets you with 
  an attack or a harmful spell must make a Wisdom saving throw. If the 
  saving throw fails, the creature must target another creature or lose the 
  action, and it can’t target you again for the duration of the spell. If you 
  attack or cast a harmful spell against that creature, the spell’s effect against 
  that creature is broken, and it can target you normally.
  Charnel Stench 
  2nd-level necromancy
  Cleric, Warlock
  Components: V, S, M (rotting organs)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 10-ft. radius
  Saving Throw: Con / negates effect
  You exude a sickening, carrion stench. Every living creature that begins 
  its turn within 10 feet of you or that enters the area of effect must make 
  a Constitution saving throw. If the saving throw fails, the creature is 
  poisoned for as long as it stays in the area of effect and for an additional 
  1d4 rounds after it leaves the area. A creature that makes a successful save 
  is immune to the effect of this casting of charnel stench. 
  Chatterwild 
  2nd-level divination
  Druid
  Components: V, S, M (feathers from a parrot)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 to 6 creatures
  Saving Throw: None normally; special
  You can touch up to six willing creatures when you cast this spell. For 
  the duration of the spell, the affected creatures can communicate with each 
  other using the languages of fauna native to the area. Everyone who is not 
  under the effect of a chatterwild spell hears their words as the barking of 
  coyotes, the chattering of squirrels, or the clacking, hooting, or shrieking 
  Chariot of Fire
  
  31
  Book of Lost Spells
  of birds. If a listener has a reason to question what they’re hearing–for 
  example, if the spell is used inside a normally quiet temple–the GM can 
  allow a Wisdom saving throw to negate the effect.
  Chill of Evil 
  7th-level enchantment
  Cleric
  Components: V, M (the preserved heart of a good creature)
  Casting Time: 1 action
  Duration: 1 week
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  The creature you touch when you cast this spell is filled with the deep 
  chill of evil. The targeted creature must make a Wisdom saving throw. If 
  the saving throw fails, the creature’s compassion is stripped away and it 
  becomes cruel and paranoid for the duration of the spell. 
  This is a subtle effect calling for adjudication by the GM. The affected 
  creature doesn’t go berserk or turn into a serial murderer. Most often, 
  this spell causes the affected creature’s normal acts to become twisted 
  perversions of their original intent. For example, a noble knight afflicted 
  by the chill of evil might decide that defeating his opponent honorably on 
  the field of battle isn’t enough “justice” for the harm that opponent caused. 
  Instead, that foe must be “purified” through pain, so the knight imprisons 
  him and tortures him to death over the week of the spell’s duration. An artist 
  could turn to portraying only evil or grisly subjects in his paintings, and a 
  merchant might suddenly start hawking poisons on the street. Essentially, 
  the affected creature acts as if its alignment is aggressively Neutral Evil; it 
  greedily seeks its own interests with no regard for how others are hurt. If the 
  creature was Evil to begin with, this might not be much of a change. 
  People who know the target well can make a Wisdom (Insight) check to 
  determine why the person is acting so uncharacteristically. 
  Chill of evil is most often used by evil clerics against paladins and good 
  clerics. Their victims are likely to fall from grace for the duration of the 
  spell at least, and their reputations might be ruined for far longer. The 
  target of the spell recalls everything after it ends. Since the person doesn’t 
  necessarily know they were enchanted, a Good character is likely to feel 
  tremendous remorse over his or her actions.
  Chilling Gaze 
  6th-level transmutation
  Sorcerer, Warlock, Wizard
  Components: V, S, M (a glass cube)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: Con / negates effect
  Your eyes become cold and frosty. For the duration of this spell, 
  whenever a creature starts its turn within 30 feet of you, you can force 
  it to make a Constitution saving throw. The creature must be able to see 
  your eyes, and you must be able to see it. If the saving throw fails, the 
  creature takes 2d10 cold damage and becomes paralyzed by supernatural 
  chills. The paralysis lasts 2d4 days; this decreases to 1 day if the victim 
  is warmed in a dwelling, bundled in furs, etc. The paralysis can also be 
  ended by magic capable of removing paralysis.
  Creatures that are resistant to or immune to cold damage are not 
  paralyzed by this spell.
  Chlorophyll 
  1st-level transmutation
  Druid
  Components: V, S, M (a green leaf)
  Casting Time: 1 action
  Duration: 24 hours
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your skin takes on a green hue that allows you to draw energy from the 
  sun. While you are affected by this spell, you do not need to eat and can 
  survive indefinitely, provided you get four hours of sunlight per 24-hour 
  period. You still require normal amounts of water and air. If you spend a 
  short rest in direct sunlight, you regain an additional hit point per hit die 
  expended during that short rest.
  Choose Fate 
  3rd-level divination
  Cleric
  Components: V, S, M (two grains of salt and a rose petal)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You grant a willing creature a brief glimpse into the future and the 
  ability to rearrange its fate. The creature 1d20 twice and notes the rolls. 
  The creature must use those two results for its next two d20 rolls during the 
  spell’s duration, but it can choose the order in which the results are used.
  Enhancement: For each spell slot used higher than 3rd level, you can 
  affect one additional creature.
  Chronal Displacement 
  7th-level transmutation
  Wizard
  Components: V, S, M (intricate and accurate planetary 
  model)
  Casting Time: 1 hour
  Duration: 1 year
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A willing creature you touch becomes disconnected from time and 
  doesn’t age for the duration of the spell. 
  The spell’s magic is erratic. Each day, there is a 5% chance that time 
  slows for the creature for 24 hours, causing the creature to act as if under 
  the influence of a slow spell for the entire day. In addition, the creature has 
  disadvantage on any saving throw against any magic involving time or 
  aging during that 24-hour period.
  Chrysalis 
  6th-level transmutation
  Druid
  Components: V, S, M (a cocoon)
  Casting Time: 10 minutes
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A willing creature you touch becomes wrapped in a silky cocoon. While 
  in the cocoon, the subject doesn’t need to eat or drink. At the end of the 
  hour, it emerges from the cocoon as if it had just completed a long rest. 
  While within the cocoon, however, the creature is helpless and can do 
  nothing. If awakened before the end of the spell’s duration, the subject can 
  break free from the cocoon as an action, but this does provoke opportunity 
  attacks from adjacent enemies. The creature has tactical disadvantage on 
  Wisdom (Perception) checks while cocooned.
  The chrysalis has 1 hit point and AC 10. If it is destroyed, the spell ends 
  and the creature is stunned until the end of its next turn.
  
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  Book of Lost Spells
  Circle of Divine Censure 
  4th-level abjuration
  Paladin
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Cha / partial
  You radiate a holy aura in a 30-foot radius that is anathema to undead 
  and fiends. Any undead or fiend that enters the aura or begins its turn in the 
  aura takes 2d6 radiant damage and must make a Charisma saving throw; if 
  the saving throw fails, the creature must move out of the aura as soon it can.
  Circle of Scrying 
  4th-level divination
  Wizard
  Components: V, S
  Casting Time: 1 minute
  Duration: Concentration, up to 8 hours
  Range: Self
  Area of Effect: 1 magic circle
  Saving Throw: None
  You empower a magic circle that links to sigils of seeing you previously 
  created. You can select a number of sigils up to your Intelligence modifier 
  (minimum of 1). The distance between the circle of scrying and the sigils of 
  seeing is not a factor, and the sigils can even be on other planes of existence.
  When you stand inside your circle of scrying, you can view the area 
  around any of the linked sigils as if you were actually standing at the 
  location of the sigil. You can switch between different sigils as an action.
  The casting time for the spell depends on whether the circle is being 
  drawn anew or a previously placed, permanent circle is being empowered. 
  Drawing a new circle takes one day. Empowering a previously placed, 
  permanent circle takes 1 minute.
  Drawing a new circle requires material components costing 250 gold 
  pieces. The circle is typically a flat design of a geometric shape with a 
  5-foot radius.
  A sigil of seeing is created spending one minute drawing the sigil on a flat 
  surface. Each sigil requires special ink that costs 100 gold pieces per sigil. 
  The sigil disappears within moments of being drawn, but it reappears when 
  you are scrying through it. A sigil is typically no more an inch in diameter. 
  While a sigil is in use, it can be noticed by anyone who examines the spot 
  where it’s drawn and makes a successful DC 10 Wisdom (Perception) or 
  Intelligence (Investigation) check. While the sigil isn’t in use, finding it 
  requires a deliberate search of the correct area and a successful Intelligence 
  (Investigation) check against your spell saving throw DC.
  Cirrem’s Bewilderment 
  1st-level illusion
  Bard, Warlock
  Components: S
  Casting Time: 1 bonus action
  Duration: 1 turn
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You become invisible until the end of the current turn.
  Claws of Digging 
  6th-level transmutation
  Druid, Wizard
  Components: V, S, M (a claw)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You transform one willing creature’s hands into thick, wide claws that 
  enable it to burrow through earth and stone. The creature can burrow 
  through earth at a rate equal to its land speed, and through rock or stone at 
  one-quarter of that rate.
  A creature that burrows through stone leaves a tunnel behind it. If it 
  burrows through soft earth, the tunnel fills in behind it (with earth excavated 
  from ahead of the creature) unless the creature slows down to half speed.
  In addition, the creature’s unarmed attacks do 2d6 slashing damage. 
  The claws are considered adamantine.
  Claws of the Beast 
  1st-level transmutation
  Druid
  Components: V, S, M (a claw)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your hands transform into wicked claws, so that your unarmed strikes 
  do 2d6 slashing damage. You are proficient with your unarmed strikes. 
  Cloak of Serpents 
  5th-level abjuration
  Cleric, Druid
  Components: V, S, DF
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: See text
  A writhing, twisting, hissing mass of snakes surrounds you and protects 
  you. For the duration of the spell, your Armor Class increases by 2 and 
  you can use an action to attack an adjacent creature with the snakes. Make 
  a melee spell attack against one adjacent creature. If it hits, the creature 
  takes 6d6 poison damage and is poisoned. The poisoned creature must 
  make a Constitution saving throw against poison at the end of each of its 
  turns; a successful save ends the poisoning.
  Clot 
  5th-level necromancy
  Cleric, Warlock, Wizard
  Components: V, S, M (a strip of cloth)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / half damage
  You touch a creature and cause its blood to solidify within its body. The 
  creature must make a Constitution saving throw. If the saving throw fails, 
  the creature takes 8d6 necrotic damage and loses 2 points of Constitution. 
  With a successful saving throw, the creature takes half damage and loses 
  no Constitution.
  Cloth of Honorable Melee 
  1st-level abjuration
  Paladin
  Components: V, S, M (a cloth emblazoned with holy symbol)
  Casting Time: 1 bonus action
  
  33
  Book of Lost Spells
  Duration: 1 minute
  Range: Touch
  Area of Effect: 1 strip of cloth
  Saving Throw: None
  You invest your god’s power into a strip of cloth that animates beside 
  you and interposes itself against ranged attacks. You gain a +2 bonus to 
  AC against ranged attacks for the duration of the spell.
  Cloud Burst 
  1st-level transmutation
  Cleric, Druid
  Components: V, S, M (a pinch of silver dust)
  Casting Time: 1 action
  Duration: 1 minute
  Range: 50 ft.
  Area of Effect: Cylinder, 60-ft. radius, 20 ft. high
  Saving Throw: None
  You collect existing water vapor from the atmosphere and release it as light 
  rain, sleet, or snow in a cylindrical area that’s 60 feet in radius and 20 feet high, 
  within 50 feet of you. The precipitation lasts for the duration of the spell. If the 
  temperature in the surrounding area is 90° F (32° C) or higher, the duration 
  doubles, except in desert areas. In an area where the temperature is between 31° 
  and 33° F (-1° to 1° C), the precipitation takes the form of sleet. At temperatures 
  of 30° F (-2° C) or less, the precipitation takes the form of snow.
  If cloud burst is cast on a Large or larger fire source (such as a wall of 
  fire) or if magical heat or fire (such as a fireball or flame strike) is cast in 
  the area of cloud burst, a cloud of warm fog (treat as a fog cloud spell) 
  billows through the area of effect for 3 rounds. If a cold-based spell or 
  effect is used on an area soaked by cloud burst (such as a cone of cold cast 
  on rain-soaked ground), normal ice is formed. Such ice remains for the 
  duration of this spell if the temperature is below 32° F; otherwise the ice 
  melts normally when the temperature rises above freezing.
  Cold Fog 
  6th-level conjuration
  Sorcerer, Wizard
  Components: V, S, M (a pinch of powdered crystal or glass)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: None
  You create a cloud of icy fog in a 20-foot-radius sphere centered on a 
  point you can see. The sphere extends around corners, and its area is heavily 
  obscured. The fog is semi-solid, and its area is considered difficult terrain. 
  Each creature that starts its turn in the fog, or enters it, takes 4d6 cold 
  damage and its speed is reduced by 10 feet until the end of its turn. 
  The fog lasts for the duration of the spell or until it’s dispersed by a 
  wind of moderate or greater speed (at least 10 mph).
  Combat Mind 
  2nd-level divination
  Wizard
  Components: V, S, M (a copper piece)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain a limited form of telepathy that enables you to anticipate the 
  moves of your opponents in combat. This grants you a +2 armor class 
  bonus against melee attacks and a +3 armor class bonus against ranged 
  attacks. The spell doesn’t work against attackers that have no minds 
  (automatons, mindless undead) or whose thoughts are shielded.
  Commune with Shade 
  1st-level necromancy
  Wizard
  Components: V, S, M (a wineskin full of fresh blood)
  Casting Time: 1 action
  Duration: See text
  Range: Personal
  Area of Effect: 1-mile radius
  Saving Throw: None
  You attempt to contact the spirit of a specific dead entity by name. The 
  spell contacts the spirit and lets it know that you want to meet; it doesn’t 
  compel the spirit to appear before you. This spell is most useful in the 
  Underworld or another realm where finding one shade among countless 
  hosts of the dead can be nigh impossible. The spell conveys your call to 
  the shade you desire, along with your location and a sense of urgency. The 
  shade is under no obligation to respond, but most do simply to break the 
  eternal tedium of death. If the shade chooses to answer your call in the 
  Underworld, it arrives within ten minutes. If you are somewhere else, the 
  shade arrives within 24 hours.
  If cast within the Underworld, the spell’s range is unlimited. If cast from 
  the material world or any other plane, the site of the spirit’s death must 
  be on the same plane and within the spell’s range of the caster. Note that 
  the range refers to the site of the creature’s death, not its current location. 
  This spell can also be used to contact an intelligent undead creature 
  within range; for example, it could contact the spirit of a drowned sailor if 
  cast within a mile of the site of the drowning. 
  Note that this spell does not alter the subject’s personality or willingness 
  to help you. Once the target spirit arrives, you must persuade it to help 
  through negotiation, payment, or coercion of some sort. Family members, 
  loved ones, friends, and slain companions are more inclined to help than 
  are strangers or someone who was killed by the caster. Another spell, 
  such as speak with dead, might be needed to compel answers from an 
  uncooperative or unresponsive shade. 
  Comrades in Arms 
  4th-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 30 ft.
  Area of Effect: 1 to 4 creatures
  Saving Throw: None
  You create a bond between up to four willing creatures you can see. 
  All must be within 30 feet of you. For the duration of the spell, a creature 
  may, as a bonus action, transfer any number of its hit points to another 
  creature affected by the spell. Any hit points that would raise a creature 
  over its maximum number of hit points are gained as temporary hit points. 
  Temporary hit points gained through this spell vanish when the spell ends, 
  but other hit point changes are permanent.
  Cone of Decay 
  7th-level necromancy
  Warlock, Wizard
  Components: V, S, M (a carrion beetle)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 60 ft. long
  Saving Throw: Con / negates effect
  You create a 60-foot-long cone originating from your hand. All 
  unattended, nonliving, organic matter within the cone crumbles to dust. 
  
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  Book of Lost Spells
  Each creature in the cone must make a Constitution saving throw. If the 
  saving throw fails, all the creature’s nonmagical, organic gear (food, 
  drink, cloth, leather, etc.) is destroyed. 
  Undead creatures additionally lose 4 points of Constitution, or 2 points 
  if they made a successful Constitution saving throw.
  Cone of Silence 
  5th-level abjuration
  Bard, Wizard
  Components: V, S, M (a tuning fork)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: None
  You create an aura of silence in a 20-foot-radius sphere around yourself 
  that moves with you. Within the aura, only you can make noise; all other 
  noises are silenced. In addition, no creature inside the affected area can 
  take thunder damage or be affected by sound-related spells unless the 
  spell was cast by you. 
  Conflagration 
  9th-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a small wax doll)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / half damage
  You point at a creature within range and mentally command it to burst 
  into flame. The creature must make a Dexterity saving throw. If the saving 
  throw fails, it takes 6d10 + 20 fire damage and begins burning; on a 
  successful save, it takes half damage and suffers no other effect.
  A burning creature takes 2d10 fire damage at the end of each of its 
  turns. The fire can’t be extinguished by natural means; it burns for the 
  duration of the spell.
  Confounding Battlefield 
  6th-level illusion
  Bard, Wizard
  Components: V, S, M (a cracked prism)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 60-ft. radius
  Saving Throw: Int / negates effect
  Every intelligent creature within 60 feet of yourself (including you) 
  takes on the appearance of one other creature in the area. The creature that 
  everyone and everything resembles should be selected randomly. Every 
  creature in the area of effect becomes an exact copy of the original, from 
  the items it carries to the sound of its voice. 
  A creature that sees the spell’s effect can make an Intelligence saving 
  throw. If the saving throw fails, the creature can’t distinguish which 
  creature is which by sight or sound. On a successful save, the creature 
  still sees the illusion but can tell which creature is which from subtle clues 
  such as posture or manner of movement.
  As an action, a creature can make an Intelligence (Investigation) check 
  against your spell saving throw DC; if it succeeds, they can correctly 
  identify each creature affected by the illusion, the same as if they’d made 
  a successful saving throw.
  Constant Heat 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: Touch
  Area of Effect: 1 rock
  Saving Throw: None
  You enchant a rock so that it warms with some of the heat from its 
  creation. The rock glows red-hot and radiates enough heat to warm a 
  normal-sized room or a small cave to 70 degrees. The rock must weigh 
  at least 10 pounds. Anyone who touches the rock directly takes 1d6 fire 
  damage.
  Containment Orbs 
  7th-level abjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: Dex / half damage
  You are surrounded by three small orbs of multicolored force that can 
  absorb certain spells. When you cast containment orbs, you choose a 
  school of magic for each orb (e.g., abjuration, evocation, transmutation). 
  Any spells of the appropriate type that would affect you are absorbed by 
  the corresponding orb and have no further effect. 
  Each orb can absorb only one spell. Once an orb has absorbed a spell, 
  you can use an action to cause it to explode. All creatures within 20 feet 
  of you take 2d6 damage per level of the spell the orb absorbed, or half 
  damage with a successful Dexterity saving throw. The DC for the saving 
  throw is set by you, not by the spell’s original caster. 
  As an action, you can instead choose an orb to discharge the absorbed 
  spell with no effect. 
  An orb is destroyed after it has discharged a spell or exploded. All orbs 
  disappear with no further effect when the spell ends.
  Copy 
  1st-level transmutation (ritual)
  Bard, Wizard
  Components: V, S, M (a drop of black ink)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 10 pages of writing
  Saving Throw: None
  This spell creates a perfect duplicate of any written or drawn document 
  that you touch onto blank pages you supply. You can copy up to 10 pages 
  of text with one casting of this spell. Magical writing, including spellbook 
  pages, can’t be copied with this spell.
  Corpse Armor 
  3rd-level necromancy
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 12 hours
  Range: Self
  Area of Effect: 1 corpse
  Saving Throw: None
  
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  Book of Lost Spells
  You create magical armor from the remains of a dead humanoid that 
  is the same size as you or larger. You touch the corpse, which then bends 
  and twists itself around you to form a gruesome suit of armor from bones 
  and dead flesh. Treat the armor as half-plate +1 (AC 16). You take normal 
  penalties for wearing corpse armor if you aren’t proficient with medium 
  armor. 
  You also gain 25 temporary hit points. The spell ends when these 
  temporary hit points are all gone (you’ve taken 25 points of damage). At 
  that point, the remnants of the corpse disintegrate into dust.
  Corpulent Bloat 
  4th-level transmutation
  Warlock, Wizard
  Components: V, S, M (handful of raw animal fat)
  Casting Time: 1 action
  Duration: Permanent
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You curse one creature you can see. The creature must make a 
  Constitution saving throw against the curse. If the saving throw fails, 
  the target creature bloats into a horrific mockery of itself. Nonmagical 
  belts, buckles, armor, clothes, shoes, and other garments are all destroyed 
  by rapidly expanding rolls of flesh. The now-obese victim quadruples in 
  weight and girth, loses 4 points of Strength and 6 points of Dexterity, and 
  its speed is reduced by 10 feet. Each month, it loses an additional point of 
  Constitution. Ability scores can’t be reduced below 1 by this spell. 
  The creature returns to its previous size instantly if the curse is lifted 
  by magic. 
  Corrupt Water 
  5th-level transmutation
  Cleric, Druid, Warlock, Wizard
  Components: V, S, M
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: Up to 10,000 cubic ft. of water
  Saving Throw: Con / negates effect
  You change an area of water you can see into a poisonous, toxic 
  substance. The spell affects a maximum of 10,000 cubic feet of water 
  (picture ten cubes, each 10 feet on a side). Each creature that begins its 
  turn in the water or that enters the water takes 5d6 poison damage and 
  becomes poisoned for as long as it stays in the corrupt water; a successful 
  Constitution saving throw negates the effect on that creature. If the 
  affected area is part of a larger body of water, new water entering the area 
  becomes poisonous while water leaving the area is no longer affected. 
  Crag Warrior 
  9th-level conjuration
  Wizard
  Components: V, S, M (a handful of crushed gemstones worth 
  1,000 gp)
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 100 lbs. of rocks
  Corpse Armor
  
  36
  Book of Lost Spells
  Saving Throw: None
  You transform nearby rocks and stones into an animated stone figure 
  that fights for you. The objects don’t need to be in humanoid form 
  beforehand; they are magically shaped by the spell as if a master sculptor 
  had carved them into a great statue. 
  The resulting crag warrior has stats identical to a stone golem, except 
  it doesn’t have that creature’s Slow ability. The crag warrior doesn’t act 
  unless you spend an action commanding it, in which case it moves and 
  takes actions on your turn according to your wishes.
  When the crag warrior is reduced to 0 hit points, the spell ends and the 
  rocks return to their natural forms.
  Crawling Chaos 
  7th-level conjuration
  Sorcerer, Wizard
  Components: V, S, M (an iridescent gem worth 500 gp)
  Casting Time: 1 round
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You create a field of malign, chaotic energy adjacent to you and choose 
  a creature you can see to be its target. The field is a 5-foot cube that appears 
  adjacent to you. At the end of each of your turns, the cube moves 30 feet 
  toward its target along the shortest path. The field can fly and can pass 
  through creatures and solid objects. Creatures that occupy the same space 
  as the cube at any time must make a Charisma saving throw. On a failure, 
  roll 1d10 on the table below to discover its effect on their behavior.
  You can change the field’s target to another creature you can see as a 
  bonus action; the field then pursues that target.
  d10 
  Behavior
  1
  Creature is incapacitated until the start of your next 
  turn. If it moves, it must move as far as it can in a 
  random direction.
  2-6
  The creature is stunned until the start of your next 
  turn. 
  7-8 
  The creature immediately makes a melee attack 
  against the nearest creature within its reach.
  9-10
  The creature is unaffected.
  Create Crypt Thing 
  7th-level necromancy
  Cleric, Wizard
  Components: V, S, M (a clay pot filled with grave dirt and a 
  black pearl worth at least 100 gp)
  Casting Time: 1 action
  Duration: Permanent
  Range: 30 ft.
  Area of Effect: 1 corpse
  Saving Throw: None
  You animate one medium or large corpse you can see into a crypt thing 
  (see Fifth Edition Foes from Frog God Games). The newly-created crypt 
  thing guards the area where it was created.
  Create Iceberg 
  7th-level transmutation
  Druid, Wizard
  Components: V, S, M (a translucent gemstone worth at least 
  100 gp)
  Casting Time: 1 action
  Duration: Permanent
  Range: 200 ft.
  Area of Effect: Up to 8,000 cu. ft. of water
  Saving Throw: None
  You freeze seawater to create a chunk of ice with a volume of up 
  to 8,000 cubic feet. Sufficient seawater must be present to support the 
  iceberg, or the spell fails. A simple way to envision 8,000 cubic feet is a 
  cube with 20-foot sides, or a cone 20 feet high and 40 feet in diameter at 
  the base. 
  Unless the iceberg is in arctic conditions, it melts at a rate determined 
  by the GM, but usually 5 cubic feet per hour in temperate conditions.
  Creation’s Fury 
  9th-level transmutation
  Druid
  Components: V, S
  Casting Time: 10 minutes
  Duration: Instantaneous
  Range: Sight
  Area of Effect: 1-mile radius of land
  Saving Throw: Dex / half damage
  You unleash cataclysmic forces of nature over a vast area. The area 
  affected is an entire geographic region within sight of the caster, such as 
  a valley, the caverns beneath a mountain, or a lake from shore to shore. 
  If the geographical area is especially large (a great plain, an ocean, etc.), 
  then even this spell can’t affect it entirely. Assume a maximum 1-mile-
  radius area of effect centered on a point chosen by the caster. To properly 
  channel the massive energy this spell requires, the caster must be within 
  the area of effect, if only at its periphery.
  The entire chosen region becomes a nightmare of natural disasters. 
  Scalding geysers erupt. Caverns collapse. Crevasses split wide open. All 
  structures and living creatures in the area of effect sustain 5d6 points of 
  bludgeoning damage, or half damage with a successful Dexterity saving 
  throw. You are knocked prone and stunned for 2d6 rounds immediately 
  after casting creation’s fury, and you can’t cast any spells except cantrips 
  for 30 days afterward.
  The exact effect of the destruction wrought by this spell must be 
  determined by the GM.
  Creeping Eye 
  4th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 hour
  Duration: Permanent
  Range: Self
  Area of Effect: 1 eye
  Saving Throw: None
  One of your eyes extrudes from its socket until it pops loose, when 
  it is replaced by another eye that grew behind the original. The eye 
  that popped out of your head becomes a mobile, eyelike object that can 
  animate its ganglia of trailing nerves to crawl 5 feet per minute, as long as 
  you concentrate on its movement. You can see whatever the eye can see. 
  An identify spell cast on the eye reveals your name. The eye has AC 
  10 and 1 hit point. It disappears when reduced to 0 hit points, and its 
  destruction stuns you for 1d4 rounds and blinds you for 1d6 minutes. 
  Crew with the Dead 
  6th-level necromancy
  Warlock, Wizard
  Components: V, S
  Casting Time: 10 minutes
  Duration: 24 hours
  Range: Self
  
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  Book of Lost Spells
  Area of Effect: All dead humanoids within 60 ft. of you
  Saving Throw: None
  You animate all dead humanoid creatures you can see within 60 feet of 
  yourself to act as a crew for a ship or boat. Treat the animated corpses as 
  zombies or skeletons, as appropriate. They have a +8 bonus on skill checks 
  related to crewing the ship, but they are incapable of doing anything else. 
  They must be constantly commanded (by your mental commands) or 
  they do nothing. If your concentration is broken, they halt their activity 
  immediately and you must spend an action to regain control over them.
  The undead crew does not fight, even if commanded to do so. If 
  instructed to do anything but operate a boat, they simply stand in place, 
  doing nothing.
  Crystal Wail 
  4th-level evocation
  Bard
  Components: V
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 40-ft. radius
  Saving Throw: Con / half damage
  You give a piercing scream that vibrates in a 40-foot radius sphere 
  centered on you. Unattended crystal or glass items in the affected area 
  take 7d6 thunder damage. Each creature in the area takes 7d6 thunder 
  damage and is deafened, or takes half damage and is not deafened with a 
  successful Constitution saving throw. 
  A deafened creature can repeat the saving throw at the end of each of its 
  turns; a successful save restores its hearing. 
  Enhancement: For each spell slot used higher than 4th level, the spell 
  does 1d6 extra damage.
  Curse of Horror 
  3rd-level enchantment
  Bard, Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You choose a creature you can see and name an object. The creature 
  instantly develops a powerful phobia of that object unless it makes a 
  successful Wisdom saving throw against curses. If the creature can see 
  the object it fears at the start of its turn, it must make a successful Wisdom 
  saving throw or become frightened until the start of its next turn. 
  The curse can be ended only by magic that lifts a curse.
  Curse of Infirmity 
  6th-level necromancy
  Sorcerer, Warlock, Wizard
  Components: V, S, M (a pinch of ground bone)
  Casting Time: 1 action
  Duration: Permanent or 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You curse a creature you can see. The creature loses 4 points of Strength 
  and Dexterity (to a minimum of 1) and must make a Constitution saving 
  throw. If the saving throw fails, the curse is permanent until it’s lifted by 
  magic. A successful save means the curse lasts only one minute, unless it’s 
  ended magically before then.
  Crystal Wail
  
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  Book of Lost Spells
  Curse of Light 
  3rd-level transmutation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You curse one creature you can see. That creature becomes highly 
  sensitive to light unless it makes a successful Constitution saving throw. 
  The cursed creature has tactical disadvantage on attack rolls and on 
  Wisdom (Perception) checks that rely on sight when it, you, or whatever 
  it is trying to perceive or attack is in bright light.
  Curse of the Ancient Mariner 
  9th-level transmutation
  Bard, Cleric
  Components: V, S, M (a dead albatross)
  Casting Time: 1 hour
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  This ancient and powerful rite causes disastrous luck to befall the 
  captain of a sea vessel. The captain can never again safely sail the seas or 
  be part of the crew on a seagoing ship.
  The target of this curse has the material component hung around his 
  neck, marking him as cursed. Placing the component around the target’s 
  neck requires a successful melee attack. Even if it is removed immediately, 
  the curse takes effect. From this point on, the target can never safely set 
  foot on a ship again. 
  The effects of the curse can be manifold; a colossal sea monster might 
  attack the ship the cursed creature is on, or terrible weather could becalm it, 
  smash it, or the ship could spring leaks, or its food and water supplies could 
  rot, etc. The GM is encouraged to be creative about plaguing the ship; many 
  unfortunate things can happen before the ship is destroyed or sunk to make 
  the crew’s lives miserable and make them hate the cursed mariner. Eventually, 
  however, the curse always destroys a ship that the target sails on. 
  This curse can be removed only with a wish spell or comparable magic.
  Curtain of Fire 
  9th-level conjuration
  Wizard
  Components: V, S, M (a fire opal worth 1,000 gp)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 200 ft.
  Area of Effect: 1 wall, up to 400 ft. long, 20 ft. high, 1 inch thick
  Saving Throw: Con / half damage
  You bring into existence a curtain of flickering purple and pink flames that 
  burns the life out of everything it touches. The curtain is 1 inch thick, up to 20 
  feet high, and up to 400 feet long. It is roughly straight; it can’t be curved or 
  folded. You must be able to see the entire curtain when the spell is cast. 
  The curtain moves in a direction of your choice at a rate of 5 feet 
  per round, consuming all organic matter in its path. Once a direction is 
  chosen, the curtain moves that direction for the spell’s duration. If the 
  spell is maintained for its full duration, the curtain of fire will advance 500 
  feet and leave a scorched area 500 feet long by 400 feet wide.
  The flames generate no heat, but all organic material coming into contact 
  with the curtain is treated as if struck by a disintegrate spell. Buildings and 
  items made from stone or metal are unharmed, but the magical fire can 
  pass through up to 2 feet of stone or 2 inches of any metal and continue 
  advancing. The magical fire burns life out of the soil as well, extending its 
  horrid power to a depth of 5 feet beneath the surface of the earth.
  Areas struck by a curtain of fire are easy to identify, as they are nothing 
  but burned-out scars of black dust and sand unable to support any life.
  Damage Morale 
  2nd-level enchantment
  Bard, Cleric, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You select one creature you can see. The creature must make a Wisdom 
  saving throw. If it fails, the creature has tactical disadvantage on morale 
  checks and on saving throws against fear, and a -2 penalty on attack rolls, 
  for the duration of the spell.
  Dance of Seduction 
  5th-level evocation
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 12 hours
  Range: 30 ft.
  Area of Effect: All humanoids within range
  Saving Throw: Wis / negates effect
  By dancing and moving seductively, you attempt to charm humanoids 
  within range. Each creature that can see you must make a Wisdom saving 
  throw, with tactical advantage if you or your companions are fighting it. If 
  the saving throw fails, it is charmed by you until the spell ends or until you 
  or your companions do anything harmful to it. Charmed creatures regard 
  you as a friendly acquaintance. When the spell ends, affected creatures do 
  not realize they were charmed by you.
  Dancer’s Grace 
  3rd-level evocation
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You grant one creature 15 temporary hit points for the duration of the 
  spell. While any those hit points remain, the creature does not take any 
  penalties for exhaustion, although levels of exhaustion remain and affect 
  the creature when the spell ends.
  Enhancement: If you use a 4th-level or higher slot to cast dancer’s 
  grace, you grant an additional 5 temporary hit points for each slot level 
  above 3rd.
  Dancing Daggers 
  7th-level conjuration
  Wizard
  Components: V, S, M (a dagger)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / half damage
  You conjure a cloud of daggers into existence and select one creature 
  
  39
  Book of Lost Spells
  you can see for them to attack. The targeted creature takes 6d4 + 30 
  piercing damage at the start of each of its turns, or half damage with a 
  successful Dexterity saving throw. The daggers follow the creature as it 
  moves. If the creature teleports or moves to another plane, the daggers 
  stay where they are and don’t follow. They attack only the creature they’re 
  targeted against; others can walk through them without harm.
  As an action, you can redirect the daggers to attack another creature you 
  can see within 100 feet of their current position.
  The daggers disappear when the spell ends.
  Dark Curtain 
  5th-level evocation
  Warlock, Wizard
  Components: S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 200 ft.
  Area of Effect: Varies
  Saving Throw: Dex or Con / half damage
  You create a dark curtain that must stand 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 of up to ten 10-foot-
  square panels. Each panel must be contiguous with another panel. In all 
  forms, the curtain is 1 inch thick and lasts for the duration of the spell.
  Each creature in the area of the curtain when it appears is pushed to one 
  side of the curtain and takes 4d6 necrotic damage, or half damage with a 
  successful Dexterity saving throw. 
  The dark curtain blocks all vision through it. Any creature trying to 
  pass through the curtain takes 4d6 necrotic damage and must make a 
  Constitution saving throw. If the saving throw fails, the creature fails to 
  pass through the curtain and becomes frightened of it until the end of its 
  next turn.
  Dark Empowerment 
  5th-level conjuration
  Cleric, Warlock, Wizard
  Components: V, S, M (a small idol of a fiendish creature)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: Cha special
  You summon a fiend to inhabit your body and grant you its strength. 
  For the duration of the spell, your Strength score becomes 21, you gain 
  40 temporary hit points, and you gain a +2 bonus to AC. You also grow 
  wicked claws on your hands, so your unarmed attacks do 2d8 slashing 
  damage; the claws are magical, so you get a +1 bonus to hit and to damage 
  with them.
  At the start of each of your turns, you must make a DC 10 Charisma 
  saving throw. If the saving throw fails, the fiend takes control of your 
  actions for the remaining duration of the spell. It has full access to your 
  abilities. Most demons will wreak as much havoc as possible during this 
  time, attacking your allies if possible.
  Dark Geyser 
  8th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 2 rounds
  Range: 400 ft.
  Area of Effect: Cylinder, 5-ft. radius, 30 ft. high
  Saving Throw: Con / half damage
  Darken Forest
  
  40
  Book of Lost Spells
  You select a point on the ground that you can see. A small gate to 
  another plane of existence opens there, expelling pure negative energy 
  in a 5-foot radius, 30-foot high cylinder of magical darkness. At the 
  beginning of your next turn, the cylinder grows to a 30-foot radius and 
  60 feet high. At the beginning of your turn after that, it vanishes from 
  existence. 
  Any living creature that’s in the area when the spell is cast, moves 
  through it, or ends its turn in it, takes 8d8 necrotic damage, or half damage 
  with a successful Constitution saving throw. Undead creatures are immune 
  to this effect; in fact, they heal 8d8 hit points if they end their turn in the 
  area of effect.
  Darken Forest 
  8th-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 40 ft.
  Area of Effect: 1, 2, or 3 trees
  Saving Throw: Wis / negates effect
  You animate up to three trees you can see within 40 feet. The trees are 
  treated as awakened trees (per the awaken spell). The trees won’t attack 
  you, but they are not under your control and they do attack all other living 
  creatures in the area without distinction. 
  The dark and angry power animating these trees also creates an 
  aura of panic. Every creature that starts its turn within 40 feet of 
  one of these trees becomes frightened unless it makes a successful 
  Wisdom saving throw. A frightened creature must take the Dash 
  action and move out of the area by the safest path. If it starts its turn 
  more than 40 feet from a darkly awakened tree, a frightened creature 
  can repeat the saving throw; a successful save ends the fright and 
  leaves the creature immune to the fright effect from this batch of 
  trees for 24 hours.
  Daze Animal 
  Enchantment cantrip
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 round
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  Choose a Medium-size or smaller beast you can see. The beast makes 
  a Charisma saving throw. If it fails, it can’t take actions or reactions until 
  the start of your next turn.
  Dead Man’s Hands 
  1st-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: 1 minute
  Range: Self
  Area of Effect: Caster’s hands
  Saving Throw: None
  You transform your hands into filthy, dirt-caked claws so that 
  while the spell lasts, you are proficient with unarmed strikes and your 
  unarmed strikes do 1d6 slashing damage. If you do 5 or more damage 
  with an unarmed strike, your opponent must make a Constitution 
  saving throw. If it fails, the target creature is poisoned until the end 
  of your next turn.
  Death Bringer 
  8th-level necromancy
  Cleric, Wizard
  Components: V, S, M (a bone dagger made from an 
  animated skeleton)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 1-mi. radius 
  Saving Throw: Con / negates effect
  Using an ancient evil spell, you stab yourself in the chest and magically 
  spread the pain over a wide area, potentially bringing death to sleeping 
  creatures as far as a mile away. You take 5d8 piercing damage (which can’t 
  be reduced) and are stunned for 5 rounds. Sleeping creatures with fewer 
  than 25 hit points within 1 mile of you die instantly unless they make 
  successful Constitution saving throws. Survivors, as well as creatures 
  with more than 25 hit points, awaken suddenly from a nightmare that 
  included the figure of Death looming over them and trying to slay them.
  Death Gaze 
  6th-level necromancy
  Warlock, Wizard
  Components: V, S, M (two bone marbles)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: Con / negates effect
  Your pupils reshape to resemble skulls. When a creature starts its turn 
  within 30 feet of you, you can force it to make a Constitution saving throw if 
  it can see your eyes and you can see it. If the saving throw fails, the creature 
  takes 6d8 necrotic damage and is incapacitated until the start of its next turn.
  A creature that isn’t surprised can avoid the saving throw by averting 
  its gaze at the start of its turn. It takes the normal penalty for attacking an 
  unseen target if it attacks you before the start of its next turn.
  If you meet your own gaze through a reflection, you must also make 
  the saving throw.
  Death March 
  2nd-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 1 drummer
  Saving Throw: Dex / half damage
  You create the image of an undead drummer in a tattered military 
  uniform in an unoccupied space you can see. The drummer is completely 
  incorporeal and unable to interact with anything around it. As a bonus 
  action on your turn, you can cause it to move 25 feet in any direction. This 
  may take it outside the initial range of the spell. The skeletal drummer taps 
  out a death cadence on its drum as it moves.
  Either at the end of the spell’s duration or anytime at your command, 
  the drummer explodes in a fiery burst. Every creature within 10 feet of 
  the drummer takes 4d6 fire damage, or half damage with a successful 
  Dexterity saving throw. 
  Death Rattle 
  2nd-level necromancy
  Warlock, Wizard
  Components: V, S
  
  41
  Book of Lost Spells
  Casting Time: 1 action
  Duration: 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You exhale a foul-smelling gust toward a creature you can see. The 
  creature must make a Constitution saving throw. If the saving throw fails, 
  the target gains one level of exhaustion that lasts for the duration of the 
  spell. The affected creature can repeat the saving throw at the end of each 
  of its turns; a successful save ends the spell.
  Death Spores 
  5th-level conjuration
  Druid
  Components: V, S, M (a toadstool)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft.
  Saving Throw: Con / half damage
  You exhale a 30-foot cone of infectious spores. Each creature in the cone 
  must make a Constitution saving throw against disease. If the saving throw fails, 
  the creature takes 6d6 poison damage and becomes poisoned and infected, or it 
  takes half damage and suffers no other effect with a successful save.
  Purple-black fungus oozes from the eyes and nose of infected creatures. 
  Any creature touching the infected creature must make a Constitution 
  saving throw or be affected the same as by the initial effect; a successful 
  save means the creature is unaffected. 
  Only magic that cures diseases can end the effect. If the caster must 
  touch the patient to cast the spell, then the caster is also exposed to the 
  fungus and must make a Constitution saving throw against it.
  Death’s Imposition 
  6th-level enchantment
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  The magic you weave around one living creature makes it believe it has 
  died. It falls unconscious unless it makes a successful Charisma saving 
  throw. 
  At the end of each of its turns, the creature can repeat the saving throw. 
  If the saving throw succeeds, it wakes up and the spell ends. Otherwise, it 
  takes 4d8 necrotic damage, remains unconscious, and the spell continues. 
  If an adjacent creature spends an action trying to awaken the affected 
  creature, it gets tactical advantage on its next saving throw.
  If the creature remains unconscious but alive for ten rounds (1 minute, 
  the spell’s full duration), it must make a Constitution saving throw at the 
  end of its turn instead of a Charisma saving throw. If the Constitution 
  saving throw fails, the creature dies.
  The creature instantly awakes when the spell ends. Creatures immune 
  to charming are not affected by death’s imposition. 
  Deathly Gaze 
  5th-level transmutation
  Cleric
  Components: V, S, M (two jade eyeballs worth 100 gp)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: Undead creatures that can see you
  Saving Throw: Con / negates effect
  You gain a gaze attack that only affects undead. Every undead creature 
  that starts its turn within 30 feet of you must either avert its gaze or make 
  a Constitution saving throw; if the saving throw fails, the creature takes 
  5d8 radiant damage. To be affected, the undead creature must be able to 
  see your eyes, and you must be able to see it. A creature that averts its gaze 
  suffers the usual penalties for attacking an unseen target, if it attacks you. 
  Once a creature averts its gaze, it remains averted until the start of its next 
  turn. A creature can’t avert its gaze while it’s surprised.
  Enhancement: For each spell slot used higher than 5th level, the 
  damage from deathly gaze increases by 1d8.
  Debilitate 
  1st-level necromancy
  Sorcerer, Wizard
  Components: V, S, M (a needle)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  Choose one creature within range you can see. If the creature fails a 
  Constitution saving throw, it feels a shooting pain in its limbs. For the duration 
  of the spell, when it uses a thrown or ranged weapon except for a crossbow or 
  similar mechanical weapon, the range of that weapon is reduced by half and 
  it has tactical disadvantage on its attack. The target creature also suffers a 10-
  foot reduction in its speed. At the end of its turn, the creature can make another 
  Constitution saving throw; the spell ends if the save succeeds.
  Decorate Object 
  Transmutation cantrip
  Bard, Cleric, Wizard
  Components: S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 object
  Saving Throw: None
  You add details to one crafted object you touch, or alter its existing 
  details. The changes are purely cosmetic and do not alter its properties in 
  any way.
  Decrypt 
  1st-level transmutation (ritual)
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain insight into an encrypted message you are holding when you 
  cast this spell. This spell gives you tactical advantage on ability checks 
  you make to decipher the document. It doesn’t grant understanding of 
  languages you don’t know; comprehend languages or similar magic might 
  also be necessary to make the message legible.
  Deep Freeze 
  7th-level transmutation
  Druid, Sorcerer, Wizard
  Components: V, S, M (a sliver of glass)
  Casting Time: 1 action
  
  42
  Book of Lost Spells
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / partial
  You touch a creature and attempt to freeze its body. The creature must 
  make a Constitution saving throw. If the saving throw fails, the creature is 
  restrained for the duration as its body becomes covered in ice, and it takes 
  3d8 cold damage at the start of each of its turns. On a successful save, it 
  takes 5d8 cold damage immediately but suffers no other effect.
  A creature restrained by the spell repeats the saving throw at the end of 
  each of its turns. If the saving throw fails, the creature completely freezes 
  and becomes ice; treat it as petrified. If the creature makes three successful 
  saving throws (which don’t need to be consecutive), the spell ends and it is 
  no longer restrained. Note that the creature continues making Constitution 
  saving throws even while petrified, unless the condition becomes 
  permanent (see below).
  If the caster maintains concentration for the full minute, a creature turned 
  to ice is permanently frozen in that form; it stops making Constitution 
  saving throws to end the effect. It remains frozen, however, only if the 
  ambient temperature is below freezing. The creature can be returned to 
  normal by being gradually thawed.
  Deflect Ram 
  4th-level abjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 ship
  Saving Throw: None
  You protect the ship you are on from ramming attacks. Your ship gains 
  resistance to bludgeoning damage for the duration of the spell.
  Delay Death 
  3rd-level necromancy
  Cleric, Warlock, Wizard
  Components: V, S, M (a piece of stone from a tombstone)
  Casting Time: 1 Action
  Duration: 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You give one willing creature you can see the ability to keep fighting 
  despite near-lethal wounds. When the creature drops to 0 hit points 
  without being instantly killed, it does not become unconscious but can 
  keep acting normally. The creature still makes death saving throws and 
  dies if it fails three times or if it takes enough damage to cause instant 
  death. The creature does not automatically fail death saving throws when 
  it takes damage. Delay death has no effect on a creature already at 0 hit 
  points when the spell is cast.
  Delude 
  2nd-level abjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: 30 ft.
  Area of Effect: Self
  Saving Throw: None
  You change your alignment aura to be that of one creature you can see 
  within range. Spells that detect your alignment thus give a false reading. 
  The alignment aura of the creature you have copied doesn’t change.
  Demon Flesh 
  4th-level abjuration
  Cleric, Warlock
  Components: V, S, M (a bit of flesh from a demon)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You touch a willing creature and give its skin the defensive properties 
  of demon flesh. The creature gains resistance to cold and fire damage 
  and to damage from nonsilvered, nonmagical bludgeoning, piercing, and 
  slashing weapons.
  Enhancement: When you cast demon flesh using an 8th-level or higher 
  spell slot, the creature gains immunity to cold and fire damage instead of 
  resistance.
  Deny Succor 
  8th-level necromancy
  Druid, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You curse a creature you can see within range. That creature must make 
  a Wisdom saving throw with tactical disadvantage. If it fails the saving 
  throw, it is unable to regain hit points by any means until the curse is lifted 
  by magic. Remove curse and similar magic is effective against this curse 
  only if cast using a spell slot of 6th level or higher.
  Desail 
  4th-level transmutation
  Sorcerer, Wizard
  Components: V, S, M (a tiny candle)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 200 ft.
  Area of Effect: 1 ship
  Saving Throw: None
  The mainsail of one ship you can see becomes insubstantial for the 
  duration of this spell. The loss of a mainsail reduces the ship’s speed by a 
  percentage equal to the sail’s percentage of the ship’s total sails. On many 
  smaller ships, this will be 50% or more. On larger ships, it always reduces 
  the ship’s speed by at least 25%.
  Desert Refuge 
  4th-level abjuration
  Druid, Ranger
  Components: V, S, M (a piece of tarpaulin)
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A willing creature you touch becomes surrounded by an aura that 
  maintains a constant temperature of 70 degrees Fahrenheit and protects 
  the creature from the blazing heat of day and the freezing cold of night. 
  It also shields the creature from the effects of exposure to sun and wind 
  but not from objects propelled by the wind, such as sand blown by a 
  sandstorm.
  
  43
  Book of Lost Spells
  Destined Doom 
  8th-level necromancy
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You curse one creature you can see within range to be vulnerable to 
  a specific doom. You can select a specific person, a type of weapon or 
  creature, or a location. When the person, weapon, or creature attacks the 
  target, or the target is in the location, they suffer a -4 penalty to their AC 
  and take an additional 5 damage from each attack. 
  Destined doom lasts until broken by magic that can remove a curse.
  Detect Charm 
  Divination cantrip
  Bard, Cleric, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You recognize automatically whether one creature you can see within 
  range is currently charmed. 
  Detect Curse 
  2nd-level divination (ritual)
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: 1 creature, object, or small area within 30 ft. 
  of you
  Saving Throw: None
  You determine whether a creature, object, or area you can see within 30 feet 
  of you is affected by a curse. With a successful DC 20 Intelligence or Wisdom 
  check, you can also determine the exact type of curse and its effects.
  The spell doesn’t function when used on an artifact.
  Detect Disease 
  1st-level divination (ritual)
  Cleric, Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature, object, or 30-ft.-by-30-ft. area
  Saving Throw: None
  You automatically determine whether a creature, object, or area within 
  range that you can see is diseased. If you make a successful DC 20 Wisdom 
  (Medicine) check, you also determine the exact type of disease and its effects.
  Detect Illusion 
  2nd-level divination 
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You are able to identify illusions within 60 feet of you. In the first 
  round, you become aware of the presence or absence of illusions. In the 
  second round, you determine the number of illusions. In the third round, 
  you learn the location of each illusion.
  For the duration of this spell, you have tactical advantage on saving 
  throws against illusions.
  Detect Land 
  3rd-level divination
  Bard, Cleric, Druid, Ranger, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 10 miles
  Area of Effect: Self
  Saving Throw: None
  You become aware of the location of any and all islands and continents 
  within the spell’s range. You only learn their location, not their size nor 
  composition.
  Enhancement: For each spell slot used higher than 3rd level, the range 
  increases by 10 miles per level.
  Detect Life 
  1st-level divination (ritual)
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You determine whether a creature within range that you can see is living or 
  dead. The true status of a creature in a coma, suspended animation, or even 
  masked with a feign death spell can be determined with this spell. Undead and 
  animated constructs such as golems register as neither alive nor dead.
  Detune 
  Transmutation cantrip
  Bard
  Components: V, S, M (a broken tuning fork)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 instrument
  Saving Throw: Wis / negates effect
  One instrument you can see becomes detuned. Anyone using the 
  instrument in a performance has tactical disadvantage on their ability 
  checks to play it. If the instrument is held by a creature, that creature 
  makes a Wisdom saving throw when the cantrip is cast; a successful save 
  negates the effect.
  Devour Essence 
  8th-level necromancy
  Warlock
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  
  44
  Book of Lost Spells
  Range: Touch
  Area of Effect: 1 corpse
  Saving Throw: None
  You consume the essence of a creature that died within the past day. By 
  doing so, you gain some of the general knowledge of that creature. This 
  gives you a +5 bonus and tactical advantage on Charisma (Deception) 
  checks when pretending to be that person. Until you are slain, the creature 
  can’t be brought back to life by any means, as you have prevented the 
  creature’s soul or spirit from going to its reward.
  Devouring Darkness 
  5th-level conjuration
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 150 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / half damage
  A cloud of darkness erupts from a point that you can see. The cloud fills a 
  20-foot-radius sphere around the target point. Everything inside the affected 
  area is heavily obscured. Each creature in the cloud when it appears takes 8d6 
  necrotic damage, or half damage with a successful Constitution saving throw.
  Creatures slain by devouring darkness rise 1d4 rounds later as shadows.
  Dig 
  4th-level transmutation
  Wizard
  Components: V, S, M (a tooth)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Cube, 10 ft. square
  Saving Throw: None
  For the duration of this spell, you can excavate 1,000 cubic feet (a 
  cube 10 feet square) of earth, sand, or mud each round. You can expand 
  an existing hole or start a new one. You can’t dig through solid stone or 
  mortared stone walls.
  The earth removed from the hole is scattered evenly around the hole. If 
  you dig deeper than 20 feet, the hole has a 15% chance of collapsing (roll 
  of 1-3 on 1d20). The chance the hole collapses increases by 5% for every 
  5 feet you dig beyond 20 feet unless it is braced or supported.
  You can also use this spell to tunnel through earth. If the tunnel is longer 
  than 10 feet, it has a 30% chance of collapsing (1-6 on 1d20), +5% for 
  every 5 feet beyond 30 feet, unless the tunnel is braced or supported.
  Most creatures can easily react quickly enough to step aside 
  automatically if you try digging beneath them. 
  Dire Rage 
  3rd-level transmutation
  Ranger
  Components: V, S, M (a tooth)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 animal companion
  Saving Throw: None
  Your animal companion takes on an unnaturally ferocious appearance 
  and its muscles throb with adrenaline. Until the spell ends, its melee attacks 
  do an additional 2d6 damage and it has tactical advantage on attack rolls, 
  but all creatures attacking it also have tactical advantage on their attacks. 
  When the spell ends, the creature gains one level of exhaustion.
  Devouring Darkness
  
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  Book of Lost Spells
  Disable 
  9th-level necromancy
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  A creature you touch must make a Constitution saving throw. If the 
  saving throw fails, it is cursed and all of its ability scores are reduced to 
  3. The curse and the ability reduction can be ended by remove curse or 
  comparable magic.
  Disassemble 
  7th-level transmutation
  Cleric
  Components: S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 object, up to 100 lbs. in weight
  Saving Throw: Wis / negates effect
  One constructed object you touch falls to pieces, separating into its 
  component parts. For instance, a sword separates into a blade, handle, 
  guard, and pommel, while a chariot collapses into nails, wood, and metal. 
  If the item is in the possession of a creature, the creature can make a 
  Wisdom saving throw. On a successful save, the item is unaffected.
  Discern Lycanthrope 
  3rd-level divination
  Druid, Ranger
  Components: V, S, M (a piece of wolfsbane)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Choose a creature you can see within range. If that creature fails a 
  Wisdom saving throw, you determine whether or not the creature is a 
  lycanthrope. You can determine what kind of lycanthrope the creature is 
  with a successful DC 20 Intelligence (Nature) check.
  Discordant Chorus 
  5th-level evocation
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Con / negates effect
  You create powerful strains of music that emanate from a point you 
  can see to fill a 60-foot sphere. The music is so loud inside that area that 
  only shouting can be heard over it. No spells with a verbal component can 
  be cast in the area. All creatures have tactical disadvantage on Wisdom 
  saving throws and Wisdom ability checks while in the affected area. 
  Dissonance 
  Transmutation cantrip
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you can see takes a -2 penalty on the next ability check 
  it makes as part of a performance unless it makes a successful Wisdom 
  saving throw.
  Distance Distortion 
  4th-level illusion
  Bard, Wizard
  Components: V, S, M (a lump of soft clay)
  Casting Time: 1 action
  Duration: 12 hours
  Range: 120 ft.
  Area of Effect: Up to 8,000 cu. ft.
  Saving Throw: None
  Select an area of up to 8,000 cubic feet. (An easy way to picture this is 
  eight 10-foot cubes.) The selected area must be contiguous and can’t be 
  less than 10 feet across at any point. The entire area must be within the 
  spell’s range. Inside that area, distance is distorted to be twice or half what 
  it actually is (your choice). The change must be the same in the entire area. 
  For example, if distance is doubled in a 30-foot section of corridor, 
  creatures moving, attacking, or looking along it would treat it as if it were 
  60 feet long. A 20-foot-deep pit could become effectively 40 feet deep. 
  Conversely, if distance is halved, a 60-foot corridor would be treated as 
  only 30 feet long. Weapon and spell ranges are affected by the change, as 
  is falling damage. There is no apparent change in the size of creatures or 
  objects in the affected space, but the space itself appears longer or shorter. 
  That is, a 60-foot corridor that’s distorted to be 120 feet long does look 
  120 feet long from both ends, and someone in the middle of it sees the end 
  as being 60 feet away. 
  Divine Assimilation 
  8th-level transmutation
  Cleric
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You take on some of the attributes of your deity. The exact attributes 
  depend on your deity’s alignment:
  Lawful Good: You gain +2 AC, 30 temporary hit points, and resistance 
  to bludgeoning, piercing, and slashing damage. Chaotic Evil creatures 
  must make a successful Wisdom saving throw when they first see you or 
  become frightened for the duration of the spell.
  Neutral Good: As a bonus action, three times during the duration of this 
  spell, you can provide 5d6 points of healing to all allies within 30 feet of 
  you. Creatures attempting to attack you or include you in the area of an 
  offensive spell must make a Charisma saving throw; if the saving throw 
  fails, they can take no action that turn. Neutral Evil creatures must make 
  a successful Wisdom saving throw when they first see you or become 
  frightened for the duration of the spell.
  Chaotic Good: You get tactical advantage on ranged attacks, and ranged 
  attacks against you have tactical disadvantage. Lawful Evil creatures 
  must make a successful Wisdom saving throw when they first see you or 
  become frightened for the duration of the spell.
  Lawful Neutral: You gain +4 AC and are immune to charm, fright, and 
  exhaustion. Chaotic Neutral creatures must make a successful Wisdom 
  saving throw when they first see you or become frightened for the duration 
  
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  Book of Lost Spells
  of the spell.
  Chaotic Neutral: You add 1d4 to your saving throws, ability checks, 
  skill checks, and attack rolls, as you become infused with unpredictable 
  luck. You can detect Law at will, and Lawful Neutral creatures must make 
  a successful Wisdom saving throw when they first see you or become 
  frightened for the duration of the spell.
  Lawful Evil: You gain a 2d6 bonus on melee damage rolls, and your 
  weapon is considered magical. Chaotic Good creatures must make 
  a successful Wisdom saving throw when they first see you or become 
  frightened for the duration of the spell.
  Neutral Evil: While the spell lasts, you can use an action to make a 
  melee spell attack against a creature you can reach. If the attack hits, 
  the creature takes 5d8 necrotic damage and must make a successful 
  Constitution saving throw or become paralyzed. A paralyzed creature 
  can repeat the saving throw at the end of each of its turns; a successful 
  save ends the paralysis. Neutral Good creatures must make a successful 
  Wisdom saving throw when they first see you or become frightened for 
  the duration of the spell.
  Chaotic Evil: You are surrounded by hot flames as the spell fire shield. 
  As an action, you can cause the flames to flare briefly around you; each 
  creature within 20 feet of you takes 6d8 fire damage, or half damage with 
  a successful Dexterity saving throw. Lawful Good creatures must make 
  a successful Wisdom saving throw when they first see you or become 
  frightened for the duration of the spell.
  True Neutral: You can choose the effects of one other alignment when 
  you first cast this spell; you must always then use that choice.
  Divine Beacon 
  1st-level abjuration
  Paladin
  Components: V, S, M (Holy symbol)
  Casting Time: 1 action
  Duration: 24 hours
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  When you suffer one of the following conditions, this spell causes 
  a great beacon of light, visible only to paladins, to appear in the sky 
  overhead. The circumstance that befell you determines the color of the 
  beacon.
  Color
  Condition
  Red
  Falling unconscious during combat
  Orange
  Falling unconscious outside of combat
  Yellow
  Critical hunger or thirst that causes you to suffer 
  penalties
  Blue
  Voluntarily triggering the beacon as an action
  White
  Your death
   
  The beacon can be seen by paladins from up to 50 miles away even in 
  daylight, provided it’s not obscured by fog or rain, or blocked by obstacles 
  such as mountains or towering trees. If the fallen paladin is underground, 
  the beacon appears in the subterranean chamber where the paladin fell and 
  also in the sky above. Paladins of 10th level or higher have a 10% chance 
  per level above 9 to see the beacon despite all obstacles.
  Divine Beacon’s Answer 
  5th-level conjuration
  Paladin
  Components: V, S, M (Holy symbol)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You can cast this spell only if you can see a divine beacon (q.v.). When 
  you cast divine beacon’s answer, you are transported, along with all items 
  you are carrying, to the location of the paladin in distress. No other living 
  creatures can be transported by this spell.
  Divine Burden 
  5th-level transmutation
  Druid, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 120 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Con / negates effect
  This spell places a spiritual burden on creatures that can cast divine 
  spells. Every such creature within 30 feet of you must make a Constitution 
  saving throw. If the saving throw fails, the creature moves at half speed, 
  has tactical disadvantage on attack rolls, and has tactical disadvantage on 
  Strength and Dexterity ability and skill checks. It also gains one level of 
  exhaustion if it uses the Dash action.
  Divine Charge 
  4th-level transmutation
  Paladin
  Components: V, S
  Casting Time: 1 bonus action
  Duration: 1 round
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Until the end of the round, your movement speed is doubled and, as 
  long as you move only in a straight line, you can make a normal melee 
  attack against each creature you move adjacent to. If your attack hits, the 
  creature is knocked prone in addition to other effects. You do not provoke 
  opportunity attacks while moving in this fashion.
  Divine Communion 
  4th-level divination
  Cleric
  Components: V, S, M (100 gp worth of incense, which is 
  consumed by the spell)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You become a channel for your god, allowing your deity to converse 
  with others through your body. You are unaware of all that occurs or is 
  said during this conversation. The spell doesn’t compel the attention of 
  your deity, who can choose to ignore its effects.
  Enhancement: When you cast divine communion using a 6th-level or 
  higher spell slot, you can instead touch a willing creature and allow it to 
  commune with its god.
  Divine Disconnection 
  7th-level abjuration
  Druid, Warlock, Wizard
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: 1 minute
  
  47
  Book of Lost Spells
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You sever the connection between one creature you can see and its deity. 
  If the creature fails a Wisdom saving throw, it can’t cast divine spells or 
  channel divinity for the duration of the spell. At the end of each of its 
  turns, the creature can repeat the saving throw with tactical disadvantage; 
  a successful save ends the spell’s effect.
  Divine Inspiration 
  9th-level transmutation
  Cleric
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 100-ft. radius
  Saving Throw: None
  All creatures within 100 feet of you who worship your god get tactical 
  advantage on attack rolls, ability checks, skill checks, and saving throws 
  while the divine inspiration spell is in effect.
  Divine Intervention 
  7th-level abjuration
  Cleric
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you can see within range is protected from the magic of 
  other gods. If the creature is unwilling, it can make a Wisdom saving throw 
  to negate the effect. If the creature is affected, it has tactical advantage on 
  saving throws against divine spells granted by deities other than your own. 
  Divine spells that are beneficial (and thus require no saving throw) have a 
  50% chance of failing when cast on the creature, if they originate from a 
  different deity than yours.
  Divine Mantle 
  3rd-level abjuration
  Cleric
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: see below
  One creature you touch becomes warded against attack. While divine 
  mantle is in effect, any creature that intends to aim an attack or a harmful 
  spell at the warded creature must make a Wisdom saving throw before 
  resolving the attack. If the saving throw fails, the attacker changes its 
  mind at the last moment and either redirects the attack against a different 
  target or doesn’t attack at all (its choice). The warded creature can be 
  included in area effects without first making a saving throw. 
  Divine Sovereignty 
  5th-level enchantment
  Paladin
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 24 hours
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your god imbues you with divine presence; all creatures of 4 Hit Dice 
  or fewer view you as being their legitimate ruler and treat you with the 
  reverence due a king. Alignment matters; Lawful creatures are more likely 
  to obey your commands than are Chaotic creatures. Paladins have been 
  known to use this spell to nullify the commands of rulers they believe are 
  wielding power illegitimately.
  Divining Rod 
  1st-level divination (ritual)
  Druid, Ranger
  Components: M (a forked stick)
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Self
  Area of Effect: 1 mile
  Saving Throw: None
  You call upon the natural spirits of a region to guide you to water, 
  natural shelter, or food, assuming that such exists within a radius of 1 
  mile. The rod points in the direction of the object you seek but does not 
  indicate danger along the way. 
  Dolphin Fins 
  2nd-level transmutation
  Druid
  Components: V, S, M (wooden figurine of a dolphin)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch gains webbed feet and hands, and is 
  able to see normally while under water. The creature also gains tactical 
  advantage on ability checks related to swimming and moving under water.
  Enhancement: For each spell slot used higher than 2nd level, you can 
  affect one additional creature with this spell.
  Donor 
  5th-level necromancy
  Warlock, Wizard
  Components: V, S, M
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 2 creatures
  Saving Throw: Con / negates effect
  By touching two creatures simultaneously, you can transfer any number 
  of hit points between them. Neither creature can have its hit points raised 
  above its maximum (no temporary hit points) or lowered below 1. An 
  unwilling creature can make a Constitution saving throw; a successful 
  save negates the spell.
  Dragon Scales 
  2nd-level transmutation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  
  48
  Book of Lost Spells
  Area of Effect: Self
  Saving Throw: None
  Your skin hardens and turns the shade and texture of a dragon’s hide. Your base 
  AC is 15 + your Dexterity modifier (maximum +2) for the duration of this spell.
  Dragon’s Gauntlet 
  1st-level conjuration
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 hand
  Saving Throw: None
  Your hand transforms into a dragon’s claw. For the duration of the spell, 
  you can use your action to make a melee spell attack against a creature within 
  reach; a hit does 2d6 slashing damage. When you hit, you can spend a sorcery 
  point to do 1d6 additional acid, cold, fire, lightning, or poison damage.
  Dread Scream 
  3rd-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Cone, 40 ft. long
  Saving Throw: Wis partial
  You create sound vibrations in a 40-foot cone that produce deep feelings of 
  dread in target creatures. Each creature in the cone must make a Wisdom saving 
  throw. If the saving throw fails, the creature becomes frightened of you for the 
  duration of the spell. On a successful save, the creature isn’t frightened but 
  does suffer a -2 penalty on saving throws against fright for the duration of the 
  spell. Affected creatures can repeat the saving throw at the ends of their turns; a 
  successful save ends the effect on that creature.
  Although this spell is based on sound, it is vibrations that cause the fear 
  effect. Deaf or deafened creatures are not immune, but they do get tactical 
  advantage on their Wisdom saving throws.
  Dream Speaker 
  2nd-level enchantment
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  You touch one sleeping creature, which must make a Charisma saving throw. 
  If the saving throw fails, you are able to whisper questions into its ear and have 
  it answer in its native language. If an answer would divulge information the 
  creature wants especially to keep secret, it can make another Charisma saving 
  throw to avoid answering and end the spell.
  Drench 
  Conjuration cantrip
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: Cylinder, 5-ft. radius, 10 ft. high
  Saving Throw: None
  You trigger a sudden, short, freezing-cold downpour just big enough to 
  drench a single creature, or several creatures if they’re standing close together. 
  This downpour also quenches candles or a small fire.
  Dread Scream
  
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  Book of Lost Spells
  Dust of Death 
  6th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 oz. of sand
  Saving Throw: Con / half damage
  For the duration of the spell, you transform one ounce of normal sand 
  into deadly poison (enough to affect just one creature). The poison is a 
  fine powder that can be sprinkled on food or stirred into a drink. When 
  mixed this way, it is difficult to detect; a successful Wisdom (Perception) 
  check against your spell saving throw DC is needed to notice the poison 
  before enough has been ingested to cause harm. Only the creature that is 
  eating or drinking the poison can attempt this check, and only if they are 
  suspicious of the food or drink. If the victim doesn’t suspect the food is 
  contaminated, no check is allowed. 
  A creature that consumes the poison must make a Constitution saving 
  throw against poison at the end of each of its turns. The creature takes 6d6 
  poison damage if the saving throw fails, or half damage on a successful 
  save. A creature that makes two successful saving throws is no longer 
  affected by the poison; it still takes half damage from the second successful 
  save, but then the poison is neutralized. The successful saves don’t need 
  to be consecutive.
  Dust to Death 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 corpse
  Saving Throw: None
  You instantly transmute one corpse into dust. It can’t be magically 
  animated or turned into an undead creature. The spell has no effect on 
  undead or living creatures. 
  Earth Ear 
  2nd-level divination (ritual)
  Druid, Ranger
  Components: S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 100-ft. radius
  Saving Throw: None
  By placing one ear to the ground, you determine the location and size 
  of all creatures moving beneath or on the ground within 100 feet of you. 
  Earth Shift 
  5th-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You select a point within 300 feet that you have either traveled across 
  or can see. You then instantly sink into the ground beneath you and a few 
  moments later, rise up from the target point. Both the starting and ending 
  points must be natural ground, not a constructed floor or water, but what 
  lies between them doesn’t matter. 
  Earthburst 
  4th-level transmutation
  Druid, Sorcerer, Wizard
  Components: V, S, M (piece of volcanic rock)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 150 ft.
  Area of Effect: Cylinder, 30-ft. radius, 30 ft. high
  Saving Throw: Dex / half damage
  You touch the ground and send a furrow of displaced earth 5 feet wide 
  toward a point you can see. Upon reaching the target point, the earth 
  erupts in a cylinder 30 feet in radius and 30 feet high. Creatures that were 
  standing on top of the furrow as it passed underfoot are knocked prone 
  unless they make successful Dexterity saving throws. Creatures in the 
  area of the eruption take 7d6 bludgeoning damage and are knocked prone, 
  or take half damage and are not knocked prone with a successful Dexterity 
  saving throw.
  Enhancement: For each spell slot used higher than 4th level, the spell 
  does an additional 1d6 damage.
  Earthen Blast 
  1st-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 15 ft. long
  Saving Throw: Dex / half damage, no immobilization
  Stone and earth erupt from your fingers in a 15-foot cone. Each creature 
  in the area of effect takes 2d6 bludgeoning damage and can’t move until 
  the end of its next turn, or takes half damage and is not immobilized if it 
  makes a successful Dexterity saving throw.
  Enhancement: For each spell slot used higher than 1st level, the 
  damage increases by 1d6.
  Earthen Concealment 
  3rd-level transmutation
  Druid, Ranger
  Components: V, S, M (piece of soft clay)
  Casting Time: 1 action
  Duration: 1 minute
  Range: 30 ft.
  Area of Effect: Wall, 20 ft. long, 20 ft. tall, 6 in. thick
  Saving Throw: None
  The ground reshapes itself to form a wall that is 6 inches thick, 20 feet 
  wide, and 2 feet high. You must be able to see the entire area of affect, and 
  it all must be within the spell’s range. The wall can curve however you 
  choose. It has AC 15 and 50 hit points. The wall provides cover the same 
  as any earthen wall. The ground returns to its natural shape when the spell 
  ends or when the wall is reduced to 0 hit points.
  Earthen Snare 
  5th-level conjuration
  Cleric, Druid, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  
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  Book of Lost Spells
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / negates effect
  You select one creature you can see within range. The creature must 
  make a Dexterity saving throw. If the saving throw fails, the creature 
  disappears as it is sucked into a small, spherical, extraplanar trap just large 
  enough to hold the creature while allowing it to turn around.
  The trap is surrounded by earthen walls that are not impervious 
  to attacks; they have AC 14, 100 hit points, and are immune to all but 
  bludgeoning, piercing, slashing, force, and thunder damage. When the 
  spell ends or the creature destroys the walls, the trapped creature takes 
  4d6 force damage and returns to the space it originally occupied or the 
  nearest unoccupied space, where it falls prone.
  Ebon Lightning 
  7th-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a piece of blackened amber)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Line, 150 ft. long, 5 ft. wide
  Saving Throw: Dex / half damage
  Ebon lightning streaks from your fingers as you cast this spell. Each 
  creature in the line must make a Dexterity saving throw. If the saving 
  throw fails, the creature takes 8d8 lightning damage and loses (expends) 
  its highest-level spell slot for no effect. On a successful save, the creature 
  takes half damage and doesn’t lose a spell slot. Creatures with innate 
  spellcasting lose one use of their highest-level spell instead. 
  Enhancement: For each spell slot used higher than 7th level, the 
  damage increases by 1d8.
  Ebon Water 
  6th-level necromancy
  Cleric, Warlock, Wizard
  Components: V, S, M (bone dust from an undead creature)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: 1,000 cubic ft. of water
  Saving Throw: Con / half damage
  You instill necrotic energy into up to 1,000 cubic feet (a cube 10 feet on 
  a side) of water you can see. Each creature that enters the water or ends its 
  turn in the water (not both in a single turn) takes 8d6 necrotic damage, or 
  half damage with a successful Constitution saving throw.
  A creature that drinks the water takes 8d6 necrotic damage and its 
  maximum hit points are reduced by the same number, or it takes half 
  damage and its maximum hit points aren’t reduced with a successful 
  Constitution saving throw.
  At the beginning of your turn, you can use a bonus action to move the 
  necrotic energy up to 10 feet in any direction, as long as it remains in the 
  body of water.
  Ebonflame 
  8th-level evocation
  Sorcerer, Warlock, Wizard
  Components: S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect for one round
  You select one creature you can see; the creature is engulfed in an aura 
  of black flames. At the beginning of each of its turns, the creature must 
  make a Constitution saving throw. If the saving throw fails, the creature 
  takes 3d10 necrotic damage and is frightened; on its turn, it must move as 
  far away from the caster as it can. The spell and the fright effect end only 
  when the spell’s duration expires.
  Ebonflame can’t be cast on a target that’s underwater. The flames follow 
  the affected creature when it moves, but it it is magically transported out 
  of the flames, such as by teleportation, the spell ends.
  Electrical Storm 
  7th-level evocation
  Druid, Sorcerer, Wizard
  Components: V, S, M (a bit of fur and an amber rod)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 100-ft. radius
  Saving Throw: Dex / half damage
  The surrounding air within 100 feet of you erupts in a violent electrical 
  storm. Each creature in the affected area other than you takes 12d6 lightning 
  damage, or half damage with a successful Dexterity saving throw.
  The electrical storm sets fire to combustibles and damages objects in 
  the area. It can melt metals with a low melting point such as lead, gold, 
  copper, silver, or bronze. The extent of this damage must be determined 
  by the GM. If the damage caused to an interposing barrier shatters or 
  breaks through it, the burst can continue beyond the barrier to the limit of 
  the spell’s range. Otherwise, it stops at the barrier, the same as any other 
  spell effect.
  Electromagnetic Storm 
  3rd-level evocation
  Sorcerer, Wizard
  Components: V, S, M (iron filings)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Cylinder, 20-ft. radius, 20 ft. high
  Saving Throw: Dex / negates effect
  You cause an intense electromagnetic storm to break out in a cylindrical 
  zone with a 20-foot radius and 20 feet high, at a point you can see. The 
  spell has three effects.
  First, each creature that starts its turn in the area of effect takes 1d10 
  lightning damage unless it makes a successful Dexterity saving throw.
  Second, any attempt to use magnetism within the area of effect (to 
  navigate, for example) is spoiled by the storm’s intense magnetic field 
  unless the opposed magnetic field is generated by a spell of level 4 or higher.
  Third, any electrical current (magical or otherwise) that passes within 
  60 feet of the electromagnetic storm is drawn into the storm, causing 
  everyone in the storm’s area to take whatever damage the electricity 
  would normally do. For example, assume a wizard casts lightning bolt 
  within 60 feet of an electromagnetic storm. The bolt is drawn into the 
  storm and it terminates there, causing its normal damage to everyone 
  inside the electromagnetic storm.
  Elemental Cloak 
  6th-level transmutation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You infuse a willing creature with properties of creatures of either ice 
  or fire. The creature is affected as described below, depending on which 
  
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  Book of Lost Spells
  element it’s infused with. These resistances and vulnerabilities completely 
  replace any existing resistance or vulnerability to fire and cold damage 
  that the creature had when elemental cloak was cast on it.
  • Fire: Resistance to fire damage, vulnerability to cold damage.
  • Ice: Resistance to cold damage, vulnerability to fire damage.
  Elemental Infusion 
  8th-level transmutation
  Cleric, Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You infuse one willing creature with elemental energy. The creature 
  gains 50 temporary hit points; remaining points disappear when the spell 
  ends. For the duration of the spell, the creature is immune to poison damage 
  and the poisoned condition, gains darkvision (60 feet), and has resistance 
  to bludgeoning, piercing, and slashing damage from nonmagical weapons. 
  The creature also gains immunity to one of the following (your choice): 
  acid, cold, electricity, or fire damage. The affected creature’s eyes faintly 
  glow with the color of the chosen element.
  Elemental Scimitar 
  6th-level conjuration
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You conjure an elemental scimitar into your hand. You choose which 
  element it is affiliated with when you cast the spell. The scimitar acts as a 
  +1 scimitar and has the additional abilities listed below.
  Scimitar of Air: A creature struck by the scimitar must make a successful 
  Strength saving throw or be pushed up to 30 feet in the direction of your 
  choice and knocked prone. The scimitar’s attacks score critical hits on a 
  natural roll of 19 or 20.
  Scimitar of Earth: A creature struck by the scimitar must make a 
  successful Constitution saving or become restrained. It repeats the saving 
  throw at the end of its next turn; a successful save ends the effect, but 
  a failure results in the creature becoming petrified. A petrified creature 
  repeats the saving throw at the end of each of its turns; a successful save 
  ends the petrification.
  Scimitar of Fire: A creature struck by the scimitar catches on fire. It 
  takes 5d6 fire damage at the beginning of each of its turns until either it or 
  an adjacent ally uses an action to extinguish the flames.
  Scimitar of Water: As an action, you can slash the air with the scimitar 
  to create a spray of acid in a 15-foot cone. Each creature in the cone takes 
  6d6 acid damage, or half damage with a successful Dexterity saving throw.
  Empathic Resonance 
  1st-level enchantment
  Cleric
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Eletromagnetic Storm
  
  52
  Book of Lost Spells
  Saving Throw: Wis / negates effect
  One creature you touch becomes aware of the suffering it causes. Whenever 
  the creature injures another creature, it must make a Wisdom saving throw. If 
  the saving throw fails, then it must subtract 1d4 from every attack roll it makes 
  for the next five rounds. Roll the d4 anew for every attack.
  Empower Companion 
  1st-level enchantment
  Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 animal companion
  Saving Throw: None
  You touch your animal companion and give it tactical advantage on all 
  ability checks it makes for the duration of this spell.
  Encrypt 
  Transmutation cantrip
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 scroll
  Saving Throw: None
  You alter the writing on a scroll or piece of paper, making it 
  unintelligible. A creature that spends a minute or more trying to decipher 
  the text can make an Intelligence check against your spell saving throw 
  DC; success indicates they decipher the text.
  Endless Abyss 
  4th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: 60 ft.
  Area of Effect: Hole, 10 ft. square
  Saving Throw: None
  You open a 10-foot square hole in the floor within range. The hole can’t 
  appear under an occupied space. The hole is an extra-dimensional space 
  with no bottom. Any creature falling into the pit never hits the bottom. To 
  observers outside the hole, a creature or object that fell in appears to be 
  just 20 feet below the level of the ground or floor, and falling endlessly 
  without ever getting farther away. A creature who looks up after falling 
  into the hole sees the lip of the hole receding farther and farther behind. 
  Flying creatures can get out of the pit without difficulty. A 20-foot 
  rope will reach anyone who fell in, but the falling creature must make a 
  successful Dexterity saving throw to catch the rope; if the saving throw 
  fails, they perceive the rope as being too short to reach them. 
  When the spell ends, the hole closes. Every creature inside it at that 
  moment is trapped and will plunge forever unless another endless abyss 
  spell is cast on the same location; this reopens the pit and makes it possible 
  to rescue trapped creatures. Other magical rescues might be possible, at 
  the discretion of the GM.
  Enduring Missiles 
  4th-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a handful of glass marbles)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1, 2, or 3 targets
  Saving Throw: None
  You create three missiles that unerringly strike creatures you can see, 
  doing 1d6 + 1 force damage each. You can choose to have the missiles 
  strike the same creature or split them between different creatures. After 
  the missiles strike their targets, they return to your side and hover. As 
  a bonus action on each of your subsequent turns, you can launch the 
  missiles again. The missiles disappear when the spell ends.
  A missile that strikes a shield spell is dispelled and doesn’t return. 
  Enhancement: For each spell slot used higher than 4th level, you gain 
  one additional missile.
  Energetic Burst 
  2nd-level conjuration
  Cleric, Druid, Paladin
  Components: V
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self 
  Saving Throw: None
  You gain 10 temporary hit points. For the duration of the spell, you can 
  add 1d4 to your saving throws. Unused temporary hit points are lost when 
  the spell ends.
  Enhance Oration 
  1st-level illusion (ritual)
  Bard, Cleric, Wizard
  Components: V, S, M (a small cone of paper)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You enhance the voice of one willing creature you touch, allowing that 
  creature to be heard clearly by all creatures that can hear within 300 feet 
  of it, regardless of background noise.
  Enliven Wood 
  4th-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 3 plants or wooden objects
  Saving Throw: None
  Up to three plants or wooden objects gain the ability to regenerate. At 
  the beginning of each of their turns, they regain 10 hit points. An enlivened 
  plant or object doesn’t regenerate if it took fire or acid damage since its 
  previous turn. 
  Enrich Soil 
  5th-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 200 ft.
  
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  Area of Effect: 1 acre of land
  Saving Throw: None
  You restore the soil of up to one acre of land so that it can support plant 
  life native to the area. This spell is typically used when magic or a natural 
  disaster has spoiled the land and made it unable to support life.
  Erase 
  1st-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 scroll, 2 pages, 9 in. x 12 in. 
  Saving Throw: None
  You automatically remove mundane writing from up to two sheets of 
  paper or parchment, from a single scroll, or from a surface no larger than 
  9 inches by 12 inches. This spell can remove magical writing (including 
  a glyph of warding) if the caster makes a successful Intelligence (Arcana) 
  check against the original caster’s spell save DC. The caster of erase must 
  be aware of the writing for the spell to be effective; it has no effect if cast 
  blindly or experimentally.
  Essence of the Wild 
  3rd-level transmutation
  Druid
  Components: V, S, M (a claw)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain one ability chosen from the list below until the spell ends.
  • Echolocation: While you can hear, you have blindsight 60 feet.
  • Keen Hearing: You have tactical advantage on Wisdom (Perception) 
  checks that rely on hearing.
  • Keen Sight: You have tactical advantage on Wisdom (Perception) 
  checks that rely on sight.
  • Keen Smell: You have tactical advantage on Wisdom (Perception) 
  checks that rely on smell.
  • Pack Tactics: You have tactical advantage on attack rolls against 
  creatures that are within 5 feet of at least one of your non-incapacitated 
  allies.
  • Pounce: If you move at least 20 feet straight toward a creature 
  immediately before hitting it with a melee attack, the creature must make 
  a Strength saving throw or be knocked prone. If the creature is knocked 
  prone, you can use a bonus action to make a melee attack against it.
  • Relentless: If you take damage that would reduce you to 0 hit points, 
  you drop to 1 hit point instead. The spell then ends.
  Establish Foundation 
  7th-level transmutation (ritual)
  Druid, Wizard
  Components: V, S, M (a granite pebble)
  Casting Time: 1 hour
  Duration: Permanent 
  Range: Self
  Area of Effect: See text
  Saving Throw: None
  Eternal Sleep
  
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  Book of Lost Spells
  You cause stone to rise up from the ground beneath you, in either a 
  circle with a 60-foot diameter or a square with 60-foot sides, centered 
  on you. The stone is solid and stable and perfect for use as a building 
  foundation. The foundation is 20 feet thick, and you can choose to 
  have it flush with the ground or as much as half of it above ground 
  level.
  Enhancement: When you cast establish foundation with a 9th-level 
  spell slot, you can raise dirt as well as stone in a 60-foot radius around 
  you; this will effectively fill in marshes or lakes.
  Eternal Sleep 
  9th-level transmutation
  Warlock, Wizard
  Components: V, S, M (a small cone of paper)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you touch must make a successful Wisdom saving throw 
  or fall into an enchanted slumber that lasts until dispelled or until a 
  condition selected by you at the time of casting is fulfilled. The creature 
  doesn’t age or decay while slumbering. 
  Eternal sleep is notoriously difficult to dispel. Attempts to do so are 
  made with tactical disadvantage on the spellcasting ability check.
  Ethereal Blade 
  2nd-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 blade
  Saving Throw: None
  You create a blade of ethereal energy in your hand, similar in dimensions 
  to a longsword, which lasts for the duration of the spell. As an action, you 
  can make a melee spell attack with the blade against one creature within 
  your reach. On a hit, the blade does 2d6 radiant damage plus 1d6 cold 
  damage.
  If you let go of the blade, it disappears, but while the spell is in effect, 
  you can create it again with a bonus action.
  Enhancement: When you cast ethereal blade using a spell slot of 4th 
  level or higher, the damage increases by 1d6 radiant damage for every two 
  levels above 2nd.
  Ethereal Blast 
  5th-level necromancy
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Con / half damage
  You create a disruption in the ether that erupts in a 30-foot cone from 
  your outstretched hand. Each creature in the cone takes 6d6 radiant damage 
  and 3d6 cold damage, or half damage with a successful Constitution 
  saving throw.
  Enhancement: For each spell slot used higher than 5th level, the spell 
  does an additional 1d6 damage. You choose whether the extra dice do 
  radiant damage, cold damage, or a mix of both.
  Ethereal Shield 
  5th-level necromancy
  Cleric, Wizard
  Components: V, S, M (fingernail of a wight)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Wisps of dark flame surround you. You gain resistance to necrotic damage 
  and your maximum hit points can’t be reduced for the spell’s duration. If a 
  creature within 5 feet of you strikes you with a melee attack while you’re 
  protected by ethereal shield, the attacker takes 3d10 radiant damage.
  Ethereal Strike 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 100 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / half damage
  One incorporeal creature you can see takes 2d10 force damage, or half 
  damage with a successful Dexterity saving throw. If the creature fails its 
  saving throw, it loses any resistance it had to bludgeoning, slashing, or 
  piercing damage for 1 minute.
  Euphoric Ecstasy 
  5th-level enchantment
  Bard, Sorcerer, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  A creature that you touch must make a successful Wisdom saving throw 
  or be overwhelmed by feelings of bliss and euphoria. The creature has 
  tactical disadvantage on attack rolls, ability checks, and skill checks, 
  and it must make a Wisdom saving throw at the beginning of each of its 
  turns. If the saving throw fails, the creature loses 1 point of Wisdom and 
  is incapacitated until the start of its next turn. The spell ends when the 
  creature makes two successful saves, which don’t need to be consecutive.
  Exile from Nature 
  3rd-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  One creature you touch must make a Charisma saving throw against 
  curses or become cursed so that the natural world considers them 
  anathema. The creature has tactical disadvantage on Charisma ability 
  and skill checks when interacting with any creature that has a close tie to 
  nature. In addition, while in an area away from civilization, its chance to 
  encounter hostile creatures is doubled and it has tactical disadvantage on 
  ability checks involving any sort of interaction with nature, not just those 
  related to Charisma.
  
  55
  Book of Lost Spells
  Exorcise 
  4th-level abjuration
  Cleric
  Components: V, S
  Casting Time: 10 minutes
  Duration: Instantaneous
  Range: 10 ft.
  Area of Effect: 1 creature or object
  Saving Throw: Cha negates effect
  You call upon your deity in an elaborate ceremony to end the possession 
  of a creature or object by any force, whether creature or magic.
  The source of the possession must make a Charisma saving throw. 
  It has tactical disadvantage on the save if holy water is sprinkled on 
  the target during the casting of the spell. If the saving throw fails, the 
  possession ends; the responsible creature (if any) is ejected from the body 
  and appears in the nearest unoccupied space.
  Exorcise can also be cast on a lich’s phylactery, a mummy lord’s heart, 
  or a vampire’s coffin, in which case the soul immediately tries to possess 
  the nearest material body. The two souls switch places unless the current 
  inhabitant of the body makes a successful Charisma saving throw; the DC 
  equals the monster’s CR.
  Explosive Cloud 
  3rd-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Dex / half damage
  You summon a cloud of invisible, explosive gas that spreads out into 
  a 20-foot-radius sphere around a point you can see. If fire is brought 
  into contact with the cloud, the gas ignites and does 6d6 fire damage 
  to creatures inside the cloud, or half damage to creatures that make a 
  successful Dexterity saving throw. The cloud of gas can be noticed only 
  with a successful Wisdom (Perception) check against your spell DC.
  Expunge Shadow 
  3rd-level abjuration
  Cleric
  Components: V, S, M (holy symbol)
  Casting Time: 10 minutes
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / damage instead of banishment
  You force one creature that originates from the plane of Shadow to 
  return to that plane unless it makes a successful Charisma saving throw. If 
  the saving throw succeeds, the target creature still takes 3d6 force damage.
  Extract Life 
  6th-level necromancy
  Cleric, Warlock, Wizard
  Components: V, S, M (an onyx vial filled with the caster’s 
  blood)
  Casting Time: 10 minutes
  Duration: Instantaneous
  Range: Touch
  Area of Effect: Self
  Saving Throw: None
  You must sacrifice one helpless creature of your race as you cast this 
  spell. Their life force is transferred to you, and you gain immunity to 
  aging and its effects for 1 month per hit die of the creature sacrificed. 
  Eyes of the Hawk 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A willing creature you touch gains tactical advantage on Wisdom 
  (Perception) checks that rely on sight for the duration of the spell.
  Enhancement: If you cast eyes of the hawk with a 5th-level or higher 
  slot, the creature also gains immunity to blindness, and any blindness 
  effect on it ends.
  Faerie Ward 
  2nd-level abjuration
  Cleric, Warlock, Wizard
  Components: V, S, M (powdered iron)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Touch
  Area of Effect: Sphere, 10-ft. radius
  Saving Throw: Con / half damage
  You create an aura in a 10-foot radius sphere that emanates from a 
  creature or object you touch. Every fey creature in the area when the spell 
  is cast or at the start of its turn takes 3d8 force damage, or half damage 
  with a successful Constitution saving throw. 
  Enhancement: For each spell slot used higher than 2nd level, faerie 
  ward does an additional 1d8 damage.
  False Gold 
  2nd-level transmutation
  Warlock, Wizard
  Components: V, S, M (a piece of pyrite)
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 3 cubic ft.
  Saving Throw: None
  You convert up to 3 cubic feet of copper or brass items (about 6,000 cp) 
  into gold. A creature who sees the false gold for the first time can make an 
  Intelligence saving throw to detect the falsehood. The gold is peculiarly 
  vulnerable to iron; the spell ends if iron touches the gold.
  It’s worth noting that word spreads quickly among the merchants in 
  a community if this spell is used to purchase goods or pay debts, and 
  commercial guilds take a very dim view of those who stoop to such tricks. 
  Enhancement: By using a valuable gem, which is expended in the 
  casting of the spell, the gold can be made less vulnerable to iron. A citrine 
  (50 gp) lowers the chance to 30% that iron will dispel the transmutation. 
  A piece of amber (100 gp) makes the chance 25%. Topaz (500 gp) drops 
  it to 10%, and a yellow sapphire (1,000 gp) to 1%.
  Fangstorm 
  6th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 250 ft.
  Area of Effect: Sphere, 20-ft. radius
  
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  Book of Lost Spells
  Saving Throw: Dex / half damage
  Choose a point you can see within range. The air within 20 feet of that 
  point fills with glowing fangs of force that slash at all creatures in the 
  affected area. Each creature in the affected area must make a Dexterity 
  saving throw. If the saving throw fails, the creature takes 10d6 slashing 
  damage and begins bleeding, which causes an additional 5 points of damage 
  at the start of each of the creature’s turns; on a successful save, it takes half 
  damage and doesn’t bleed. Bleeding continues until the creature regains hit 
  points or is attended to with a successful Wisdom (Medicine) check against 
  your spell save DC, made by the bleeding creature or by an adjacent ally.
  Incorporeal creatures can’t benefit from damage resistance against the 
  damage from this spell, but they never bleed.
  Enhancement: For each spell slot used higher than 6th level, the 
  slashing damage increases by 1d6 and the bleeding increases by 1 point.
  Far Strike 
  3rd-level evocation
  Druid, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Sight
  Area of Effect: 1 creature
  Saving Throw: None
  You throw a bolt of fire at one creature you can see. Make a ranged spell 
  attack against the target. If it hits, the bolt does 5d10 fire damage.
  Enhancement: For each spell slot used higher than 3rd level, the spell 
  does an additional 1d10 damage.
  Farsighted 
  1st-level transmutation
  Warlock, Wizard
  Components: V, S, M (a cloudy gem)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You attempt to blur the near vision of one creature. If the creature fails 
  a Constitution saving throw, it suffers tactical disadvantage on attack rolls 
  against creatures within 30 feet of it. The target creature can repeat the 
  saving throw at the end of each of its turns; a successful save ends the spell.
  Farvision 
  6th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: Touch
  Area of Effect: 12 sq. in. of transparent object
  Saving Throw: None
  You transform any object made from transparent material into 
  spectacles or into a handheld item similar to a magnifying glass. For 
  example, farvision could be cast on a window pane, a clear crystal goblet, 
  or a glass mirror. While a creature looks through the transformed item, it 
  has darkvision (90 feet). 
  Favor Mount 
  3rd-level transmutation
  Paladin
  Components: V, S, M (holy symbol)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 mount
  Saving Throw: None
  You infuse your mount with divine vigor. While you are riding it, it 
  gains tactical advantage on attack rolls and saving throws and increases 
  its land speed by 30 feet.
  Feather Step 
  1st-level transmutation
  Druid, Ranger
  Components: S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  One creature you touch becomes able to step lightly across snow, leaves, 
  earth, and loose sand without sinking in or having its movement affected. 
  In addition, the creature can add 1d4 to its Dexterity (Stealth) checks.
  Ferment 
  Transmutation cantrip
  Wizard
  Components: V, S, M (a grape)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: Up to 1 pint of liquid
  Saving Throw: None
  The liquid in one container becomes alcoholic, but it looks, tastes, and 
  smells exactly as it did before.
  Fiery Blast 
  4th-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a pinch of sulfur and a bit of candle 
  wax)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 60 ft. long
  Saving Throw: Dex / half damage
  A fan of flames bursts in a 60-foot cone from your outstretched hand. 
  Each creature in the cone takes 5d8 fire damage, or half as much with a 
  successful Dexterity saving throw.
  The spell sets fire to unattended flammable materials.
  Enhancement: For each spell slot used higher than 4th level, fiery blast 
  does an additional 1d8 damage.
  Fiery Cloth 
  1st-level transmutation
  Wizard
  Components: V, S, M (flint and tinder)
  Casting Time: 1 action
  Duration: 12 hours before igniting; concentration, up to 1 
  minute
  Range: Touch
  Area of Effect: 1 piece of cloth
  Saving Throw: None
  You imbue up to 1 square yard of cloth with the essence of fire. Its 
  appearance doesn’t change, but as an action, you can cause it to burst into 
  
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  Book of Lost Spells
  flame. You must have line of sight to the cloth to ignite it. It burns for up 
  to 1 minute and does 1d6 fire damage at the start of each of the caster’s 
  turns to a creature that is in contact with more than half of the cloth. The 
  spell ends if the flame is put out. 
  Fiery Constrictor 
  6th-level transmutation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 1 fire
  Saving Throw: Dex / negates effect
  You cause a great tendril, 20 feet long, to lash out from an existing source 
  of fire you can see. The tendril tries to wrap around a creature within its reach 
  (20 feet) that you can also see. The creature must make a Dexterity saving 
  throw. If it fails, it takes 6d6 fire damage and is restrained until the spell ends. 
  At the end of each of its turns, it can repeat the saving throw; it escapes if the 
  save succeeds, but it takes another 6d6 fire damage if the saving throw fails. 
  At the beginning of your turn, if the tendril is not restraining a creature, it can 
  attack a creature within reach that you can see, the same as the initial attack.
  Enhancement: For each spell slot used higher than 6th level, the 
  tendril’s attacks do an additional 1d6 fire damage.
  Fiery Grasp 
  1st-level evocation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 2 hands
  Saving Throw: None
  Your hands burst into flames. Until the spell ends, you can use an action 
  to make a melee spell attack against a creature you can reach. A hit does 
  2d6 fire damage.
  Enhancement: The damage dealt by this spell increases to 3d6 if you 
  use a 3rd level slot, 4d6 if you use a 6th level slot, or 6d6 if you use an 8th 
  level or higher slot.
  Fiery Shield 
  2nd-level evocation
  Wizard
  Components: V, S, M (a gold coin)
  Casting Time: 1 action
  Duration: 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You cause a great shield of flame and force to come into existence 
  on your arm. The shield acts in all ways as a regular large shield, and 
  you must be proficient with shields to get the full AC benefit from it. 
  Regardless of proficiency, any creature within 5 feet of you that hits you 
  with a melee attack takes 2d6 fire damage.
  Find Corpse 
  2nd-level divination
  Cleric
  Components: V, S, M (a parchment with the name of the 
  Fiery Constrictor
  
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  Book of Lost Spells
  deceased written on it and a small candle)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of this spell, you can determine the location of the 
  corpse of a named individual, provided it is within 1 mile of you. The spell 
  provides no information if the corpse is too far away or if the corpse has 
  been disintegrated or destroyed.
  Finger Missile 
  3rd-level necromancy
  Wizard
  Components: V, S, M (a gem worth at least 100 gp, which is 
  consumed in the casting)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 skeleton
  Saving Throw: None
  You touch a skeleton and imbue it with the ability to launch its finger bones 
  as missiles. As an action, the skeleton can make a ranged weapon attack against 
  one creature within 30 feet; a hit does 1d6 piercing damage. The skeleton’s 
  attack bonus equals its Dexterity modifier + 2. If the skeleton makes more 
  than five finger missile attacks, it can no longer make claw attacks.
  Enhancement: For each spell slot used higher than 3rd level, the spell 
  affects one additional skeleton.
  Fire Burst 
  1st-level transmutation
  Sorcerer, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: 1 fire
  Saving Throw: Dex / half damage
  One existing fire source bursts into a large conflagration for a moment. 
  Each creature within 10 feet of the source takes 3d6 fire damage, or half 
  as much with a successful Dexterity saving throw.
  Enhancement: For each spell slot used higher than 1st level, the spell 
  does an additional 1d6 fire damage.
  Fire Fascination 
  4th-level illusion
  Wizard
  Components: V, S, M (a small piece of multicolored silk)
  Casting Time: 1 action
  Duration: 1 minute
  Range: 50 ft.
  Area of Effect: 1 fire up to 10 ft. in diameter
  Saving Throw: Wis / negates effect
  You cause an existing fire (10-foot diameter or smaller) to become 
  covered in a multi-hued veil of dancing flames. Touching the multicolored 
  flames does 1d6 points of fire damage. Creatures within 30 feet of the fire 
  who can see it must make Wisdom saving throws at the beginning of each 
  of their turns. A creature that fails the saving throw stands transfixed and 
  can do nothing except watch the fire until the beginning of its next turn. 
  While a creature is transfixed, it has tactical disadvantage on saving 
  throws against enchantment spells.
  Any physical attack or attack that triggers a saving throw against a 
  fire-fascinated creature automatically breaks the effect on that creature. 
  Likewise, interposing a solid barrier between a fascinated creature and the 
  veil of flames breaks the effect.
  Fire Gills 
  3rd-level transmutation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch grows reddish gills that allow it to 
  breathe safely in areas of high heat, smoke, and lava. The spell doesn’t 
  grant any resistance or immunity to fire damage, nor do the gills enable 
  the creature to breathe underwater.
  Enhancement: For each spell slot used higher than 3rd level, you can 
  affect one additional willing creature.
  Firm Ally 
  3rd-level abjuration
  Bard, Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch gets tactical advantage on saving throws 
  against charm effects.
  Fists of Stone 
  1st-level transmutation
  Druid
  Components: V, S, M (a pebble)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: 2 hands
  Saving Throw: None
  Your hands become as hard as stone. For the duration of the spell, you 
  are proficient with unarmed strikes and your unarmed strikes do 1d12 
  bludgeoning damage.
  Flame of Chaos 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute 
  Range: 150 ft.
  Area of Effect: 1 ball of fire, approx. 3 ft. in diameter
  Saving Throw: None
  You create a ball of fire in an unoccupied space you can see. Immediately 
  when the ball appears, and at the beginning of each of your turns, you 
  must make a DC 15 Charisma check. If the check is successful, the ball 
  attacks the creature of your choice anywhere within 150 feet of you and 
  in your line of vision. Otherwise, it attacks a randomly-selected creature 
  within 30 feet of its position after moving to an unoccupied space adjacent 
  to that creature. The fire ball’s attack is resolved with a melee spell attack 
  against the target’s AC; if it hits, the ball does 4d6 fire damage.
  Enhancement: For each spell slot used higher than 2nd level, the spell 
  does an additional 1d6 fire damage.
  
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  Book of Lost Spells
  Flame Spiral 
  4th-level invocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Dexterity half
  Flames spiral out from you to fill a 30-foot-radius sphere. Each creature 
  apart from you in the area must make a Dexterity saving throw. If the 
  saving throw fails, the creature takes 6d6 fire damage and is incapacitated 
  until the end of your next turn. If the save succeeds, the creature takes half 
  damage and is not incapacitated. Creatures with resistance or immunity to 
  fire are never incapacitated by a flame spiral.
  Enhancement: For each spell slot used higher than 4th level, the spell 
  does an additional 1d6 damage.
  Flame Water 
  1st-level transmutation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 pint of water
  Saving Throw: None
  You transmute up to 1 pint of water in a container into a flammable 
  liquid akin to alcohol. It ignites if it is exposed to fire. If a container of 
  burning flame water is thrown against a creature or shattered against 
  the ground, all creatures within 5 feet of it take 2d6 fire damage, or half 
  damage with a successful Dexterity saving throw. The liquid burns out in 
  1 round. 
  Flames of Darkness 
  4th-level transmutation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 4 hours
  Range: Touch
  Area of Effect: 1 object
  Saving Throw: None
  An object that you touch bursts into dark red flames. The flames are 
  harmless and give out minimal heat. For the duration of the spell, creatures 
  within 20 feet of the flames have darkvision (60 feet).
  Flames of Purification 
  4th-level evocation
  Sorcerer, Warlock, Wizard
  Components: V, S, M (a piece of sulfur)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Dex / half damage
  One creature you touch bursts into flame. At the beginning of each of its 
  turns, the creature takes 4d6 fire damage, or half damage with a successful 
  Dexterity saving throw. The fire is extinguished after two successful 
  saving throws, which do not need to be consecutive. The flames also do 
  damage to equipment the creature is wearing if it burns for more than two 
  rounds.
  Creatures standing adjacent to the burning creature may also take 
  damage; each takes 2d6 fire damage at the beginning of its turn unless is 
  makes a successful Dexterity saving throw.
  Flameswell 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: Cylinder, 10-ft. radius, 40 feet high
  Saving Throw: Dex / half damage
  An existing fire swirls upward in a 10-foot-radius, 40-foot-high 
  cylinder. Each creature in the area takes 4d6 fire damage, or half damage 
  with a successful Dexterity saving throw. The original fire is extinguished 
  by this spell.
  Flaming Bolts 
  1st-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1, 2, or 3 creatures
  Saving Throw: None
  You create three bolts of fire that you direct at one or more creatures 
  you can see within range. Each bolt hits automatically and does 1d6 fire 
  damage. The bolts all strike simultaneously.
  Enhancement: For each spell slot used higher than 1st level, you create 
  one additional bolt.
  Flash of Light 
  1st-level evocation
  Bard, Sorcerer, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 round
  Range: 20 ft.
  Area of Effect: Sphere, 10-ft. radius
  Saving Throw: Con / negates effect
  A bright light flashes from a point you can see within range. All creatures 
  in a 10-foot radius sphere centered on that point are blinded until the end 
  of your next turn unless they make a successful Constitution saving throw.
  Fleet Feet 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your speed increases by 20 feet for the duration of this spell.
  Fluid Form 
  4th-level transmutation
  
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  Book of Lost Spells
  Druid, Wizard
  Components: V
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You transform yourself and all items you are carrying into thick 
  liquid. The amount of liquid has the same mass and volume as your 
  normal body, but it is amorphous, allowing you to can squeeze through 
  gaps that are at least an inch wide. In this form, you are immune to 
  poison, paralysis, and stun. Your speed becomes 20 feet. You can flow 
  up gently slanted surfaces, but can’t climb stairs. 
  You can’t speak, attack, or cast spells in fluid form. You gain 
  resistance to bludgeoning, slashing, and piercing damage done by 
  nonmagical weapons. 
  You can end this spell as an action. If the spell ends when you are in 
  a container that’s too tight for your full form, the container shatters if it 
  can; if it can’t, then you remain in fluid form until you are released from 
  the container.
  Foggy Flying Carpet 
  5th-level conjuration
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: 1 carpet of cloud
  Saving Throw: None
  You conjure a supernaturally thick fog beneath your feet that lifts you 
  into the air. You can create a carpet that ranges from 5 feet square up to 
  20 feet square. You choose the size at the time of casting. Whatever its 
  size, the carpet can carry up to 1,000 lbs. 
  The foggy flying carpet flies at a speed of 40 feet and is steered by 
  the mental direction of the caster. The fog, though magical, can be 
  dissipated by gale-force wind (greater than 50 mph). If dissipated or 
  dispelled, any characters or items on board plummet to earth unless they 
  have some means of preventing a fall.
  Force Corporeality 
  4th-level transmutation
  Cleric, Warlock, Wizard
  Components: V, S, M (a pinch of powdered lead)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You attempt to wrap one incorporeal creature you can see within a 
  physical shell. The creature makes a Constitution saving throw. If the 
  saving throw fails, the creature becomes corporeal. While under the 
  effect of this spell, it can’t make use of incorporeal movement and it 
  loses all resistance and vulnerability to weapon damage and to being 
  grappled, paralyzed, petrified, prone, and restrained. It also can’t enter 
  the Ethereal Plane.
  The creature can repeat the saving throw at the end of each of its 
  turns. The spell ends when the creature makes its second successful 
  save. The two successes don’t need to be consecutive.
  Force Wave 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Flameswell
  
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  Book of Lost Spells
  Casting Time: 1 Action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 15-ft. radius
  Saving Throw: Con / half damage
  A sphere of force expands from you to a radius of 15 feet. Each creature 
  in the area must make a Constitution saving throw. If the saving throw 
  fails, the creature takes 3d8 force damage and is pushed 10 feet away 
  from you. On a successful save, the creature takes half damage and is not 
  pushed.
  Enhancement: For each spell slot used higher than 2nd level, the 
  damage increases by 1d8.
  Forced March 
  5th-level transmutation
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: Up to 6 creatures
  Saving Throw: None
  Your touch instills a reservoir of energy in up to six willing creatures. 
  For the duration of the spell, the creatures automatically succeed at 
  Constitution checks required during forced march movement, as described 
  in the Movement rules.
  Forceful Crush 
  7th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 400 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / half damage
  One creature you can see must make a Dexterity saving throw to evade 
  a hammer and anvil of pure force that are trying to crush it. If the saving 
  throw fails, the creature takes 10d10 force damage and is incapacitated. 
  On a successful save, the creature takes half damage and is not otherwise 
  affected.
  An incapacitated creature can repeat the saving throw at the end of each 
  of its turns; a successful save ends the incapacitation.
  Forecast 
  2nd-level divination (ritual)
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You predict the weather conditions for the area within 30 miles of your 
  current location for the next three days with 90% accuracy.
  Forest Home 
  4th-level transmutation (ritual)
  Druid 
  Components: V, S
  Casting Time: 1 minute
  Duration: 12 hours
  Range: Touch
  Area of Effect: 1 shelter
  Saving Throw: None
  You create an earthen shelter under the roots of a tree. A door appears 
  at the base of the tree, or in the ground if the tree is not wide enough for a 
  door. When opened, the door reveals steps that lead down into a 15-foot-
  square room. You can select up to nine individuals who can open the door 
  and enter the underground space. You also designate the shelter’s ambient 
  temperature. 
  The shelter keeps occupants safe from storms, forest fires, and other 
  natural hazards. The door is visible to anyone passing nearby with only a 
  DC 10 Wisdom (Perception) check. It can be forced open with a Strength 
  (Athletics) check, or it can be destroyed like any normal, 2-inch-thick 
  wooden door. 
  Characters or creatures inside the shelter when the spell ends are 
  expelled violently as the earth closes around them, and they take 3d6 
  points of bludgeoning damage in the process.
  Forgebane 
  4th-level transmutation
  Druid, Ranger
  Components: V, S, M (a sprig of mistletoe)
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: None
  One nonmetallic weapon you touch when casting this spell becomes 
  excellent for defeating metal armor. While the spell is in effect, the 
  weapon’s wielder has tactical advantage when using it to attack creatures 
  clad in metal armor.
  Forked Tongue 
  1st-level enchantment
  Bard
  Components: V, S, M (a bit of wool)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration, you have tactical advantage on Charisma (Deception) 
  checks.
  Fortify Armor 
  2nd-level transmutation
  Cleric, Paladin
  Components: V, S, M (an iron nail)
  Casting Time: 1 bonus action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 suit of armor
  Saving Throw: None
  One suit of nonmagical armor becomes stronger, so its inherent AC 
  increases by 5 for the duration of the spell. Unfortunately, the armor 
  crumbles to dust when the spell ends. 
  Frame 
  2nd-level abjuration
  Warlock, Wizard
  Components: V, S, M (a pair of loaded dice)
  Casting Time: 1 action
  
  62
  Book of Lost Spells
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wisdom / negates effect
  One creature you can see must make a Wisdom saving throw. If it fails, 
  your luck becomes entangled with that of the target. For the duration of 
  the spell, whenever you make an ability check, saving throw, or attack 
  roll that you dislike, make a note of your original result, then roll again 
  and use the second result. The next time the targeted creature would 
  make an ability check, saving throw, or attack roll, it automatically 
  uses your original result instead. Only one roll can be held in reserve 
  at a time; you can’t make another reroll until your last one has been 
  reassigned.
  Fresh Seal 
  2nd-level transmutation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 week
  Range: 10 ft.
  Area of Effect: Sphere, 5-ft. radius
  Saving Throw: None
  Nonmagical food and drink within 5 feet of you becomes fresh and safe 
  to eat. If it was poisoned, the poison is neutralized. In addition, the food 
  can’t spoil or become poisoned while the spell lasts.
  Enhancement: For each spell slot used higher than 2nd level, the spell 
  lasts an additional week.
  Frost Shards 
  3rd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 3 shards
  Saving Throw: None
  You create three shards of ice that float around you. 
  While at least two shards survive, you have cover against attacks that 
  are aimed at you. The shards don’t hinder your attacks. 
  When you cast the spell, or as an action on a subsequent turn, you 
  can direct a shard to attack a creature you can see within 30 feet. 
  Make a ranged spell attack roll. If it hits, the creature takes 2d10 
  piercing plus 1d10 cold damage. The shard is destroyed whether it 
  hits or misses. 
  Enhancement: For each spell slot used higher than 3rd level, the spell 
  creates one additional shard.
  Frost Snap 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S, M (silver dust)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / half damage, no incapacitation
  One creature you can see must make a Constitution saving throw. If the 
  saving throw fails, it takes 2d10 cold damage and is incapacitated until 
  the end of its next turn. On a successful save, it takes half damage and is 
  not incapacitated.
  Enhancement: If you use a 4th-level or higher slot to cast frost snap, 
  it does an additional 1d10 cold damage for every two levels above 2nd.
  Frostfire 
  1st-level evocation
  Sorcerer, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 15 ft. long
  Saving Throw: Con / half damage, no speed reduction
  A wave of cold fire spreads out from your fingertips. Each creature in 
  a 15-foot cone takes 2d6 cold damage and has its speed reduced by 10 
  feet until the end of its next turn; a successful Constitution saving throw 
  reduces damage to half and negates the speed penalty.
  Enhancement: For each spell slot used higher than 1st level, the 
  spell does 1d6 additional cold damage. At 5th level or above, the speed 
  reduction is 20 feet. At 9th level, the speed reduction is 30 feet.
  Fugue 
  5th-level enchantment
  Bard, Warlock, Wizard
  Components: V, S, M (a vial of wine)
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Your touch causes a creature to forget its identity and history. The 
  creature can make a Wisdom saving throw; a successful save negates the 
  spell. 
  An affected creature retains all of abilities and spells, but it can’t 
  remember any details about its life, its mission, or its companions. If fugue 
  is used in combat, the target creature can’t remember why it is fighting and 
  has tactical disadvantage on attack rolls until the combat ends.
  Fumble 
  4th-level enchantment
  Warlock, Wizard
  Components: V, S, M (a broken finger bone)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you can see becomes cursed with clumsiness if it fails a 
  Wisdom saving throw. While cursed, the creature must make a Dexterity 
  saving throw whenever it moves 20 feet or farther during its turn. If the 
  saving throw fails, the creature falls prone at the end of the movement. It 
  also must make a Dexterity saving throw at the end of each of its turns 
  in which it attacked with a hand-held weapon. If the saving throw fails, it 
  drops the weapon.
  The spell ends if the creature rolls a natural 20 on any of the saving 
  throws required by the spell.
  Fuse Joints 
  8th-level transmutation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  
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  Book of Lost Spells
  One creature you can see within range must make a successful 
  Constitution saving throw or its joints fuse into near-immobility. The 
  creature’s Dexterity is reduced to 1, it is incapacitated, and it can’t 
  move. The spell doesn’t affect creatures without bones. Its effect can be 
  removed only by heal or wish.
  Gallows Tree 
  4th-level conjuration (ritual)
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 week
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you can see must make a Wisdom saving throw. If it 
  fails, it becomes mystically linked to a structure or tree of your choosing 
  on the same plane. If the creature dies during the duration of the spell, 
  its body is instantly teleported to the structure or tree and bound to it 
  by stout ropes.
  Gaze Mirroring 
  2nd-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  This spell creates a shimmering veil, akin to a mirror, in the air in 
  front of your face. The veil makes you immune to gaze attacks for the 
  duration of the spell. Gaze attacks directed against you are reflected by 
  the mirror back at their originator. The veil moves with you, and you 
  can see normally through it.
  Ghostly Howl 
  2nd-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Wis partial
  You evoke the spirits of the dead in a 20-foot-radius sphere centered 
  about a point you can see. These spirits emit an unearthly howl. Each 
  creature in the sphere must make a Wisdom saving throw. If the saving 
  throw fails, it has tactical disadvantage on ability checks and attack 
  rolls until the end of your next turn. On a successful save, it has tactical 
  disadvantage on its next attack roll before the end of your next turn. 
  Undead and creatures that can’t hear the ghosts are immune to this 
  effect.
  Ghostly Throttle 
  2nd-level evocation
  Warlock, Wizard
  Components: V, S, M (a pair of silk gloves)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 creature
  Gaze Mirroring
  
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  Saving Throw: Special
  You create a pair of ghostly hands that try to throttle one creature you 
  can see. The target creature must be Medium or smaller, and it must be a 
  creature that breathes. At the beginning of each of its turns, the creature 
  must make a Strength or Dexterity saving throw (its choice). If the saving 
  throw fails, it can’t breathe or speak until it makes the saving throw 
  successfully or the spell ends. This can cause it to suffocate.
  Enhancement: If you use a 5th-level or higher slot to cast ghostly 
  throttle, it can affect a Large creature. An 8th-level or higher slot allows it 
  to affect a Huge creature.
  Giant’s Potency 
  6th-level transmutation
  Cleric, Warlock, Wizard
  Components: V, S, M (a few hairs from a giant)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You imbue one willing creature with the strength of a giant. Until the 
  spell ends, the creature’s Strength increases to 21 and it gains 30 temporary 
  hit points. Any remaining temporary hit points vanish when the spell ends.
  Glass House 
  3rd-level conjuration
  Wizard
  Components: V, S, M (a one-inch cube of glass)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 50 ft.
  Area of Effect: Cube of glass, 10 ft. square
  Saving Throw: Dex / escape
  You create a 10-foot-square hollow cube of glass in an area you can 
  see. If a creature is in the area where the cube is created, it escapes with a 
  successful Dexterity save and moves automatically to a space adjacent to 
  the cube. Creatures that fail the saving throw are trapped inside the cube 
  and cannot leave it except by teleportation or similar means. The cube has 
  AC 12 and 100 hit points. It is immune to acid, necrotic, poison, and psychic 
  damage, but is vulnerable to force and thunder damage. Creatures inside the 
  cube when it is destroyed take 5d6 slashing damage from shards of glass.
  Glass into Iron 
  8th-level transmutation
  Wizard
  Components: V, S, M (a piece of glass and a piece of steel)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 object weighing up to 200 lbs.
  Saving Throw: None
  One glass or crystal item you touch gains the strength and resiliency of 
  steel, although it doesn’t change its appearance. The spell doesn’t affect 
  objects weighing more than 200 pounds.
  Glass Window 
  6th-level transmutation
  Wizard
  Components: V, S, M (a piece of crystal)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: Wall section, 3-ft.-by-3-ft.
  Saving Throw: None
  A 3 foot by 3 foot section of wall becomes transparent as glass at your 
  touch. The spell doesn’t work on particularly thick walls; up to 4 inches 
  of metal, up to 6 feet of stone, or up to 20 feet of wood is the maximum 
  thickness it will function on. 
  You can choose one of two modes for the spell. In its standard mode, 
  creatures on both sides of the wall can see through the window. In one-way 
  mode, only creatures on your side of wall can see through the window; 
  from the other side, the wall looks unchanged. 
  Glass window doesn’t work on lead, gold or platinum.
  Glide 
  2nd-level transmutation
  Wizard
  Components: V, M (a piece of cloth)
  Casting Time: 1 reaction, which you take when you or a 
  creature within 30 ft. of you falls
  Duration: 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature gains the ability to glide when falling. For the 
  duration of the spell, it falls only 30 feet per round and can move up to 30 
  feet horizontally as well.
  Enhancement: For each spell slot used higher than 2nd level, you can 
  affect one additional target.
  Glowing Bones 
  2nd-level necromancy
  Cleric, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Wis / negates effect
  Every creature within 20 feet of you when the spell is cast must make 
  a Wisdom saving throw; if the saving throw fails, the creature has tactical 
  disadvantage on Dexterity (Stealth) checks until the spell ends. Failing the 
  saving throw causes the creatures’ bones to glow with such intensity that 
  they can be seen through the creature’s skin. You are not affected by the 
  spell, and neither are creatures without internal skeletons.
  Godly Patronage 
  3rd-level abjuration
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You draw down a portion of your god’s aura and drape it around one 
  willing creature. For the duration of the spell, the creature gains +2 AC, 
  has a +4 bonus on Charisma (Intimidate) checks, and a +2 bonus on 
  saving throws. The aura is faintly visible and resembles your god’s image.
  Godsblood 
  8th-level transmutation
  Cleric
  Components: V, S, M (a vial of holy water, which is 
  
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  consumed in the casting)
  Casting Time: 10 minutes
  Duration: 1 day
  Range: Touch
  Area of Effect: 1 vial
  Saving Throw: None
  You transform holy water in a single vial into godsblood, a representation 
  of the blood of your deity. As an action, the godsblood can be used for one 
  of the following purposes.
  • As a heal spell, when consumed;
  • As a raise dead spell, when anointed to the eyes and mouth of a dead 
  creature;
  • As a purify food and water spell, when sprinkled over the consumables;
  • To transform one melee weapon into a mace of disruption for one 
  minute, when sprinkled on the weapon.
  Gossamer Webbing 
  1st-level conjuration
  Sorcerer, Warlock, Wizard
  Components: V, S, M (a bit of spiderweb)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: Cube, 20 ft. square
  Saving Throw: None
  You conjure a mass of flimsy webbing that expands into a 20-foot cube 
  from a point you can see within range. The webs must be anchored to 
  at least two solid surfaces. Creatures in the affected area pay twice the 
  normal movement cost when moving and have a -1 penalty on attack their 
  rolls. The webs immediately burn away if touched by flame, doing 1d6 fire 
  damage to each creature in their area.
  Grave-Touched Weapon 
  1st-level necromancy
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: Con / negates effect
  One weapon you touch is infused with necrotic energy. Each time it hits a 
  creature, the creature must make a Constitution saving throw or lose 1 point 
  of Strength. All lost Strength is restored automatically when the spell ends.
  Greater Curse 
  8th-level necromancy
  Bard, Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Gossamer Webbing
  
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  You touch a creature; that creature must make a successful Wisdom 
  saving throw or become cursed. The cursed creature has tactical 
  disadvantage on attack rolls, ability checks, and saving throws.
  A remove curse spell or comparable magic ends the curse.
  Green Slime 
  4th-level transmutation
  Druid
  Components: V, S, M (green dye)
  Casting Time: 1 action
  Duration: Permanent
  Range: 30 ft.
  Area of Effect: 25 cubic ft. of water
  Saving Throw: None
  You cause 25 cubic feet (a volume 5 feet by 5 feet by 1 foot) of water 
  to turn into green slime.
  Grim Harvest 
  7th-level transmutation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 minute
  Duration: Permanent
  Range: 800 ft.
  Area of Effect: 1 acre of land
  Saving Throw: None
  One acre of land you can see becomes blighted. The soil becomes 
  incapable of supporting plant life, and all plants in the area immediately 
  wither and die. Plant creatures take 6d10 necrotic damage, or half damage 
  with a successful Constitution saving throw.
  Grim Resilience 
  5th-level necromancy
  Warlock, Wizard
  Components: V, S, M (flesh from a zombie)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You can’t die from damage or from failed death saving throws while 
  this spell is in effect, but the effort wracks you with pain. If you have 0 
  hit points while you’re under the effect of grim resilience, you continue 
  acting and fighting normally. You must make a death saving roll at the 
  start of each of your turns, and for each failure, you suffer a cumulative 
  -1 penalty to attack rolls, saving throws (including death saving throws), 
  and ability checks. Successful death saves have no effect, but a natural 20 
  restores 1 hit point as usual, which means you don’t need to keep making 
  death saving throws. 
  If you have 0 hit points when this spell ends, you die instantly.
  Gutsprout 
  5th-level transmutation
  Druid
  Components: V, S, M (a seed)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One creature you can see must make a Constitution saving throw. If the 
  saving throw fails, sprouts and roots grow inside the creature’s stomach, 
  doing 8d10 piercing damage.
  If the creature dies while under the effect of gutsprout, the roots force 
  their way out of the creature’s mouth and skin within a few rounds.
  Halt Aging 
  8th-level evocation
  Cleric, Wizard
  Components: V, S, M (a diamond worth at least 5,000 gold 
  pieces)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch stops aging for the next 1d10 years, 
  extending its lifespan by a corresponding amount. Any effects that age 
  the creature reduce the effect of this spell first before taking effect on the 
  creature.
  Halt Plant 
  3rd-level enchantment
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 plant creature
  Saving Throw: Wis / negates effect
  One plant creature you can see becomes paralyzed for the duration of 
  the spell unless it makes a successful Wisdom saving throw. An affected 
  plant can repeat the saving throw at the end of each of its turns to end the 
  spell.
  Enhancement: For each spell slot used higher than 3rd level, you can 
  affect one additional plant creature.
  Hand of Judgment 
  4th-level transmutation
  Paladin
  Components: V, S
  Casting Time: 1 bonus action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  When you cast this spell, you must select to implement either the right 
  hand or the left hand of judgment effect.
  Left Hand: Whenever you are struck by an opponent’s melee attack, 
  you can use your reaction to attack that opponent.
  Right Hand: Whenever you spend your action dodging during combat, 
  you accumulate one charge. When you make a successful attack during 
  the spell’s duration, you can expend one charge to turn the normal hit into 
  a critical hit.
  Hard Water Blast 
  3rd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  
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  You project a blast of water from your hand at one creature you can 
  see. Make a ranged spell attack against that creature. If it hits, the creature 
  takes 5d10 bludgeoning damage and is knocked prone.
  Enhancement: For each spell slot used higher than 3rd level, the attack 
  does an additional 1d10 damage.
  Hard Water Weapon 
  4th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: None
  You transform normal water into a solid version of any simple weapon. 
  It maintains its watery appearance.
  Enhancement: For each spell slot used higher than 4th level, you can 
  create one additional weapon.
  Harmonic Discord 
  4th-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 60-ft. radius
  Saving Throw: None
  You create a discordant ringing sound that fills a 60-foot-radius 
  sphere centered on you. When you move, the sphere moves with you. 
  Any creature in the area, including you, must make a Constitution saving 
  throw against your spell save DC when they try to cast a spell; if the 
  saving throw fails, the spell also fails (it has no effect) and the spell slot is 
  expended. A creature maintaining a spell that requires concentration must 
  make this saving throw at the beginning of each of its turns or it loses 
  concentration and the spell ends.
  Creatures that can’t hear are immune to this effect. 
  Harmonic Dissolution 
  8th-level evocation
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: Sphere, 10-ft. radius.
  Saving Throw: Con / half damage
  You create a 20-foot sphere of harmonic vibration at a point you 
  can see within range. All creatures in the area of that sphere take 
  8d10 force damage, or half damage with a successful Constitution 
  saving throw. If this damage reduces the creature to 0 hit points, it 
  is disintegrated.
  Unattended, nonmagical objects (or portions of them) that are inside the 
  area are automatically disintegrated. 
  Hard Water Blast
  
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  Harmony of Heroes 
  2nd-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: 1 to 4 creatures
  Saving Throw: None
  Choose up to four willing creatures within range when you cast this 
  spell. For the duration of the spell, whenever you give your Bardic 
  Inspiration die to one of those creatures, every creature affected by this 
  spell gains a copy of that die. The copied dice disappear when they’re used 
  or when the spell ends.
  Harmony of the Gods 
  5th-level transmutation
  Bard
  Components: V, S, M (a holy symbol of the selected faith)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: All allied divine spellcasters
  Saving Throw: None
  All divine spellcasters belonging to a single faith you select, who are 
  within 30 feet of you, regain one expended spell slot of 4th level or lower 
  when you cast this spell.
  Headwind 
  Evocation cantrip
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Str / negates effect
  You send a burst of air against one creature you can see. The creature 
  must make a Strength saving throw. If the saving throw fails, it is pushed 
  10 feet away from you and knocked prone.
  Healing Draught 
  6th-level transmutation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Touch
  Area of Effect: 1 bottle of wine
  Saving Throw: None
  You transform wine into a potent healing draught. Any creature that 
  drinks the wine during the spell’s duration regains 10d6 hit points; any 
  diseases it has are cured, poison is neutralized, and lost ability points are 
  restored. The spell transforms enough wine to affect three creatures.
  Enhancement: For each spell slot used higher than 6th level, the wine 
  heals an additional 2d6 hit points and one additional dose is created.
  Headwind
  
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  Health Transfer 
  3rd-level necromancy
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You lay your hands on one willing creature and absorb their wounds 
  onto yourself. For every 6 points of damage you heal (rounded up) 
  on the affected creature, you take 1d6 necrotic damage. This damage 
  can’t be reduced by resistance, immunity, or any other means as you’re 
  absorbing it, but once you’ve taken the damage, it can be healed 
  normally. A target creature can’t heal more than 60 hit points from one 
  casting of this spell.
  Heat Bone 
  5th-level necromancy
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / half damage
  Your touch causes a creature’s skeleton to become dangerously hot. 
  For the duration of the spell, the creature must make a Constitution 
  saving throw at the start of each of its turns. If the saving throw fails, 
  the creature takes 4d10 fire damage, its speed is reduced to half, and it 
  has tactical disadvantage on attack rolls until the start of its next turn. 
  On a successful save, it takes half damage and suffers no additional 
  effects.
  The spell ends when the creature makes its second successful saving 
  throw against the effect. The saves don’t need to be consecutive.
  Heat Flesh 
  3rd-level transmutation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / half damage
  You sear the flesh of one creature you can see. The target creature 
  must make a Constitution saving throw. If the saving throw fails, it takes 
  4d10 fire damage and loses 1d4 points of Dexterity. If the saving throw 
  succeeds, it takes half damage and loses no Dexterity.
  Enhancement: For each spell slot used higher than 3rd level, heat flesh 
  does an additional 1d10 fire damage.
  Helpless Grief 
  2nd-level enchantment
  Bard
  Components: V, S, M (small onion)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  A living creature of your choice that you can see is overcome with 
  grief unless it makes a successful Wisdom saving throw. A grief-stricken 
  creature falls prone and can’t stand up, and is incapacitated for the duration 
  of the spell. 
  At the end of each of its turns, and each time it takes damage, the 
  creature can repeat the saving throw. On a successful save, the spell 
  ends.
  Hemophilia 
  3rd-level necromancy
  Warlock, Wizard
  Components: V, S, M (a drop of venom from an adder or 
  cobra)
  Casting Time: 1 action
  Duration: 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One living creature you can see must make a Constitution saving throw. 
  If the saving throw fails, its blood loses the ability to clot, so that it takes 
  an additional 1d6 damage from any attack that does piercing or slashing 
  damage to it for the duration of the spell. An affected creature can repeat 
  the saving throw at the end of each of its turns; a successful save ends the 
  spell.
  Creatures without blood are immune to this spell.
  Heraldic Bear 
  5th-level abjuration
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a bear 
  that inspires whoever wields it. A creature wielding the shield gains a +2 
  bonus to AC and has tactical advantage on attack rolls, ability checks, 
  and skill checks that use Strength. The creature also does 1d6 additional 
  damage with melee weapon attacks.
  Heraldic Boar 
  7th-level abjuration
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a 
  boar that inspires whoever wields it. A creature wielding the shield has 
  tactical advantage on attack rolls, ability checks, and skill checks based 
  on Strength or Constitution. In addition, the creature does 1d6 additional 
  damage with melee weapons. At the beginning of each of the creature’s 
  rounds, it gains 10 temporary hit points. The temporary hit points vanish 
  if the shield is relinquished or when the spell ends.
  When a creature wielding the shield drops to 0 hit points, it does not 
  drop unconscious, but can keep acting normally. The creature must make 
  death saving throws, however, and it dies if it fails three times. It can’t be 
  stabilized while it continues fighting and casting offensive spells at 0 hit 
  points, either by a Wisdom (Medicine) skill check or by a third successful 
  death saving throw. If it relinquishes the shield or the spell ends, the 
  creature drops to 0 hit points and all normal rules for that situation take 
  over. 
  
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  Heraldic Fox 
  2nd-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a fox 
  that inspires whoever wields it. The creature wielding the shield gains a 
  +1 bonus to AC and has tactical advantage on Dexterity saving throws. In 
  addition, if the creature would take half damage because of a successful 
  Dexterity saving throw, it takes no damage instead.
  Heraldic Horse 
  2nd-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a horse 
  that inspires whoever wields it. A creature wielding the shield gains a +5 
  bonus to initiative rolls and can’t be surprised.
  Heraldic Hydra 
  8th-level transmutation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a hydra 
  that inspires whoever wields it. A creature wielding the shield gains a +3 
  bonus to AC. Also, its weapon attacks against creatures at least one size 
  category larger than itself do an additional 5d6 radiant damage.
  Heraldic Leopard 
  4th-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a 
  leopard that inspires whoever wields it. A creature wielding the shield 
  has tactical advantage on Constitution saving throws and ability checks. 
  At the beginning of each of its turns, the creature gains 10 temporary 
  hit points. Remaining temporary hit points gained from this spell are lost 
  when the spell ends. 
  Heraldic Lion 
  3rd-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  By touching a shield, you give it a shimmering aura in the shape of a 
  lion that inspires whoever wields it. The shield’s user adds 1d4 to its attack 
  rolls and gets tactical advantage on saving throws against fright.
  Heraldic Mastiff 
  1st-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a 
  mastiff that inspires whoever wields it. A creature that wields the shield 
  can add 1d6 to its saving throws.
  Heraldic Owl 
  1st-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of an owl 
  that inspires whoever wields it. A creature that wields the shield can add 
  1d6 to its Wisdom (Insight) and Wisdom (Perception) checks.
  Heraldic Ox 
  1st-level abjuration
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of an ox 
  that inspires whoever wields it. A creature that wields the shield ignores 
  the effects of exhaustion for the duration of the spell. The targeted creature 
  can’t gain exhaustion while the spell is in effect. Pre-existing exhaustion 
  isn’t removed by the spell; if the creature had levels of exhaustion when 
  the spell was cast, the effects return when the spell ends. 
  Heraldic Phoenix 
  9th-level necromancy
  Cleric
  Components: V, S, M (a ruby worth at least 1,000 gold 
  pieces)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a phoenix 
  
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  Book of Lost Spells
  that inspires whoever wields it. When a creature wielding the shield dies, it 
  returns to life with full hit points at the beginning of its next turn.
  Heraldic Tortoise 
  4th-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: None
  A shield that you touch gains a shimmering aura in the shape of a 
  tortoise that inspires whoever wields it. A creature wielding the shield 
  gains a +5 bonus to AC whenever it takes the Dodge action.
  Heraldic Wyrm 
  9th-level transmutation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 shield
  Saving Throw: Wis / negates effect
  A shield that you touch gains a shimmering aura in the shape of a wyrm 
  that inspires whoever wields it. Whenever a creature wielding the shield 
  strikes another creature with a melee attack, the target of the attack must 
  make a successful Wisdom saving throw or become frightened for the 
  spell’s duration. 
  Hesitate 
  2nd-level enchantment
  Warlock, Wizard
  Components: V, S, M (a seed)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 60 ft.
  Area of Effect: Sphere, 20-ft. radius 
  Saving Throw: Wis / negates effect
  All creatures in a 20-foot-radius sphere centered on a point you can 
  see must make Wisdom saving throws. Each creature that fails the saving 
  throw hesitates briefly, reducing its initiative score by 5. If this changes 
  its place in the initiative order, the creature uses the new position for the 
  rest of the combat.
  Hide the Soul 
  9th-level abjuration
  Cleric, Warlock, Wizard
  Components: V, S, M (a black sapphire gem worth at least 
  5,000 gp)
  Casting Time: 10 minutes
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You extract the soul from one willing creature you touch and sequester 
  it in the body of an animal for safe-keeping. The affected creature can act 
  normally while its soul is sequestered.
  The creature becomes immune to all effects that damage or affect the 
  soul. It can’t be affected by the clone spell or be raised unless the animal 
  housing its soul is present. The creature’s Wisdom and Charisma saving 
  throws succeed automatically. 
  The creature can regain its soul by drinking the blood of its animal 
  host. If the animal is killed, the creature must make a successful DC 20 
  Constitution saving throw or die instantly; the soul returns unharmed if 
  the saving throw succeeds.
  A true seeing spell can reveal the location of the creature’s soul.
  Hives 
  1st-level necromancy
  Cleric, Warlock, Wizard
  Components: V, S, M (poison ivy leaves)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  Choose a creature you can see within range. The creature makes a 
  Constitution saving throw. On a failed save, it breaks into an itchy rash 
  that gives it a -2 penalty to AC and attack rolls for the duration of the spell. 
  At the end of each of its turns, the creature can make another Constitution 
  saving throw; a successful save ends the spell.
  Enhancement: For each spell slot used higher than 1st level, you can 
  target one additional creature.
  Holy Blazon 
  5th-level abjuration
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: Self
  Saving Throw: None
  Your god’s symbol appears on your shield, tabard, or other clothing. For 
  the duration of the spell, you have resistance to acid, cold, fire, lightning, 
  and thunder damage, and you do an additional 2d6 damage with melee 
  weapon attacks.
  Holy Infusion 
  1st-level evocation
  Paladin
  Components: V
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your prayer infuses you with holy energy. Until the spell ends, your 
  weapon attacks do an additional 1d6 radiant damage against undead 
  creatures and fiends, and the weapon is treated as magical.
  Hornet Wall 
  3rd-level conjuration
  Druid
  Components: V, S, M (a hornet’s sting)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 8 5 ft.-by-5 ft. squares, 10 ft. high wall
  Saving Throw: Con / half damage
  You conjure a “wall” of stinging hornets. The wall is 5 feet thick, 10 
  feet high, and up to 40 feet long. The wall must be contiguous and at least 
  
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  5 feet thick along its entire length. A simple way to envision this is as eight 
  sections, each covering a square of ground that’s 5 feet by 5 feet, and 10 
  feet high. You select where the wall appears, but the entire length must be 
  within your line of sight and within the spell’s range from you.
  A creature that starts its turn inside the hornet wall or that enters the 
  wall during its turn must make a Constitution saving throw against poison. 
  If the saving throw fails, the creature takes 6d6 poison damage and is 
  incapacitated; if the saving throw succeeds, it takes half damage and no 
  additional effect. 
  Hound of Hell 
  6th-level conjuration
  Cleric, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 60 ft.
  Area of Effect: 1 hell hound
  Saving Throw: None
  You summon a hell hound, which appears in an unoccupied space you 
  can see. The hound is friendly to you and your companions and follows 
  your orders. Roll initiative for the hound; it takes its own turns in combat. 
  If your concentration is broken, the hound immediately becomes hostile 
  to you and your companions. It’s certain to turn against you and attack.
  Enhancement: For each spell slot used higher than 6th level, one 
  additional hell hound is summoned.
  Hound’s Scent 
  1st-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain keen scent, which gives you tactical advantage on Wisdom 
  (Perception) checks that rely on smell.
  Hovership 
  7th-level transmutation
  Wizard
  Components: V, S, M (eagle feathers)
  Casting Time: 10 minutes
  Duration: 2 hours
  Range: Touch
  Area of Effect: 1 ship
  Saving Throw: None
  One ship you touch rises up until it hovers 5 feet above the water or 
  ground. If it has sails, it can travel at its normal speed. Rowing won’t 
  work, but a vessel without sails could be propelled by poling. 
  Hornet Wall
  
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  When the spell ends, the ship sinks slowly and safely to rest on whatever 
  surface is beneath it. If that isn’t water, the ship is likely to keel over.
  The ship can travel over almost any terrain, but extremely rugged 
  ground presents problems because it has only 5 feet of ground clearance. 
  It can’t cross sheer chasms or other steep-sided escarpments. If it is 
  propelled over a cliff more than 10 feet high, it plunges to the ground and 
  crashes. The extent of the damage must be determined by the GM, but it’s 
  likely to be severe. 
  Hunter’s Insight 
  2nd-level transmutation
  Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 12 hours
  Range: Self
  Area of Effect: 1 creature
  Saving Throw: None
  By touching some of its fur or its tracks, you gain great insight into 
  the behavior of a creature you wish to hunt. You gain tactical advantage 
  on ability checks to find or track the animal, and whenever you make an 
  attack roll against it, you can add 1d4 to your roll.
  Ice Bolts 
  1st-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1, 2, or 3 creatures
  Saving Throw: None
  You create three bolts of ice that you direct at one or more creatures 
  within range and line of sight. Each bolt hits automatically and does 1d6 
  cold damage. The bolts all strike simultaneously.
  Enhancement: For each spell slot used higher than 1st level, you create 
  one additional bolt.
  Ice Geyser 
  8th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 2 rounds
  Range: 150 ft.
  Area of Effect: Cylinder, 10-ft. radius, 40 ft. high 
  Saving Throw: Dex / half damage, no speed reduction
  Choose a point on the ground you can see. Ice and freezing water spray 
  high into the sky from that point, filling a cylindrical area 40 feet high 
  and with a 10-foot radius. Each creature in that area when you cast the 
  spell takes 8d10 cold damage, or half damage with a successful Dexterity 
  saving throw. A creature that fails the save also has its speed reduced by 
  20 feet. A slowed creature can repeat the saving throw at the end of each 
  of its turns; a successful save ends the speed reduction.
  At the beginning of your next turn, the geyser spouts again. This time, it affects 
  a cylindrical area 20 feet high and 20 feet in radius. The affect on creatures in the 
  area is the same as before. The spell ends after the second eruption.
  Ice Sled 
  6th-level conjuration (ritual)
  Druid, Wizard
  Components: V, S, M (a ball of snow)
  Casting Time: 1 minute
  Duration: 12 hours
  Range: 50 ft.
  Area of Effect: 5 sleds
  Saving Throw: None
  You summon up to five sleds that can travel rapidly over snow and ice. 
  Each sled can carry up to 500 lbs. of material, including passengers. The 
  sleds are made of extremely sturdy ice and are connected to each other by 
  10-foot chains of ice. 
  As an action, you can cause the sleds to travel at a speed of 60 feet in 
  the direction of your choice. The sleds can continue to move as long as 
  one of their runners is on snow or ice. If a sled moves onto an area where 
  there is no snow or ice, or if the spell ends, the sleds shatter and crumble 
  into loose snow.
  Icebreaker 
  7th-level transmutation
  Wizard
  Components: V, S, M (a miniature plow)
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: 120 ft.
  Area of Effect: Path, 600 ft. long, 35 ft. wide, 15 ft. deep
  Saving Throw: None
  This mighty spell assists ships moving through ice-locked seas. While 
  the spell is in effect, you can point your finger at any sheet of solid ice 
  and, as an action, cause the ice to shatter into small chunks that the 
  ship’s hull can easily push aside. The area affected is always a strip 35 
  feet wide, 15 feet deep, and 600 feet long, permitting all but the largest 
  of vessels safe passage. This only affects ice that has formed over a body 
  of water.
  Iceform 
  4th-level transmutation
  Druid, Wizard
  Components: V, S, M (a translucent gem)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your body transforms into an icelike substance. Your possessions 
  remain unchanged. You gain immunity to cold damage but vulnerability 
  to fire damage. Your melee weapon attacks do an additional 2d6 cold 
  damage when they hit, and you have tactical advantage on ability checks 
  made to escape from a grapple.
  Icy Hammer 
  2nd-level conjuration
  Druid
  Components: V, S, M (a miniature glass hammer)
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 hammer
  Saving Throw: None
  You conjure a hammer made of ice into your hand. As an action, you 
  can make a melee spell attack with the hammer against one creature within 
  reach. You can also throw the hammer as an action at a target within 30 
  feet, using a ranged spell attack to determine whether it hits. On a hit, the 
  hammer does 1d6 bludgeoning plus 2d6 cold damage. After an attack, or 
  if you drop the hammer for any reason, it disappears, but while the spell 
  lasts, you can conjure it again with a bonus action. 
  
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  Identify Tracks 
  2nd-level divination
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 set of tracks
  Saving Throw: None
  You determine the size and type of creature that made tracks you can 
  see. If the tracks were made within the last week, you also learn how old 
  they are; if they are more than a week old, you learn only that.
  Ignite 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You send a thick orange-and-purple ray at one creature you can see. 
  Make a ranged spell attack; if it hits, the creature takes 4d6 fire damage 
  and catches fire. At the end of each of its turns, it takes 2d6 fire damage. 
  A burning creature or an adjacent ally can spend an action to extinguish 
  the fire.
  Enhancement: For each spell slot used higher than 2nd level, 
  the initial damage increases by 1d6. Damage at the end of a burning 
  creature’s turn is unchanged.
  Illusory Illusion 
  6th-level illusion
  Bard, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 400 ft.
  Area of Effect: 1 creature or object
  Saving Throw: Int / negates effect
  You create a devious illusion that makes real objects seem like 
  illusions. One creature or object that you can see is affected by the spell. 
  Creatures interacting with the object will assume it is an illusion and 
  that any effects it causes, such as heat or damage, are likewise not real. 
  The GM can track the real effects, if necessary. Creatures that carefully 
  examine the target or that are damaged by it can make an Intelligence 
  saving throw. On a successful save, they realize the object’s real nature. 
  Like any illusion, this spell requires careful adjudication by the GM, 
  especially if it is used against player characters.
  Imbue Passion 
  8th-level enchantment
  Bard, Warlock, Wizard
  Components: V, S, M (two magnets)
  Casting Time: 1 action
  Duration: 12 hours
  Range: 30 ft.
  Area of Effect: 2 creatures
  Saving Throw: Cha / negates effect
  Select two creatures you can see; each must make a Charisma saving 
  throw. If the saving throw fails, the creature is imbued with a powerful 
  love or hate (your choice) for the other. This emotion overwhelms any 
  Icy Hammer
  
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  Book of Lost Spells
  previous feelings it held for the other. If only one creature fails the saving 
  throw, it is still affected but the other isn’t; the spell doesn’t need both 
  creatures to reciprocate the feeling. Both creatures must be affected by 
  the same emotion. 
  The exact effect of this must be determined by the GM. In general, 
  creatures in love will embrace and look for a quiet place where they can 
  be alone, and creatures overcome by hate will fight each other viciously. 
  Immunity to Energy 
  7th-level abjuration
  Cleric, Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You grant a willing creature you touch immunity to one of the following 
  damage types (your choice) for the duration of the spell: acid, cold, fire, 
  lightning, or thunder.
  Impart Strength 
  8th-level transmutation
  Cleric, Wizard
  Components: V, S, M (a pint of fresh blood, which is 
  consumed by the spell)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You touch a willing creature and imbue it with the strength of another 
  creature, whose blood is used when casting the spell. For example, the 
  blood of an Ancient Green Dragon would grant the target creature a 
  Strength score of 27 for the duration of the spell. 
  The blood from the sample creature must have been collected no more 
  than 24 hours ago.
  Impressive Blow 
  1st-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: None
  This spell is cast on a weapon. The next time the weapon scores a hit, 
  roll twice the normal number of dice for damage.
  Improve Senses 
  5th-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch gains darkvision (120 feet) and has 
  tactical advantage on Wisdom (Perception) checks that rely on hearing, 
  sight, or smell.
  Infinite Knowledge 
  4th-level divination
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of this spell, you gain blindsight (60 feet) and have 
  tactical advantage on Wisdom (Perception) and Wisdom (Survival) checks.
  Infirmity 
  4th-level necromancy
  Warlock, Wizard
  Components: V, S, M (ash from a cremated creature)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / negates effect
  You create a charnel scent in a 20-foot radius radiating from a point 
  you can see within range. Each creature in the affected area must make 
  a Constitution saving throw. If the saving throw fails, the creature is 
  enfeebled so that it does only half damage with Strength-based weapon 
  attacks. At the end of each of its turns, it can repeat the saving throw; a 
  successful save ends the effect on that creature.
  Inflict Lycanthropy 
  6th-level transmutation
  Warlock, Wizard
  Components: V, S, M (fur from a lycanthrope)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 humanoid creature
  Saving Throw: Con / negates effect
  You attempt to change one humanoid into a lycanthrope. If the creature 
  fails a Constitution saving throw, it becomes cursed with lycanthropy.
  The type of lycanthropy you can inflict depends on the level of the spell 
  slot used to cast the spell.
  6th level: wererat, werewolf
  7th level: wereboar, weretiger
  8th level or higher: werebear
  The effect of lycanthropy on player characters is discussed fully in the 
  rulebooks. The lycanthropy can be ended by magic that lifts curses. 
  Infuse Shadow 
  4th-level necromancy
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 60 ft.
  Area of Effect: 1 shadow
  Saving Throw: None
  You infuse shadow-stuff into one living creature’s shadow that you can see. 
  The shadow then animates and is under your control. It uses the standard stat 
  block for a shadow. As a bonus action on each of your turns, you can mentally 
  command the shadow if it is within 120 feet of you. You decide where it 
  will move and what its action will be. Alternatively, you can give it a general 
  order such as “guard this area.” If it has no orders to follow, it only defends 
  itself against hostile creatures. Once given an order, the shadow continues 
  
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  following it until that order is complete. After 24 hours, the shadow is no 
  longer under your control; it becomes a free-willed undead.
  The original creature regains a shadow over the next 24 hours. It 
  appears faintly after one hour, then gradually intensifies until it casts a 
  normal shadow again.
  Infuse Weapon 
  3rd-level necromancy
  Warlock, Wizard
  Components: V, S, M
  Casting Time: 1 hour
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: None
  You infuse part of your life force into your weapon. You lose 10 hit 
  points and, for the duration of the spell, your maximum hit points are 
  reduced by 10; if this can’t occur, the spell fails.
  The weapon gains one of the following benefits.
  • +2 to attack rolls
  • +2 to damage
  • Scores critical hits on rolls of natural 19 or 20
  • does magical damage
  For each additional 5 hit points you sacrifice when you cast the spell, 
  you can add one additional benefit to the weapon.
  Inner Storm 
  5th-level evocation
  Druid
  Components: V, S, M (a thin piece of iron)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: Con / partial
  Electrical sparks wreathe your body for the duration of the spell. 
  Whenever a creature that’s within 5 feet of you hits you with a melee attack, 
  the creature takes 4d8 lightning damage. If the creature is wearing metal 
  armor, it also is knocked prone unless it make a successful Constitution 
  saving throw. You can end the spell early with an action.
  Insomnia 
  2nd-level enchantment
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 7 days
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You attempt to curse one creature by robbing it of sleep. The creature makes 
  a Wisdom saving throw. If the saving throw fails, it loses the ability to sleep or 
  rest. It can’t benefit from long rests, and it gains one level of exhaustion every 
  24 hours, to a maximum of five levels of exhaustion. The cursed creature 
  can repeat the saving throw at the end of each long rest; the spell ends on a 
  successful save. The spell can also be ended by magic that removes a curse.
  Instant Exit 
  4th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 round
  Range: 30 ft.
  Area of Effect: 1 portal
  Saving Throw: None
  You cause a doorlike portal to appear on a nearby wall you can see. Any 
  creature that steps through the portal is instantly teleported to a random 
  location within 1,000 feet of the door. You have no control over where the 
  creatures are transported, but all creatures that step through will be transported 
  to the same location. The door disappears at the end of your next turn.
  There is a 5% chance the spell malfunctions and instead leads to the 
  corresponding location on the Ethereal Plane. This is determined once, 
  the first time a creature steps through the portal, and applies throughout 
  the spell’s duration.
  Instant Fluency 
  6th-level divination
  Bard, Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 week
  Range: Touch
  Area of Effect: 1 to 4 creatures
  Saving Throw: None
  You grant up to four willing creatures the ability to understand any 
  language they read or hear. In addition, they gain the ability to speak that 
  language, if they can speak normally.
  Enhancement: For each spell slot used higher than 6th level, you can 
  affect one additional creature.
  Interdiction 
  7th-level enchantment
  Warlock, Wizard
  Components: V, S, M (diamond dust worth 500 gp, which is 
  consumed)
  Casting Time: 1 action
  Duration: 1 minute
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  Select one creature within range. That creature must make a Charisma 
  saving throw. If the saving throw fails, it loses all ability to cast arcane 
  spells for the duration of the interdiction. It can repeat the saving throw at 
  the end of each of its turns; a successful save ends the effect.
  Interrogation 
  5th-level enchantment
  Bard, Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  You compel one creature you touch to answer up to three questions 
  truthfully. The creature must make a Charisma saving throw after each 
  question is asked. If the saving throw fails, it must answer the question 
  truthfully and must offer as much information as it can. If the save is 
  successful, the creature can refuse to answer the question, but it can’t lie. 
  The creature must be able to understand your questions.
  Intimate Knowledge 
  5th-level divination
  Cleric
  Components: V, S
  
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  Casting Time: 1 action
  Duration: 10 minutes
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You gain insight into how one creature you can see acts and thinks. 
  For the duration, you have tactical advantage on attack rolls against that 
  creature and it has tactical disadvantage on attack rolls against you.
  You don’t need to have a language in common with the target of the 
  spell, but you gain no benefit if intimate knowledge is cast on a creature 
  that doesn’t think.
  Inverted Compass 
  2nd-level enchantment
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Choose one creature you can see. It must make a Wisdom saving 
  throw. If the saving throw fails, then whenever the creature moves for the 
  duration of the spell, it moves in a random direction. The player or GM 
  controlling the creature decides how far it will move before the direction 
  is determined. 
  Invigorating Touch 
  6th-level evocation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You touch a willing creature and fill it with invigorating energy. For 
  the duration of the invigorating touch, the creature gains 10 temporary hit 
  points at the beginning of each of its turns, and it makes a Constitution 
  saving throw; on a successful save, it loses one level of exhaustion. The 
  creature also has tactical advantage on saves against poison and disease 
  for the duration of the spell. Any remaining temporary hit points are lost 
  at the end of the creature’s next long rest. 
  Iron Bones 
  4th-level necromancy
  Cleric, Wizard
  Components: V, S, M (an iron nail)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Iron Judgment
  
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  Area of Effect: 1 skeleton
  Saving Throw: None
  One undead skeleton you touch gains resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical weapons. 
  Enhancement: For each spell slot used higher than 4th level, you 
  can affect one additional skeleton.
  Iron Core 
  4th-level abjuration
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: 1 day
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature that you touch gains a pool of 5 fortune points. 
  If the creature makes a saving throw and dislikes the result, it can 
  spend a fortune point to reroll the save. The decision to reroll must 
  be made immediately, before any effects of the failed saving throw 
  are determined. The result from the reroll must be used. The spell 
  ends when all the fortune points have been used or at the end of the 
  creature’s next long rest.
  Iron Judgment 
  4th-level evocation
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You call upon the power of your deity to expose evil for what it is. 
  One creature that you touch, if it is evil, must make a Wisdom saving 
  throw. If the saving fails, the creature becomes outlined in flickering, 
  holy flames for the duration of the spell. The creature can’t hide or 
  teleport, and it takes 2d6 radiant damage at the start of each of its turns. 
  The spell has no effect if cast on a non-evil creature.
  Iron Rope 
  4th-level transmutation
  Wizard
  Components: V, S, M (a pinch of iron)
  Casting Time: 1 action
  Duration: 1 day
  Range: Touch
  Area of Effect: 100 ft. of rope or 1,000 square ft. of rigging
  Saving Throw: None
  One rope up to 100 feet long gains the hardness of iron; it has 
  resistance to bludgeoning, piercing, and slashing damage from weapons 
  and resistance to fire damage. In addition, it gains a damage threshold of 
  5 (every attack against the rope has a damage penalty of -5).
  The spell can also be cast on 1,000 square feet of ship’s rigging.
  Ironshot 
  2nd-level conjuration
  Wizard
  Components: V, S, M (three iron marbles)
  Casting Time: 1 action
  Duration: 1 minute
  Range: 60 ft.
  Jungle Cry
  
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  Area of Effect: 5 iron balls
  Saving Throw: None
  You conjure five 2-inch-diameter iron balls into the air next to you. On 
  each of your turns, you can launch one iron ball at a creature within 60 
  feet and line of sight. Make a ranged spell attack against that creature. If it 
  hits, a ball does 2d6 bludgeoning damage and the target is knocked prone. 
  Unused iron balls move with you as you move. Balls disappear after they 
  attack or when the spell ends.
  Itemize 
  Divination cantrip
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 type of object
  Saving Throw: None
  You instantly learn the exact quantity of one type of item within 30 feet 
  of you. It must be a type of item that you’ve handled in the past; you can’t, 
  for example, use itemize to find out how many swords of sharpness are 
  nearby if you’ve never handled such a weapon. The object being itemized 
  must also be reasonably specific. You can learn how many apples are 
  nearby, for example, but not how much fruit.
   Jolt 
  5th-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 to 4 creatures
  Saving Throw: None
  You channel power into up to four willing creatures you can see. Each 
  of those creatures can immediately make one weapon attack with a ready 
  weapon; each can also move up to 10 feet before or after the attack.
   Judicious Concealment 
  6th-level illusion
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 30 ft.
  Area of Effect: Any number of creatures
  Saving Throw: None
  Choose a number of willing creatures within range. While this spell 
  is in effect, these creatures can hear each other normally but no other 
  creatures can hear what they are saying; lip-reading is still possible. The 
  spell ends for all affected creatures if any one of them makes an attack or 
  casts a spell.
  Enhancement: When you use an 8th-level or higher slot to cast 
  judicious concealment, the creatures also become invisible to all other 
  creatures.
   Jungle Cry 
  2nd-level enchantment
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: 400 ft.
  Area of Effect: Sphere, 400-ft. radius 
  Saving Throw: Wis / negates effect
  You utter a loud, echoing cry. Every beast within 400 feet of you and 
  able to hear the shout becomes hostile toward any humanoids it can see. 
  Large or bigger beasts negate this effect with a successful Wisdom saving 
  throw, but Medium and smaller beasts get no saving throw.
  Keen Ears 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S, M (a small metal cone)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature you touch gains superb hearing. It has tactical 
  advantage on Wisdom (Perception) checks that rely on hearing.
  Kiss of the Nereid 
  5th-level conjuration
  Druid
  Components: V, S, M (a few drops of water)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You conjure a nereid — a creature of living water that resembles 
  a beautiful man or woman. The nereid attempts to kiss one creature 
  you can see within range. The creature being kissed must make a 
  Constitution saving throw. If the saving throw fails, the water of the 
  nereid flows into its lungs and the creature begins suffocating. At the 
  end of each of its turns, it can repeat the saving throw; a successful 
  save allows it to cough up enough water to breathe normally again, 
  and the spell ends.
  Know Alignment 
  2nd-level divination
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You choose one creature you can see and attempt to discern its 
  alignment. The creature makes a Wisdom saving throw. If the saving 
  throw fails, you immediately learn its alignment.
  Know the Mark 
  1st-level divination
  Warlock, Wizard
  Components: V, S, M (a spirit doll)
  Casting Time: 10 minutes
  Duration: Instantaneous
  Range: Self
  Area of Effect: Special
  Saving Throw: None
  Choose one creature for which you have previously constructed a 
  spirit doll. You immediately become aware of its location, as long as 
  
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  it is on the same plane as you. You learn any conditions affecting the 
  creature, as well as its general state of health–unharmed, wounded (has 
  more than half its hit points), badly wounded (has 25 to 50 percent of its 
  hit points), near death (less than 25 percent of its hit points), dying (0 
  hit points), or dead.
  Landslide 
  6th-level conjuration
  Druid
  Components: V, S, M (a handful of snow)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 400 ft.
  Area of Effect: Tumbling wall of snow, 20 ft. high, 10 ft. thick, 
  120 ft. long
  Saving Throw: Dex / half damage
  Landslide can only be used in snowy, mountainous regions. You create 
  a fast-moving wall of snow, 20 feet high, 10 feet thick, and 120 feet long. 
  The entire wall must be within 400 feet of you. When you cast the spell 
  and again at the beginning of each of your turns, the landslide moves 60 
  feet under your control; it must always move downhill, but it can move 
  sideways at the same time. 
  Any creature engulfed by the wall must make a Dexterity saving 
  throw. If the saving throw fails, the creature takes 12d6 cold damage 
  and is knocked prone and buried by snow; a successful save results in 
  half damage and no other effect. Buried creatures are considered prone 
  and restrained until they escape, even if the spell has ended. A restrained 
  creature can escape if it uses an action and makes a successful Strength 
  (Athletics) check against your spell saving throw DC.
  The wall disappears when it can no longer move downhill or when the 
  spell ends, but a heavy dusting of snow will still cover the ground.
  Lasting Breath 
  1st-level transmutation
  Wizard
  Components: S, M (a paper bag)
  Casting Time: 1 action
  Duration: See text
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You or another creature you can see can hold its breath 1d4 + 1 rounds 
  longer than usual. If the creature is already suffocating, it gets enough 
  fresh air in its lungs to last 1d4 + 1 rounds. 
  Leaf Fall 
  2nd-level necromancy
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 tree or 100 sq. ft. of brush
  Saving Throw: None
  All the leaves or needles on a tree or an area of brush you can see 
  instantly wither and fall to the ground, leaving bare branches and revealing 
  any creatures that were hiding in the foliage.
  Kiss of the Nereid
  
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  Leaf Tide 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / negates effect
  One pile of leaves within range rises in a wave and engulfs a creature 
  you can see. The creature takes 5d6 bludgeoning damage, or half damage 
  with a successful Dexterity saving throw. 
  Liar’s Remorse 
  3rd-level necromancy
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 1 week
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You curse one creature you touch. The creature must make a Wisdom 
  saving throw. If the saving throw fails, it is cursed so that intentionally 
  speaking a lie causes its tongue to swell grotesquely and protrude from 
  its mouth, making it unable to speak. The tongue returns to normal size 
  in 1d4 minutes.
  The effect can be ended by magic that removes a curse.
  Life Leech 
  8th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Con / half damage
  You attempt to rip the life force from living creatures you can see. 
  Every living creature within 30 feet of you that you can see takes 4d6 + 
  14 necrotic damage, or half damage with a successful Constitution saving 
  throw. 
  You gain half of the total hit points lost by creatures affected by the 
  spell as temporary hit points, which last until you take a long or short rest. 
  You can’t gain more temporary hit points than your hit point maximum (in 
  other words, if you have 50 hit points at full health, you can’t gain more 
  than 50 temporary hit points from life leech).
  If there are undead in the area affected by life leech, the spell 
  malfunctions; it drains hit points from you along with other living creatures 
  in the area, and the temporary hit points are gained by the undead creature 
  with the most hit points in the area (determine randomly in case of a tie).
  Life Leech Weapon 
  3rd-level necromancy
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 weapon
  Saving Throw: None
  One melee weapon you hold is infused with necrotic energy. For the 
  duration of the spell, that weapon’s damage increases by an additional 
  1d6 necrotic damage. Every time it does necrotic damage, you gain an 
  equal number of temporary hit points. Remaining temporary hit points 
  disappear when the spell ends. 
  Life Shot 
  6th-level necromancy
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You empower your ranged weapon attacks with your life force. Each 
  time you make a ranged weapon attack, you can sacrifice up to 5 hit points 
  before you make the attack roll. The weapon then does additional necrotic 
  damage equal to twice the hit points you sacrificed, if the attack hits.
  Lifebread 
  3rd-level evocation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 loaf
  Saving Throw: None
  One 2-lb. loaf of bread that you touch becomes infused with healing 
  energy. One-fourth of the loaf is enough food to sustain a Small or 
  Medium creature for one day, and that creature heals 1d8 hit points when 
  the lifebread is consumed. One-half of the loaf will feed a Large creature 
  and has the same healing effect. Eating more than one-fourth (or one-half) 
  of the loaf in a 24-hour period has no additional effect.
  Light Control 
  4th-level transmutation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  You control the illumination in a 30-foot-radius sphere centered on a 
  point you can see, choosing whether it’s full darkness, dim light, or bright 
  light. You can change the level of illumination by one level as a free action 
  when you cast the spell and at the beginning of each of your turns.
  Other forms of illumination initially function normally within the zone, 
  but you can change their effectiveness on your subsequent turns.
  Lightning Storm 
  6th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 3 rounds
  Range: 150 ft.
  Area of Effect: Cylinder, 20-ft. radius, 60 ft. tall
  Saving Throw: Dex / half damage
  You summon a lightning storm that fills a cylinder with a 20-foot radius 
  
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  and 60 feet tall, extending from a point you can see. Each creature in the 
  affected area whey you cast the spell takes 8d6 lightning damage, or half 
  damage with a successful Dexterity saving throw.
  At the beginning of each of your turns, you can move the storm up to 20 
  feet. Each creature that the storm moves onto or that is in the affected area 
  when it stops moving also takes 8d6 lightning damage, or half damage 
  with a successful Dexterity saving throw. A creature never needs to make 
  more than one saving throw against the lightning storm per turn.
  The area of the storm is lightly obscured.
  Lightning Wheel 
  6th-level evocation
  Druid, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 400 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / half damage
  You throw a wheel of ferocious electrical energy at one creature you 
  can see. The creature takes 3d10 + 10 lightning damage plus 3d10 + 10 
  thunder damage, or half damage with a successful Dexterity saving throw, 
  as the wheel detonates with a shattering crack of thunder. Every creature 
  within 20 feet of the target must make a successful Constitution saving 
  throw or be deafened for 1 minute.
  Link Perception 
  3rd-level divination
  Warlock, Wizard
  Components: V, S, M (spirit doll)
  Casting Time: 10 minutes
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: 1 spirit doll
  Saving Throw: None
  For the duration of the spell, you can see, hear, and smell everything 
  that the creature linked to a specific spirit doll experiences, as long as you 
  are both on the same plane of existence.
  Liquid Fire 
  7th-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a small amount of pitch mixed with 
  sulfur)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 400 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Dex / half damage
  Lightning Wheel
  
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  A ball of liquid fire speeds from your outstretched hand to a 
  point you can see, where it explodes. Every creature within 30 feet 
  of the explosion takes 10d6 fire damage and catches fire, or takes 
  half damage and doesn’t catch fire if it makes a successful Dexterity 
  saving throw. A creature that’s on fire takes 5d6 fire damage at the 
  end of each of its turns. The fire burns out naturally after three 
  rounds, or a creature can spend an action extinguishing the fire on 
  itself or an adjacent creature. 
  Locate Fish 
  1st-level divination (ritual)
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Sphere, 100-ft. radius
  Saving Throw: None
  You learn the species, number, and depth of all fish within range, and 
  you get tactical advantage on ability checks related to fishing.
  Locate Water 
  1st-level divination (ritual)
  Druid, Ranger
  Components: S, M (a forked stick)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Circle, 1-mile radius
  Saving Throw: None
  You learn the location of the nearest potable water on the surface within 
  1 mile, and the location of the nearest potable subterranean water within 
  100 feet.
  Lock Form 
  4th-level abjuration
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You fix the target’s true appearance and attributes so they can’t be 
  altered. For the duration of the spell, one willing creature gets tactical 
  advantage on saving throws against transmutation spells. If a transmutation 
  spell would not normally get a saving throw, or if the creature is a willing 
  target, it still must make a saving throw, and the transmutation spell has 
  no effect if the save succeeds.
  Enhancement: For each spell slot used higher than 4th level, you can 
  affect one additional creature.
  Locust Leap 
  3rd-level transmutation
  Druid
  Components: V, S, M (a locust’s leg)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of the spell, you gain the ability to make incredible 
  jumps. When you move, you can jump up to your speed in any direction, 
  and always land safely on your feet.
  Lost Wanderer 
  6th-level enchantment
  Cleric, Druid, Warlock, Wizard
  Components: V, S, M (a broken compass)
  Casting Time: 1 action
  Duration: 24 hours
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Select a creature you can see. The creature must make a Wisdom saving 
  throw. If it fails, it is cursed with the inability to find its way for the 
  duration of the spell. The creature can’t read maps or remember the route 
  to anywhere. The creature can be led to a destination by another creature, 
  but otherwise, it selects its path randomly. The curse doesn’t prevent the 
  creature from making its way to destinations it can see.
  The effect can be ended by magic that lifts a curse.
  Lower Spell Resistance 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One creature you can see must make a Constitution saving throw. If the 
  saving throw fails, the creature has tactical disadvantage on saving throws 
  against magic for the duration of this spell.
  Luck of the Saints 
  2nd-level enchantment
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You touch a willing creature and infuse it with luck. Before making an 
  ability check, attack roll, or saving throw, the affected creature can declare 
  it is using this ability, which lets it add 1d6 to the d20 result. The spell 
  ends when the luck is used.
  Lustful Gaze 
  3rd-level enchantment
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  One creature you can see must make a Charisma saving throw as you 
  gaze upon it. If the saving throw fails, the creature is captivated by you 
  and can take no actions other than shuffling meekly behind you at half-
  speed for the spell’s duration. If the creature is attacked by anyone, the 
  spell immediately ends. The creature can make another saving throw at 
  the end of each of its turns; a successful save ends the spell.
  
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  Magma Eruption 
  7th-level conjuration
  Sorcerer, Wizard
  Components: V, S, M (a bit of igneous rock)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: Cylinder, 40-ft. radius, 30 ft. high
  Saving Throw: Dex / half damage
  You cause the ground to explode and spew forth a geyser of molten rock 
  that showers down in a 40-foot-radius, 30-foot-high cylinder. Creatures 
  in the cylinder when the geyser erupts take 6d6 fire damage and 6d6 
  bludgeoning damage, or half damage with a successful Dexterity saving 
  throw. 
  Rocks and ash continue falling for the duration of the spell; each 
  creature in the area at the end of its turn takes 2d6 fire damage and 2d6 
  bludgeoning damage, or half damage with a successful Dexterity saving 
  throw. The area is treated as difficult terrain.
  They geyser ends at the end of the spell. The remaining lava melts away 
  into the ground 1d3 rounds later, leaving behind scorched earth.
  Malicious Intent 
  1st-level enchantment
  Wizard
  Components: V
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Wis / negates effect
  Each creature within 30 feet of you must make a Wisdom saving throw. 
  On a failed save, the creature takes a -1 penalty on every saving throw it 
  makes for the duration of this spell.
  Enhancement: If you use a 4th-level or higher spell slot to cast 
  malicious intent, the saving throw penalty increases to -2.
  Maligned Performance 
  4th-level illusion
  Bard, Wizard
  Components: V, S, M (a broken mirror and an asp’s tongue)
  Magma Eruption
  
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  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You cause a creature’s performance to go subtly wrong, whilst shielding 
  it from awareness of the spell. The targeted creature must make a Wisdom 
  saving throw. If the saving throw fails, it subtracts 1d6 from its Charisma 
  (Performance) checks and Charisma checks using musical instruments, 
  and it is unable to benefit from tactical advantage on those checks. It 
  can’t use any ability that would allow rerolls on these checks because it is 
  unaware that the performance is going poorly.
  The spell ends if the performer gets inescapable evidence of his or her 
  bad performance, such as most of an audience getting up and leaving in 
  disgust or being pelted with rotten tomatoes.
  Mangling Foot 
  7th-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: 1 foot
  Saving Throw: Str / half damage
  You create an enormous, glowing, blue-white foot of magical force in 
  an unoccupied space that you can see within range. The Medium-size foot 
  hovers in the air, 3 to 4 feet above the ground. At the beginning of your 
  turn, you can use a bonus action to move it up to 60 feet to an unoccupied 
  space. The foot is immune to damage and all conditions.
  As an action, you can direct the foot to stomp on a creature adjacent to 
  it. Make a melee spell attack against that creature. If it hits, the foot does 
  10d8 force damage, knocks the target prone, and restrains it. A successful 
  Strength saving throw halves the damage and prevents the target from 
  being knocked prone or restrained. A restrained creature takes 4d8 force 
  damage at the end of each of its turns. The restraint ends automatically 
  if the foot moves or attacks again. Otherwise, a restrained creature can 
  escape by using an action to make a successful Strength check against 
  your spell saving throw DC. 
  Instead of stomping, you can also command the foot to kick; this 
  also does 10d8 force damage, but instead of being knocked prone and 
  restrained, the target is pushed up to 60 feet. A successful Strength saving 
  throw by the target creature halves the damage and negates the push effect. 
  The foot is big enough to provide cover and to prevent movement 
  through its space.
  Mantle of Dread 
  5th-level enchantment
  Bard, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Wis / negates effect
  An aura that inflicts an overwhelming sense of despair radiates from 
  you in a 30-foot-radius; the aura moves with you. 
  Each creature that’s inside the aura when the spell is cast or that enters 
  the aura must make a Wisdom saving throw. If the saving throw fails, the 
  creature must subtract 1d6 from its attack rolls, saving throws, and ability 
  checks that it makes inside the aura. In addition, a creature other than you 
  inside the aura must also make a Charisma saving throw before attacking 
  or casting a spell; If the saving throw fails, the creature hesitates instead 
  and takes no action.
  Mark of Exile 
  7th-level necromancy
  Cleric
  Components: V, S
  Casting Time: 1 hour
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You curse one living creature to never enter a location you name, 
  upon pain of death. The location can’t be larger than 1 square mile. If the 
  creature approaches within 100 feet of the banned location, it becomes 
  aware of the danger it is in. If the creature voluntarily enters the location, 
  the creature immediately drops to 0 hit points, and it can’t regain hit points 
  while inside the area. 
  The mark of exile is an invisible sigil on the creature. It can be viewed 
  with detect magic and similar magic.
  The mark of exile can be removed with magic that lifts a curse, but only 
  if the spell is cast with a 7th-level or higher spell slot.
  Mark of Fire 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 50 ft.
  Area of Effect: 1 undead creature
  Saving Throw: None
  One undead creature you can see becomes imbued with the essence of 
  fire. A flaming sigil appears above the creature’s head, and the creature’s 
  eye sockets smoke and burn with orange flame. The creature gains 
  resistance to fire damage and vulnerability to cold damage, and its melee 
  attacks do an additional 2d6 fire damage when they hit.
  Mark of Ice 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 50 ft.
  Area of Effect: 1 undead creature
  Saving Throw: None
  One undead creature you can see is imbued with the essence of ice. An 
  icy sigil appears above the creature’s head, and the creature’s eye sockets 
  glow with frigid blue energy. The creature gains resistance to cold damage 
  and vulnerability to fire damage, and its melee attacks do an additional 
  2d6 cold damage when they hit.
  Mark of Ooze 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 50 ft.
  Area of Effect: 1 undead creature
  Saving Throw: None
  One undead creature you can see is imbued with the essence of acid. A 
  green sigil appears above the creature’s head, and acid trickles from its eye 
  
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  sockets. The creature gains resistance to acid damage and vulnerability to 
  lightning damage, and its melee attacks do an additional 2d6 acid damage 
  when they hit.
  Mark of Ownership 
  4th-level abjuration
  Wizard
  Components: V, S, M (a drop of the owner’s blood)
  Casting Time: 10 minutes
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 item
  Saving Throw: None
  You curse one item to only accept one creature you can see as its 
  rightful owner. In the hands of any other creature, the item feels unnatural; 
  that creature has tactical disadvantage on all ability checks and attack rolls 
  when using the item.
  Megalomania 
  4th-level enchantment
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You enchant one living creature you can see to believe it is more 
  skilled than it really is. The creature must make a Wisdom saving throw. 
  A successful save negates the spell, but if the saving throw fails, the 
  creature’s overconfidence causes it to act rashly and without forethought. 
  For the duration of the spell, the creature can’t move away from an 
  opponent, and it provokes an opportunity attack from adjacent creatures 
  whenever it takes an action. It also suffers a -2 penalty to damage rolls and 
  Wisdom saving throws.
  The creature can repeat the Wisdom saving throw at the end of each 
  of its turns; the spell ends after two successful saves, which need not be 
  consecutive.
  Melt 
  2nd-level transmutation
  Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: Sphere, 20-ft. radius 
  Saving Throw: Con / half damage
  You melt all inanimate ice and snow within 20 feet of a point you 
  can see. Creature made of ice or snow in the affected area take 4d6 fire 
  damage, or half damage with a successful Constitution saving throw. 
  Memento 
  5th-level transmutation
  Wizard
  Components: V, S, M (a drop of your blood)
  Casting Time: 1 hour
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 object weighing up to 10 lbs.
  Saving Throw: None
  Your touch binds an unattended item weighing no more than 10 lbs. to 
  you. The object can’t be lost, and it can’t be separated from you by more 
  than 10 feet. It floats and moves after you as if it were attached by an 
  invisible string. The spell ends if you cast it on another item.
  Menace 
  2nd-level illusion
  Bard, Cleric, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You create an illusion around yourself that makes you seem larger, 
  fiercer, and more imposing. For the duration of the spell, add 1d6 to your 
  Charisma (Intimidate) checks.
  Mercurial Smite 
  1st-level evocation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: None
  Choose one alignment listed below when you cast this spell. Your 
  weapon glows with energy corresponding to the alignment you chose. You 
  can’t choose an alignment that corresponds with your own.
  Evil–White
  Good–Dark red
  Chaotic–Blue
  Lawful–Multicolored
  When you make your next attack roll, if your target is of the chosen 
  alignment, you can add 1d6 to your attack roll. If the attack hits, it does 
  an extra 1d6 radiant damage. The spell ends after one attack, regardless of 
  whether it hits or misses.
  Merge Into Art 
  6th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You step into a painting, tapestry, or mosaic large enough to encompass 
  your height. Your shape and form becomes woven into the tapestry or 
  painted into the picture as if it were part of the original work, changing 
  your coloration and form as necessary to match the style of the art. 
  You are aware of your surroundings as if watching through a window, but 
  your field of view is restricted to a narrow band in front of the artwork. You 
  can’t speak or cast spells while merged into the art, but you can end the spell 
  as an action. The spell also ends if the artwork becomes damaged. When 
  the spell ends, you appear in an unoccupied space adjacent to the artwork.
  Mighty Steed 
  3rd-level transmutation
  Paladin
  Components: V, S
  Casting Time: 1 action
  
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  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: 1 mount
  Saving Throw: None
  A mount you are riding is infused with divine power. For the duration 
  of this spell, the mount gets tactical advantage on attack rolls and saving 
  throws and its attacks do an additional 1d6 radiant damage. The spell 
  is cast on you, so it affects whatever mount you are riding. Switching 
  mounts transfers the bonus to the new animal.
  Mind Carve 
  4th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Int / partial; Wis / partial
  You point your finger at a creature you can see within range and 
  a bolt of negative energy shoots at the target. The creature must make 
  an Intelligence saving throw and a Wisdom saving throw. If it fails the 
  Intelligence saving throw, it loses 1d6 points of Intelligence. If it fails the 
  Wisdom saving throw, it loses 1d6 points of Wisdom. A creature’s score 
  can’t be reduced to less than 1 in either ability.
  Mind Link 
  3rd-level transmutation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 2 creatures
  Saving Throw: None
  Your touch links the minds of two willing creatures so that they can 
  communicate telepathically across any distance, as long as they are both 
  on the same plane of existence.
  Molten Strike 
  2nd-level evocation
  Druid, Sorcerer, Wizard
  Components: V, S, M (a volcanic stone)
  Casting Time: 10 minutes
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You draw forth from a volcanic stone all the heat and energy that went 
  into its making and blast it at one creature you can see. The stone must be 
  within 5 feet of you. Make a ranged spell attack against the target creature. 
  A hit does 2d6 bludgeoning damage plus 3d6 fire damage.
  Enhancement: For each spell slot used higher than 2nd level, the 
  attack does an additional 1d6 bludgeoning damage and 1d6 fire damage.
  Moonbeam 
  3rd-level evocation
  Druid
  Components: V, S, M (a volcanic stone)
  Casting Time: 1 action
  Merge Into Art
  
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  Duration: 10 minutes
  Range: 50 ft.
  Area of Effect: Cylinder, 10-ft. radius, 60 ft. high
  Saving Throw: Con / negates effect
  You cause a shaft of moonlight to illuminate a 10-foot-radius, 60-foot 
  high cylinder rising from a point you can see. The moonlight provides dim 
  illumination inside the cylinder.
  If a lycanthrope in human form is in the area of moonlight at the start of 
  its turn, it must make a successful Constitution saving throw or be forced 
  to spend its action transforming into its animal or hybrid form (its choice), 
  and it can’t revert to human form for the duration of the spell.
  As an action, you can move the moonbeam up to 30 feet, but its center 
  point must stay within the spell’s range.
  Morph Shadow 
  1st-level illusion
  Wizard
  Components: S, M (a piece of black cloth)
  Casting Time: 1 action
  Duration: 1 hour
  Range: 120 ft.
  Area of Effect: 1 shadow
  Saving Throw: Con / half damage
  You change the appearance of one normal shadow you can see within range 
  into the form of your choice. If a shadow creature is the target, it takes 5d6 
  force damage, or half damage with a successful Constitution saving throw. 
  Mucilage 
  1st-level conjuration
  Wizard
  Components: V, S, M (a piece of pine sap)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Square, 10 ft. x 10 ft.
  Saving Throw: Str / negates effect
  A 10-foot-by-10-foot surface you can see within range becomes covered 
  with sticky sap. Any creature that begins its turn in the affected area or 
  enters the area becomes stuck and can move no farther that turn unless it 
  makes a successful Strength saving throw. A creature needs to make only 
  one saving throw per turn, no matter how far it moves through the mucilage. 
  Muddy Appearance 
  1st-level illusion
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You cause the features of a creature you can see within range to blur 
  slightly, obscuring the details of its appearance. Anyone relying on sight 
  has tactical disadvantage on ability checks to recognize or remember the 
  affected creature. The illusion is subtle, so observers are prone to think 
  something is wrong with their eyesight (dust blew into their eyes, or their 
  eyes are watering) rather than that the creature has been masked in any way.
  Multiple Shot 
  4th-level divination
  Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 creature
  Saving Throw: None
  You must cast this spell on the same turn that you hit a creature with 
  a ranged attack. For the duration of the spell, you are mystically linked 
  to the target and have tactical advantage on every ranged attack roll you 
  make against the target.
  Musical Mural 
  3rd-level illusion
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Sphere, 60-ft. radius
  Saving Throw: Wis / negates effect
  You play a song that creates an image in the mind of each creature that 
  can hear you and is within 60 feet of you. The image is so vivid, creatures 
  experience it as if they were there. The image can be frightening, beatific, 
  or whatever else you choose. Creatures experiencing the musical mural 
  have tactical disadvantage on Wisdom (Perception) checks as they lose 
  track of their physical surroundings. 
  A creature that tries to resist the illusion can make a Wisdom saving 
  throw when the spell is cast and at the beginning of each of its turns. A 
  successful save ends the effect on that creature. A creature is also freed 
  from the spell’s effect if it is attacked.
  Mystic Negation 
  5th-level abjuration
  Cleric, Druid, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  You create a dark, pulsing, 1-foot-diameter sphere of antimagic that 
  hangs in the air at a point you can see within 50 feet of you. It automatically 
  negates every spell (including your own) of 4th level or lower that’s cast 
  within 30 feet of the sphere. Spells of level 5 and higher are not affected. 
  The sphere disappears after it counters three spells or when the spell’s 
  duration runs out. 
  At the beginning of your turn, you can move the sphere up to 60 feet 
  as a bonus action. 
  Enhancement: For each spell slot used higher than 5th level, the 
  maximum spell level the sphere can negate increases by one.
  Nature’s Aura 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You are surrounded by a calming, natural aura that puts animals and 
  sentient plants at ease. During the duration of the spell, you can add 1d6 
  to your Charisma (Animal Handling) checks.
  
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  Nature’s Repast 
  3rd-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 7 days
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of this spell, the ground itself sustains you, so you 
  don’t need to eat or drink. If you lose contact with the ground for more 
  than 1 round, the spell ends.
  Nature’s Strength 
  3rd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of nature’s strength, you draw strength from the 
  ground. You have tactical advantage on Strength-based ability checks 
  and skill checks, and your carrying capacity doubles. Your attacks with 
  Strength-based weapons do an additional 1d6 damage. If you lose contact 
  with the earth for more than 1 round, the spell ends.
  Nature’s Support 
  6th-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  By drawing upon the earth’s resilience, you transfer damage that you 
  suffer into the ground. For the duration of the spell, the first 10 points of 
  damage you take from each attack, area effect, environmental effect, or 
  any other source is channeled into the ground you stand on. For example, 
  the slash of a sword might cause a shallow furrow to appear in the ground. 
  The spell ends if you lose contact with the earth for more than 1 round, or 
  when the earth has absorbed 120 points of damage.
  Nearsighted 
  1st-level transmutation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  Select a creature within range that you can see. That creature must 
  make a Constitution saving throw. If it fails, it becomes nearsighted and 
  has tactical disadvantage on attack rolls against targets further than 20 
  feet from it. The affected creature can repeat the saving throw at the end 
  of each of its turns; a successful save ends the spell.
  Necrotic Feast 
  1st-level necromancy
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: Self
  Saving Throw: None
  You touch the corpse of a Small or larger creature that was slain in the 
  past hour. You gain 5 (2d4) temporary hit points, which last until the end 
  of your next rest. The corpse shrivels up and can’t be animated. 
  Enhancement: For each spell slot used higher than 1st level, you can 
  touch an additional corpse and gain 5 (2d4) additional temporary hit 
  points for each corpse you touch.
  Necrotic Touch 
  5th-level necromancy
  Cleric, Wizard
  Components: V, S, M (flesh from a corpse)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / half damage
  One creature you touch must make a Constitution saving throw. If the 
  saving throw fails, the creature takes 6d10 necrotic damage and loses 1d4 
  points of Strength as its muscles wither. On a successful save, it takes half 
  damage with no other effects.
  Enhancement: For each spell slot used higher than 5th level, the spell 
  does an additional 1d10 necrotic damage.
  Nature’s Aura
  
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  Negative Energy Aura 
  4th-level evocation
  Cleric, Wizard
  Components: V, S, M (flesh from a corpse)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You surround yourself with an aura of necrotic energy that gives you 
  resistance to necrotic damage. In addition, whenever a creature within 5 feet 
  of you hits you with a melee attack, the attacker takes 2d8 necrotic damage.
  Negative Energy Mantle 
  6th-level necromancy
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: 120 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / negates effect
  You select a point you can see within range. A 20-foot-radius sphere 
  of necrotic energy briefly flares around that point, then disappears. Each 
  creature in the affected area must make a Constitution saving throw. If the 
  saving throw fails, the creature can’t regain hit points or gain temporary 
  hit points for the duration of the spell.
  Net 
  2nd-level conjuration
  Druid, Sorcerer, Wizard
  Components: V, S, M (a strand of woven seaweed)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 120 ft.
  Area of Effect: Sphere, 10-ft. radius 
  Saving Throw: Dex / negates effect
  You create a net of seaweed that encloses a 10-foot-radius sphere 
  around a point you can see. The target point must be underwater, but the 
  entire sphere need not be. Each creature in the affected area when the spell 
  is cast is caught inside the net and can’t leave the netted area unless it uses 
  an action on its turn to make a Strength saving throw; if the save succeeds, 
  the creature breaks out of the net.
  At the start of your next turn, the net collapses inward. All creatures inside 
  it are restrained unless they make a successful Dexterity saving throw.
  All trapped or restrained creatures are released at the end of the spell’s 
  duration.
  Null the Soothing Touch 
  4th-level necromancy
  Cleric
  Components: V, S, M (powdered bone)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You touch a creature and curse it. The creature must make a Wisdom 
  saving throw against curses. If the saving throw fails, the creature is 
  cursed so that it can’t regain hit points from magic. It can still benefit from 
  resting and from nonmagical healing.
  The spell can be ended by magic that removes a curse.
  Nullifying Cloak 
  5th-level abjuration
  Wizard
  Components: V, S, M (a piece of lead)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You cloak one creature you can see in a faint, silvery shimmer of light 
  that suppresses its attempts to cast spells. The creature can make a Wisdom 
  saving throw. If the saving throw fails, then whenever the creature tries to 
  cast a spell during the duration of nullifying cloak, it must make an ability 
  check using its spellcasting ability against your spell save DC. If the check 
  fails, the spell is countered with no effect (the spell slot is expended) and 
  the creature takes 2d6 radiant damage. 
  Nymph’s Aura 
  6th-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You take on some of the unearthly beauty and presence of a nymph. 
  For the duration of the spell, you can add 1d8 to your Charisma checks, 
  Charisma-based skill checks, and Charisma saving throws.
  Obliterate Soul 
  7th-level necromancy
  Warlock, Wizard
  Components: V, S, M (a pinch of bone dust)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 living creature
  Saving Throw: Con / half damage
  Select one living creature you can see. That creature’s body is attacked 
  by spirits of the underworld. It must make a Constitution saving throw. If 
  the saving throw fails, the creature takes 8d6 + 20 necrotic damage and 
  its maximum hit points are reduced by the same number; on a successful 
  save, the creature takes half damage and its maximum hit points are not 
  reduced. If the creature is killed by this spell, its soul is ripped from its 
  body and imprisoned on one of the lower planes. If this happens, the 
  creature’s soul can be freed only by the use of a resurrection or wish spell; 
  raise dead has no effect on it.
  Ogre’s Visage 
  6th-level transmutation
  Wizard
  Components: V, S, M (a drop of ogre blood)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One Small or Medium humanoid you touch changes into an ogre-like 
  creature. The targeted creature can choose to make a Wisdom saving throw 
  to avoid the effect. If the saving throw fails or the creature chooses not to 
  make one, it increases in height to 9 feet tall and its ability scores change 
  to Strength 19, Dexterity 8, Constitution 16, Intelligence 5, Wisdom 7, 
  
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  and Charisma 7. Any equipment or armor it possesses grow with it; its 
  weapons do twice their normal number of damage dice.
  The creature and its gear return to normal when the spell ends.
  One with the Earth 
  6th-level conjuration
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain the ability to enter a large block of stone and move magically 
  to another block of stone in the same manner as the tree stride spell. Unlike 
  tree stride, the nature of the rock you enter and leave determines how far 
  you can move. Use the lower value when moving between different types 
  of material.
  Natural Stone: 3,000 feet
  Worked Stone: 2,000 feet
  Earthen Mound: 1,000 feet
  Sand Dune: 500 feet
  This spell was first granted to the dwarves by the gods, although it is 
  now known to many other races.
  Ooze Bolt 
  3rd-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You shoot a bolt of corrosive ooze at one creature you can see. Make a 
  ranged spell attack against that creature. If it hits, the creature takes 6d4 
  acid damage immediately and an additional 4d4 acid damage at the end of 
  each of its turns for the duration of the spell.
  Enhancement: For each spell slot used higher than 3rd level, ooze bolt 
  does an additional 2d4 acid damage on its initial hit.
  Open Trail 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: Path, 20 ft. long, 5 ft. wide, 6 ft. high
  Saving Throw: None
  You gain the ability to open a narrow pathway through thick plant 
  growth. The opening is 5 feet wide, 6 feet high, and 20 feet long. It 
  starts in your space and extends in a direction you choose. The path 
  moves with you as you move, so you always have 15 feet of clear path 
  ahead of you through even the thickest growth. Plants move or bend 
  away from the trail and then close behind you, leaving no sign that 
  anyone passed through. Other creatures have tactical disadvantage on 
  ability checks to track you through areas where you traveled by open 
  trail.
  Paean of Greater Glory
  
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  Otter’s Grace 
  1st-level transmutation
  Druid, Ranger
  Components: V, M (a fish bone)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One creature you touch gains the grace of an otter. The creature has 
  tactical advantage on Strength (Athletics) checks to swim and can hold its 
  breath twice as long as normal.
  Enhancement: For each spell slot used higher than 1st level, you can 
  affect one additional creature.
  Outside of Time 
  8th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You shunt one willing creature or object to an extradimensional space 
  where time doesn’t exist. Any concentration spells the creature was 
  maintaining end immediately. You decide how long the extradimensional 
  space lasts, up to 24 hours, when you cast outside of time.
  While it is outside of time, the target creature can’t be located with 
  divination magic. Not even a wish or miracle can bring the target back 
  earlier; it’s as if it doesn’t exist at all.
  When the spell ends, the target returns to the same location it disappeared 
  from. If some other object occupies that space, the target is harmlessly 
  displaced into the nearest open space. For the target, no time has elapsed; 
  it’s not even aware it was gone. Any timed or ongoing effects that were 
  active on the target creature (with the exception of spells that were being 
  maintained with concentration) continue from where they left off, since 
  those effects skipped through time with the creature. 
  Paean of Greater Glory 
  4th-level enchantment
  Bard
  Components: V
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 100 ft.
  Area of Effect: 1 or more creatures
  Saving Throw: None
  You fill the air with a powerful song of glory that inspires your allies and 
  bolsters their spirit. Choose any number of willing creatures within range. 
  For the duration of the spell, an affected creature gets tactical advantage 
  on saving throws against being frightened; it adds 1d4 to its attack rolls; 
  and whenever it makes a damage roll and dislikes the result, it can reroll 
  the dice and choose to use either the first or second result.
  Paean of the Holy 
  4th-level enchantment
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 40 ft.
  Area of Effect: 1 or more creatures
  Saving Throw: None
  You fill the air with an angelic chorus. Choose any number of willing 
  creatures within range and one of the options below. For the duration of 
  the spell, each of those creatures benefits from that option.
  • Paean of Glory: Each creature gains +2 AC and has tactical advantage 
  on Wisdom saving throws.
  • Paean of Judgment: Each creature does an additional 1d6 radiant 
  damage with weapon attacks and their weapons attacks are magical.
  • Paean of Blessing: Each creature adds 1d6 to its attack rolls.
  • Paean of Light: Each creature adds 1d6 to its saving throws.
  Pain of Giving 
  2nd-level necromancy
  Warlock, Wizard
  Components: V, S, M (eye of a crow)
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You touch a creature, and it becomes cursed unless it makes a successful 
  Wisdom saving throw. While cursed, the creature takes 2d6 necrotic 
  damage whenever it uses the Help action, Medicine skill, or restores hit 
  points to another creature with a spell.
  The pain of giving curse can be lifted by magic that removes a curse.
  Paper Tigers 
  4th-level illusion
  Bard
  Components: V, S, M (four paper, origami tigers, which are 
  consumed by the spell)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 30 ft.
  Area of Effect: 4 tigers
  Saving Throw: None
  You release four origami tigers that grow into real-appearing tigers 
  under your control. Only one of the tigers is actually real, however; the 
  others have no more substance than a mirror image. The real tiger uses 
  the standard stat block for a tiger. The unreal tigers disappear if they take 
  damage or fail a saving throw. At the beginning of your turn, as a bonus 
  action, you can direct each tiger to move up to its speed, and you can direct 
  the real tiger to attack. Each tiger follows your commands absolutely. The 
  spell ends when the real tiger is killed. All tigers disappear when the spell 
  ends, leaving only scraps of paper.
  Pattern Grass 
  1st-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: 120 ft.
  Area of Effect: Circle, 20-ft. radius
  Saving Throw: None
  You temporarily flatten grass, cane, or other soft-stemmed plants in a 
  20-foot-radius circle around a point you can see within range. Any creatures 
  that are Small or larger in the area are revealed. The soft-stemmed plants 
  recover after the spell is over, but the flattening of the plants makes tracking 
  through the area difficult; Wisdom (Survival) checks for tracking in areas 
  affected by this spell are made with tactical disadvantage. Since the flattened 
  area isn’t enormous, a good tracker probably can pick up the trail again at 
  the edge of the affected area unless further steps are taken to prevent that.
  
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  Peacebinding 
  4th-level enchantment
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Sphere, 60-ft. radius
  Saving Throw: Wis / negates effect
  To cast this spell, you must be holding at least one weapon in your 
  hand, and you must sheathe, sling, or drop every weapon you hold as the 
  spell is cast. Each creature within the area of effect must make a Wisdom 
  saving throw. If a creature fails its saving throw, it too must put away its 
  weapons, and it can’t attack or cast a spell that adversely affects its target 
  for the duration of the peacebinding.
  If a creature under the effect of peacebinding is attacked, it is 
  automatically released from the effect. If you draw a weapon or attack any 
  creature, the spell ends immediately.
  Pepper’s Purpose 
  Enchantment cantrip
  Bard, Druid, Wizard
  Components: S, M (a pinch of pepper)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One creature you can see sneezes loudly unless it makes a successful 
  Constitution saving throw. 
  Phantom Accompaniment 
  2nd-level illusion
  Bard
  Components: V, S, M (a small candle)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of this spell, when you play a musical instrument, a 
  phantom ensemble plays along with you. The ensemble can be up to ten 
  performers on any type of instrument, or vocalists. You can add 1d6 to 
  your Charisma ability and skill checks while the phantom ensemble is 
  accompanying you.
  Phoenix Cloak 
  9th-level necromancy
  Cleric
  Components: V, S, M (a diamond worth at least 500 gp)
  Casting Time: 1 minute
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 to 6 creatures
  Saving Throw: None
  You touch up to six willing creatures when you cast this spell, binding 
  them all into its shared effect. The next time one of these creatures 
  dies before the spell ends, it returns to life at the beginning of its next 
  turn with 1 hit point as if raise dead had been cast upon it, with all the 
  bonuses and penalties conferred by that spell. The phoenix cloak spell 
  then ends.
  Piercing Vision 
  4th-level divination
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain the ability to see through up to one inch of metal, wood, or 
  leather while the spell lasts.
  Enhancement: When you cast piercing vision with a 6th-level or 
  higher spell slot, you can see through up to 1 foot of material.
  Pilfer Sleep 
  1st-level necromancy
  Warlock, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One creature you touch must make a Constitution saving throw. If it 
  fails the save, you lose one level of exhaustion and it gains one level of 
  exhaustion. It can still gain a level of exhaustion even if you don’t have 
  one to transfer, but in that case, the targeted creature makes its saving 
  throw with tactical advantage.
  Plant Form 
  6th-level transmutation
  Druid
  Components: V, S, M (a jade statue of you, worth at least 
  150 gold pieces)
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You take on some of the attributes of plant creatures: your skin becomes 
  like bark and your hair like leaves. Until the spell ends, your base AC 
  becomes 17, you gain resistance to psychic and poison damage, you are 
  immune to stunning, and you have tactical advantage on saving throws 
  against poison.
  Player Instrument 
  3rd-level transmutation
  Bard
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 100 ft.
  Area of Effect: 1 instrument
  Saving Throw: None
  One musical instrument you can see begins to play as if you were 
  playing it. Make a Charisma (Performance) check to determine the quality 
  of the playing: 1-9 = mediocre; 10-14 = skillful; 15+ = excellent. The 
  instrument plays the music of your choice until the spell ends. For the 
  duration of the spell, the instrument can be the source of any of your 
  abilities that require performance.
  
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  Pocket Paradise 
  7th-level conjuration
  Bard
  Components: V, S 
  Casting Time: 1 action
  Duration: 24 hours
  Range: 100 ft.
  Area of Effect: Sphere, 300-ft. radius
  Saving Throw: None
  You render a performance in song, oration, or music that evokes the 
  image of a lush paradise. As the performance continues, your description 
  grows more vivid in the minds of the viewers, until after one minute all 
  willing creatures within range find themselves physically transported to 
  the location you’ve described.
  The exact design is left to you, but typical paradises resemble balmy 
  tropical islands, silk-strewn seraglios, or crystal towers atop craggy 
  mountains. Whatever the appearance, the total area of the paradise is a 
  300-foot-radius sphere.
  Those within the paradise find themselves the subject of pampered 
  treatment at the hands of a staff of illusory servitors. Delicious food and 
  drink are plentiful. The paradise has a soothing effect on the minds of 
  those within it. Creatures who rest at least one hour in the paradise find 
  themselves cured, healed, or recovered from all exhaustion, fright, poison, 
  and stun.
  A creature can opt to leave the paradise at any time before the spell’s 
  duration expires. Once someone leaves, they can’t return. If you leave, 
  the spell ends and everyone remaining inside is ejected as well, returning 
  to the spot they came from during your performance. Any items you take 
  from the paradise vanish when you leave.
  Pollen Cloud 
  2nd-level conjuration
  Druid
  Components: V, S, M (pinch of pollen) 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 100 ft.
  Area of Effect: Sphere, 20-ft. radius 
  Saving Throw: Con / negates effect
  You create a cloud of pollen and airborne seeds in a 20-foot-radius 
  sphere around a point you can see. The cloud spreads around corners, 
  and its area is lightly obscured. The cloud disappears when the spell ends.
  Any creature that is inside the cloud at the start of its turn becomes 
  poisoned unless it makes a successful Constitution saving throw against 
  poison. The condition lasts until the spell’s duration ends. Creatures that 
  don’t need to breathe are immune to this effect.
  A moderate wind disperses the cloud after four rounds. A strong wind 
  disperses it in one round.
  Portrait 
  4th-level divination
  Bard, Wizard
  Components: V, S, M (paint and brush) 
  Casting Time: 10 minutes
  Duration: Permanent
  Range: 30 ft.
  Area of Effect: 1 object
  Saving Throw: None
  You create a picture of the last creature to have touched an object you 
  can see within range. The picture appears to be an oil painting on canvas, 
  representing the creature as it appeared when it touched the object; as 
  a result, the spell can be deceptive if the creature was disguised or had 
  an illusory appearance. The spell will not function if the object was last 
  touched more than a week ago.
  Precision of Arms 
  2nd-level divination
  Warlock, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of this spell, your attacks become more accurate. You 
  score a critical hit on a roll of 19 or 20, and your critical hits get two bonus 
  damage dice instead of one.
  Prey’s Scent 
  5th-level transmutation
  Druid
  Components: V, S 
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You make a creature smell delicious to carnivores. If the creature fails 
  a Constitution saving throw, all lycanthropes and beasts have tactical 
  advantage on ability checks they make to detect the target for the duration 
  of prey’s scent. A lycanthrope or beast that is aware of the target must attack 
  it, but it can choose to make a Wisdom saving throw at the start of each of its 
  turns; if the saving throw succeeds, the urge to attack is suppressed until the 
  start of the lycanthrope’s or beast’s next turn. This saving throw is voluntary. 
  Profane Link 
  4th-level necromancy
  Cleric, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 undead creature
  Saving Throw: None
  You create a link between yourself and a willing undead creature you 
  touch. While the spell lasts, you can select the creature as the target of any 
  touch spells you cast, even if you can’t physically touch the creature, as 
  long as you are both on the same plane of existence.
  Projectile Link 
  4th-level transmutation
  Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 projectile
  Saving Throw: None
  For the duration of the spell, you gain the ability to deliver your touch 
  spells through missile projectiles. When you cast a spell with the range of 
  touch, you can, as part of the same action, make a regular ranged weapon 
  attack. If the ranged weapon attack hits, it does damage as normal and also 
  triggers the effect of the spell. 
  If the spell normally requires an attack roll to hit, then that roll is 
  considered automatically successful; the ranged weapon attack roll 
  replaces it. Spells that allow saving throws still allow them.
  If the ranged weapon attack misses, then the spell is expended with no effect.
  
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  Protection from Oozes 
  1st-level abjuration
  Druid
  Components: V, S, M (salt) 
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You ward one creature against attacks from oozes. For the duration 
  of the spell, oozes have tactical disadvantage on attack rolls against that 
  creature, and the target has resistance to acid damage caused by oozes.
  Protection from Paralysis 
  2nd-level abjuration
  Cleric, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 10 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  For the duration of this spell, the target creature is immune to paralysis. 
  If it was already paralyzed, its paralysis ends while the spell is in effect.
  Protection from Pressure 
  3rd-level abjuration
  Cleric, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  For the duration of the spell, one creature is immune to all the effects 
  of high pressure caused by being deep underwater, in a pressure chamber, 
  buried under an avalanche or cave-in, and similar situations. The creature 
  also has resistance against bludgeoning damage caused by its surroundings, 
  but not by hostile creatures. The spell doesn’t protect against piercing or 
  slashing damage from rocks, trees, or other sharp objects.
  Pummel 
  1st-level transmutation
  Druid
  Components: V, S 
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 fallen tree branch
  Saving Throw: Dex / negates immobilization
  You animate a fallen branch as a projectile and launch it at one creature 
  within 30 feet. Make a ranged spell attack against the target creature. If 
  the attack hits, the creature takes 3d6 bludgeoning damage and must make 
  a Dexterity saving throw. If the saving throw fails, the creature’s speed 
  becomes 0 until the end of its next turn.
  Enhancement: For each spell slot used higher than 1st level, the spell 
  does an additional 1d6 damage.
  Purifying Bath 
  4th-level transmutation
  Warlock, Wizard
  Components: V, S, M (spirit doll, bath of special oils worth 100 gp)
  Casting Time: 1 hour
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 spirit doll
  Saving Throw: None
  You wash a spirit doll while casting this spell to enhance its power. Any 
  spells that allow a creature to regain hit points can be cast directly on the 
  doll and still affect the creature linked to the doll. Likewise, protection 
  spells can also be transferred to the linked creature through the doll.
  Purple Haze 
  7th-level enchantment
  Cleric
  Components: V, S 
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 60 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Wis partial
  You cause the air in a 20-foot-radius sphere around a point you can 
  see to take on a purplish tinge. Each creature that starts its turn in the 
  area becomes confused (per the spell) for as long as it remains in the area 
  unless it makes a successful Wisdom saving throw. If the saving throw 
  succeeds, the creature is not confused but it instead becomes poisoned for 
  as long as it remains in the area of the spell.
  Push 
  1st-level evocation
  Sorcerer, Wizard
  Components: V, S 
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Str / negates push
  You send a blast of force at one object or creature within range. A free-
  standing object that no one is holding onto is pushed 10 feet away from 
  you. If the target is a creature or an object that a creature is holding, the 
  creature must make a Strength saving throw. The target is pushed 10 feet if 
  the saving throw fails. Only creatures and objects that are Large or smaller 
  can be affected. 
  Putrefy Food and Drink 
  1st-level transmutation
  Cleric, Druid
  Components: V, S 
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 10 ft.
  Area of Effect: Sphere, 5-ft. radius
  Saving Throw: None (for poisoned food); Con / negates 
  poisoning (for creatures consuming poisoned food)
  All nonmagical food and drink within a 5-foot-radius sphere of the 
  spell’s target point becomes poisoned. Any creature consuming the food 
  or drink must make a Constitution saving throw or become poisoned for 
  1 hour.
  Quell the Wild 
  2nd-level illusion
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  
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  Book of Lost Spells
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius 
  Saving Throw: None
  For the duration of the spell, you suppress the noise of natural 
  wildlife so that no creature within 30 feet of you can hear it. The sphere 
  moves with you. Note that other noises–the movement or breathing of 
  an assassin or of stealthily creeping orcs, for example–is unaffected.
  Quick Change 
  1st-level transmutation
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 or 2 creatures
  Saving Throw: Wis / negates effect
  You switch your clothing with one other set of clothing that you can 
  see, or you switch any two sets of clothing you can see. If any of that 
  clothing is being worn by a creature that’s not willing to be affected 
  by this spell, it can make a Wisdom saving throw. A successful save 
  negates the spell. 
  Quick change does not exchange magical items or items that 
  are held. Everything else that’s nonmagical–armor, cloaks, rings, 
  backpacks, sheathed weapons–is exchanged. Clothing is not resized 
  for the new wearer. If an item can’t physically fit on the recipient, it 
  appears on the ground adjacent to the recipient.
  Quicken Assassin 
  9th-level transmutation
  Wizard
  Components: V, S, M (an item belonging to the target, 
  and raw materials worth 50,000 gold pieces, which are 
  expended in the casting)
  Casting Time: 4 hours
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You create a copy of an individual, and that copy becomes the 
  original person’s assassin. The assassin has no soul, but it is a living, 
  breathing creature that is identical in every way to the person it was 
  created to kill. It has all of the skills, feats, powers, and abilities of the 
  original creature, plus enough of its memories and personality to get 
  a +10 modifier on Charisma (Deception) checks to impersonate the 
  intended victim.
  The assassin knows that it is a duplicate, and it will do anything to 
  eliminate its target and assume the target’s life. You have a telepathic 
  link to it, and it is unquestioningly loyal to you. Once it eliminates 
  the original, the assassin follows your commands. Powerful wizards 
  have been known to replace independent rulers with copies that were 
  completely loyal to their creators.
  Unlike normal living creatures, a quickened assassin has no soul to 
  give it a strong will to survive. When reduced to 0 hit points, it dies 
  immediately and crumbles to dust.
  Quicksand 
  4th-level transmutation
  Druid
  Components: V, S, M (a small amount of water and sand)
  Casting Time: 1 minute
  Duration: 1 hour
  Putrefy Food & Drink
  
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  Book of Lost Spells
  Range: 50 ft.
  Area of Effect: Cube of ground, 10 ft. square
  Saving Throw: Dex / negates effect
  You transform a 10-foot-by-10 foot area of ground or normal dirt, sand, 
  or stone floor you can see into a 10-foot-deep pool of quicksand. Creatures 
  on the transformed area when the spell is cast jump to the nearest safe 
  space with a successful Dexterity saving throw. Creatures that fail the 
  saving throw or that enter the quicksand afterward quickly sink into it; 
  their speed is reduced to 5 feet or to their Swim speed, if they have one. 
  Climbing out of the quicksand requires a successful DC 15 Strength 
  (Athletics) check.
  The floor returns to its normal condition at the end of the spell. 
  Any creatures or items in the quicksand when the spell ends are 
  squeezed upward and deposited on top of the surface when it 
  returns to normal.
  Quill Skin 
  1st-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your skin grows quills, which provide you with a +1 AC bonus. An 
  adjacent creature that hits you with a melee attack takes 1d4 piercing 
  damage from quills.
  Rainbow Spear 
  4th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: 3 spears
  Saving Throw: varies
  You create three spears of varying colors and throw them at one or 
  more creatures within 30 feet. Spears can be thrown at the same target or 
  at different targets. Make a ranged spell attack for each spear. If it hits, roll 
  1d8 to determine its effect.
  D8
  Color
  Effect
  1-2 
  Red
  4d6 fire damage
  3
  Orange 
  4d6 acid damage
  4 
  Yellow
  2d6 frost damage and speed reduced 
  by 10 feet (Con save negates speed loss)
  5
  Green
  2d6 poison damage and poisoned (Con 
  save negates condition)
  6
  Blue
  4d6 lightning damage
  7 
  Indigo
  2d6 thunder damage and stunned (Con 
  save negates stun)
  8
  Violet
  4d6 thunder damage
  Effects beyond damage are negated by a successful Constitution saving 
  throw. If the saving throw fails, the creature can repeat the saving throw at 
  the end of each of its turns; a successful save ends the effect.
  Enhancement: For each two spell slots used higher than 4th level, you 
  gain one additional spear. If you spend 2 sorcery points when you cast this 
  spell, you can choose the effect of each spear instead of rolling.
  Rainbow Staff 
  5th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: Special
  A staff of shifting, rainbow colors appears in your hand. When you cast 
  rainbow staff, and as an action on your following turns, you can make a 
  melee spell attack with the staff against one creature you can reach. If the 
  attack hits, roll 1d8 to determine the effect of the blow.
  d8
  Color
  Effect
  1-2 
  Red
  3d6 fire damage
  3
  Orange 
  3d6 acid damage
  4 
  Yellow
  2d6 frost damage and speed reduced 
  by 10 feet (Con save negates speed 
  reduction)
  5
  Green
  2d6 poison damage and poisoned (Con 
  save negates poisoning)
  6
  Blue
  3d6 lightning damage
  7 
  Indigo
  1d6 thunder damage and stunned (Con 
  save negates stun)
  8
  Violet
  3d6 thunder damage
  Effects beyond damage are negated by a successful Constitution saving 
  throw. If the saving throw fails, the creature can repeat the saving throw at 
  the end of each of its turns; a successful save ends the effect.
  Enhancement: If you spend 1 sorcery point when you hit with this 
  staff, you can choose the effect of the strike instead of rolling.
  Raise Island 
  7th-level conjuration
  Wizard
  Components: V, S, M (a piece of granite thrown into the 
  sea)
  Casting Time: 1 minute
  Duration: 7 days
  Range: 300 ft.
  Area of Effect: 1 rock slab, 1,000 ft. sq., 10 ft. thick
  Saving Throw: None
  You conjure a slab of bare rock 1,000 feet square and 10 feet thick that 
  floats, immobile, on the surface of a body of water. The water must have 
  enough surface area to accommodate the rock slab; it can’t be conjured in 
  a swimming pool, for example. 
  Raise Shipwreck 
  8th-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 minute
  Duration: Concentration, up to 2 hours
  Range: Touch
  Area of Effect: 1 ship
  Saving Throw: None
  You raise one sunken that you touch to the water’s surface, where it 
  remains for the duration of the spell. The ship rises at the rate of 10 feet 
  per round. The spell is effective on a vessel of any size. If the ship is 
  
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  Book of Lost Spells
  broken into pieces, all its different parts are raised, as long as they are all 
  in the same general area. 
  It’s important to note that raise shipwreck doesn’t repair a damaged 
  vessel or reassemble a broken one into a seaworthy craft when the vessel 
  reaches the surface. If it had a hole in the hull, the hole is still there; if 
  it was broken in half, it’s still in two pieces. At the end of the spell’s 
  duration, a damaged ship is likely to sink again unless other steps are 
  taken to repair it, keep it on the surface, or get it out of the water. 
  Ravaging Fire 
  9th-level conjuration
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 400 ft.
  Area of Effect: Sphere, 100-ft. radius
  Saving Throw: Dex / half damage; Con / half damage
  You create an eruption of burning rocks and magma in a 100-foot-
  radius sphere centered on a point you can see. At the beginning of each of 
  your turns, you can use a bonus action to move the sphere 20 feet in the 
  direction of your choice.
  Each creature that begins its turn in the affected area or that enters the 
  area must make both a Dexterity saving throw and a Constitution saving 
  throw. If the creature fails the Dexterity save, it takes 6d6 bludgeoning 
  damage from falling rocks. If the creature fails the Constitution save, it 
  takes 6d6 fire damage from the heat. In both cases, a creature takes half 
  damage with a successful save. 
  Flammable objects burn in the cloud, and stone and metal structures 
  warp and deform. The soil becomes ashen and unable to bear life for the 
  next 1d4 years unless special measures are used to restore it.
  Regenerate Plant 
  2nd-level evocation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 plant creature
  Saving Throw: None
  One plant creature you can see gains regeneration. At the beginning of 
  each of its turns, it heals 10 hit points. This ability doesn’t work on a turn 
  when the creature took acid or fire damage since its previous turn.
  Remember Seas 
  4th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 ship
  Saving Throw: None
  You cast this spell on the ship’s wheel to make it “memorize” the 
  course you follow for the next 12 hours. The journey thus programmed 
  into the wheel’s “memory” remains until it is replaced by a new journey 
  or dispelled. During any future trip through this area, the wheel doesn’t 
  need anyone controlling it. Upon command, it can steer itself to any point 
  stored in its “memory.” If it passes beyond the boundary of a recorded 
  journey, it begins drifting aimlessly until a pilot or helmsman takes. A 
  ship’s wheel can hold only one journey in “memory” at a time.
  Raise Shipwreck
  
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  Book of Lost Spells
  Reshape Metal 
  3rd-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 metal object up to 50 lbs.
  Saving Throw: None
  At your touch, a metal object becomes soft and malleable like clay. 
  You can reshape it into any form you want. You must knead and mold the 
  metal to reshape it, but you don’t need artistic talent to make it look the 
  way you want. You only need to picture the desired form in your mind, 
  and the magic accomplishes in a single round what your hands can’t. Once 
  the object takes its new form, the metal returns to its original hardness in 
  the new shape. 
  If the item is shaped into a weapon, its damage matches its new form. 
  The spell does not work on an item held by an unwilling creature or on 
  creatures made of metal. It can’t increase or decrease the amount of metal 
  in the object. 
  Resist Channeling 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 undead creature
  Saving Throw: None
  One undead creature you touch gets combat advantage on saving 
  throws against Turn Undead.
  Resonant Imbalance 
  3rd-level evocation
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Con / negates effect
  Your voice creates a reverberating, 30-foot cone of dissonance. 
  Every creature in the cone is incapacitated unless it makes a successful 
  Constitution saving throw. An incapacitated creature can repeat the saving 
  throw at the end of each of its turns; a successful save ends the effect on 
  that creature.
  Restore the Undead 
  3rd-level necromancy
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  Each zombie and skeleton within 30 feet of you regains all of its lost hit 
  points. This spell does not affect creatures that have been reduced to 0 hit 
  points or those of CR 3 or higher.
  Retribution 
  3rd-level divination
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 reaction
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  This spell is cast as a reaction after a creature strikes you with a 
  weapon. For the duration of the spell, you add 1d6 to your attack rolls 
  against the creature that struck you. If another creature strikes you during 
  retribution’s duration, you can re-target the spell and get that bonus against 
  that creature instead. 
  Revelation Field 
  7th-level abjuration
  Bard, Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  You create a field of energy in a 30-foot sphere around you that reveals 
  the true forms of everything in it. The field moves with you. All illusions 
  are suppressed for as long as they are in the field, and creatures with 
  altered shapes are perceived in their original form, although the spell 
  doesn’t cause them to physically revert to that form. Disguised or invisible 
  creatures are also revealed.
  Reverence 
  5th-level enchantment
  Bard, Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect
  Choose a creature you can see within range. That creature makes a 
  Charisma saving throw. If it fails, it is overcome by such reverence for you 
  that it can take no action that would hurt or adversely affect you, although 
  it is not constrained against attacking your friends. The spell ends if you 
  attack or otherwise attempt to harm that creature.
  Righteous Cloak 
  4th-level abjuration
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  You create a shining, silver-white cloak of energy that surrounds and 
  protects you. For the duration of the spell, whenever you or an allied 
  creature within 30 feet of you makes an attack roll or a saving throw, 
  add 1d4 to the roll. In addition, any creature that strikes you with a melee 
  attack is blinded until the end of its next turn unless it makes a successful 
  Constitution saving throw.
  
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  Book of Lost Spells
  Rimeshatter 
  9th-level evocation
  Druid, Wizard
  Components: V, S, M (a shard of glass)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 250 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Con / half damage
  You fill a 60-foot sphere centered on a point you can see with bitter, 
  freezing cold. Each creature in the affected area must make a Constitution 
  saving throw. If the saving throw fails, the creature takes 8d6 + 20 damage 
  and is restrained until it escapes or the spell ends, as it is encased in ice. 
  On a successful save, the creature takes half damage and is restrained until 
  the end of its next turn.
  A restrained creature can escape by using an action and making a 
  successful Strength check against your spell saving throw DC. 
  A creature reduced to 0 hit points by this spell dies instantly when its 
  body shatters into frozen chunks.
  Rock Bolt 
  1st-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Str / negates being knocked prone
  You create a rock and throw it at a creature you can see within range. 
  Make a ranged spell attack roll against the target. If it hits, the spell does 
  4d6 bludgeoning damage and the creature must make a Strength saving 
  throw or be knocked prone.
  Enhancement: For each spell slot used higher than 1st level, the spell 
  does an additional 1d6 damage.
  Rooted in Place 
  2nd-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One creature you touch must make a Constitution saving throw. If the 
  saving throw fails, its legs (or their equivalents) sprout roots that force 
  their way into the earth, anchoring it in place. The creature can’t move or 
  be moved for the duration of the effect. 
  As an attack, the creature can try to cut the roots; they have AC 8 and 
  3d6 hit points, and are immune to all but slashing and fire damage. When 
  damage is done to the roots, the rooted creature takes identical damage. 
  The creature is free to move and the spell ends if the roots are fully severed.
  Sacred Aegis 
  7th-level transmutation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Rimeshatter
  
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  Book of Lost Spells
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: Self plus 1, 2, or 3 creatures
  Saving Throw: None
  You summon from the heavens a great spear of white light that touches 
  you and up to three creatures of your choice that you can see. For the 
  duration, each creature touched by the light emits dim light in a 10-foot 
  radius and has tactical advantage on Strength, Dexterity, and Constitution 
  saving throws. In addition, affected creatures add 1d6 to their attack rolls.
  Sacred Champion 
  5th-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  For the duration of the spell, one creature you touch has tactical advantage 
  when it makes an attack roll against a fiend, and fiends suffer tactical 
  disadvantage when they make attack rolls against the sacred champion.
  Safeguarded Slumber 
  2nd-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 7 days
  Range: Touch
  Area of Effect: 1 creature with 0 hps
  Saving Throw: None
  You touch a creature that has 0 hit points. For the duration of the spell, 
  the creature is locked in a protective coma; it doesn’t need to make death 
  saving throws (even when it takes damage), and it doesn’t need food or 
  water to survive. The affected creature still shows signs of life, though an 
  observer might need to look closely to detect them. The spell ends when 
  the creature regains hit points.
  Sanctified Reverie of Arms 
  2nd-level transmutation
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You combine religious meditations with weapon training to greatly 
  enhance your fighting ability. For the duration of this spell, whenever you 
  use an attack action, you can make one additional attack. You must chant 
  throughout the duration of this spell; the effect ends if you are unable to 
  do so, and you can’t cast other spells while chanting.
  Sand Blast 
  3rd-level conjuration
  Sorcerer, Wizard
  Components: V, S, M (a pinch of sand)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Dex / half damage
  Hot sand blasts in a 30-foot cone from your outstretched hand. Every 
  creature in the cone must make a Dexterity saving throw. If the saving 
  throw fails, the creature takes 6d6 fire damage and is blinded until the 
  start of your next turn. If the saving throw succeeds, the creature takes 
  half damage and is not blinded. The blast extinguishes open flames such 
  as candles, torches, and even small fires in the cone.
  Sandbody 
  2nd-level transmutation
  Druid
  Components: V, S, M (a pinch of sand)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You transform your body into sand. For the duration of the spell, you 
  gain resistance to slashing and piercing damage and you have tactical 
  advantage on Dexterity (Stealth) checks made in sandy environments.
  Sanguine Creatures 
  7th-level necromancy
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 50 ft.
  Area of Effect: 3 beasts
  Saving Throw: None
  You use your blood as a catalyst to create mystical creatures based on 
  living animals. You can conjure up to three beasts of challenge rating 
  3 or lower. Sacrifice up to 10 hit points when you cast the spell. Each 
  creature gains triple the amount you sacrificed as temporary hit points. 
  The creatures also have +2 AC.
  The creatures are friendly to you and your companions. They act as a 
  group on their own initiative, and obey verbal commands you give them 
  (as bonus actions on your turn). 
  The creatures vanish when the spell ends or when they are reduced to 
  0 hit points.
  Scalding Sea 
  4th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: Cylinder, 30 ft. radius, 50 ft. high
  Saving Throw: Con / half damage
  You cause a large body of water to emit scalding steam. The steam 
  cloud rises upward in a 50-foot-radius, 30-foot-high cylinder from a 
  point you can see within range. Each creature in the steam cloud at the 
  start of its turn takes 4d6 fire damage, or half damage with a successful 
  Constitution saving throw.
  Scent Mask 
  2nd-level abjuration
  Druid, Ranger, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  
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  Book of Lost Spells
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You suppress all odor emanating from a creature you can see, unless 
  it makes a successful Constitution saving throw. A willing creature can 
  choose to fail the saving throw. 
  For the duration of the spell, the affected creature can’t be tracked 
  or detected by scent. If the spell is cast on a creature that has an odor-
  based special ability, such as a troglodyte, that ability doesn’t function, 
  but the creature can repeat the saving throw at the end of each of its 
  turns; a successful save ends the spell.
  Enhancement: For each spell slot used higher than 2nd level, you 
  can affect one additional creature.
  Scintillating Doom 
  9th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Cube, 20 ft. square
  Saving Throw: Dex partial
  You create a field of multicolored rays bouncing around inside a 
  cubic area 20 feet on a side, formed around a point you can see. Each 
  creature that starts its turn in the affected area or enters it must roll 1d8 
  to determine which color of ray strikes it, and apply the appropriate 
  result from the following table. Every result on the table also calls for 
  a Dexterity saving throw.
  d8
  Effect
  1–Red
  The target takes 8d8 fire damage, or half 
  damage with a successful Dexterity saving 
  throw.
  2–Orange
  The target takes 8d8 acid damage, or half 
  damage with a successful Dexterity saving 
  throw.
  3–Yellow
  The target takes 8d8 lightning damage, or 
  half damage with a successful Dexterity 
  saving throw.
  4–Green
  The target takes 8d8 poison damage, or 
  half damage with a successful Dexterity 
  saving throw.
  5–Blue
  The target takes 8d8 cold damage, or half 
  damage with a successful Dexterity saving 
  throw.
  6–Indigo
  The target is restrained if the Dexterity sav-
  ing throw fails. A restrained creature makes 
  a Constitution saving throw at the end of 
  each of its turns. The restraint ends when 
  it accumulates three successes, or it be-
  comes petrified when it accumulates three 
  failures, whichever happens first. Successes 
  and failures don’t need to be consecutive.
  7–Violet
  The target is blinded if the Dexterity saving 
  throw fails. At the start of your next turn, it 
  must make a Wisdom saving throw; a suc-
  cessful save ends the effect, but a failed 
  saving throw transports the blind creature 
  to a plane of the GM’s choosing.
  8–Two rays
  The target is struck by two rays; roll twice 
  more, re-rolling results of 8.
  Sanguine Creatures
  
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  Book of Lost Spells
  Scorching Air 
  7th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 150 ft.
  Area of Effect: Sphere, 40-ft. radius
  Saving Throw: Con / half damage
  You cause the air in a 40-foot-radius sphere centered on a point you 
  can see to heat to intense temperature for an instant. Each creature in the 
  area when the spell is cast must make a Constitution saving throw. If the 
  saving throw fails, it takes 5d8 + 20 fire damage and gains two levels of 
  exhaustion. On a successful save, it takes half damage and gains one level 
  of exhaustion.
  Searing Flash 
  7th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / half damage
  One creature you can see within range must make a Constitution saving 
  throw as a bright bolt of light streaks from your hand to its eyes. If the 
  saving throw fails, the creature takes 8d6 + 20 radiant damage and is 
  permanently blinded; on a successful save, it takes half damage and is 
  not blinded.
  Searing Projectiles 
  4th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 missile weapon
  Saving Throw: None
  Your ranged weapon glows with fire. For the duration of this spell, each 
  missile you fire does an additional 2d6 fire damage on a successful hit.
  See the Ephemeral 
  3rd-level divination
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 60 ft.
  Area of Effect: Self
  Saving Throw: None
  You gain the ability to see the dreams of sleeping creatures within range. 
  You can also see creatures that exist in the Dreamlands, such as night 
  hags. The amount of information you learn from what you see depends on 
  the time spent studying the subject.
  One round: You determine the presence or absence of dreams.
  Two rounds: You determine how many sleepers are dreaming and the 
  emotional intensity of the dreams. You also learn the number and relative 
  power of dream creatures within range.
  Three rounds: You determine the exact nature of the dreams of one 
  Serpent Hands
  
  104
  Book of Lost Spells
  creature within range, and determine the exact location and types of dream 
  creatures within range.
  At the GM’s option, you can learn one significant fact about a dreamer 
  for each minute you spend observing that creature’s dreams.
  In settings without a Dreamland, this spell applies to the Ethereal Plane.
  Serpent Hands 
  6th-level transmutation
  Druid, Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: Con / negates poisoned condition
  Your hands transform into serpent heads. As an action on your turn, 
  you can make a melee spell attack with your hands. If you hit, the target 
  takes 5d8 poison damage and becomes poisoned. At the beginning of each 
  of its turns, a poisoned creature makes a Constitution saving throw; on a 
  successful save, it is no longer poisoned.
  For the duration of the spell, you can’t hold items or cast spells that 
  have somatic components. 
  Serpent’s Gaze 
  1st-level enchantment
  Bard, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / negates immobilization for 1 turn
  You select a creature you can see and fix it with your gaze. For the 
  duration of the spell, the targeted creature must make a successful 
  Charisma saving throw at the start of each of its turns or its speed becomes 
  0 until the start of its next turn.
  Shade Swarm 
  6th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Con / half damage
  You summon a horde of wrathful, screaming spirits that fly away from 
  you, engulfing all creatures in a 30-foot cone. Each creature in the affected 
  area must make a Constitution saving throw. If the saving throw fails, 
  the creature takes 6d6 necrotic damage and its maximum hit points are 
  reduced by the same number. On a successful save, the creature takes half 
  damage and suffers no additional effect.
  Shadow Bolt 
  3rd-level necromancy
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 100 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You direct a bolt of shadow at one creature you can see. Make a ranged 
  spell attack roll. The creature takes 5d10 necrotic damage if the attack 
  hits.
  Enhancement: For each spell slot used higher than 3rd level, shadow 
  bolt does an additional 1d10 necrotic damage.
  Shadow Embrace 
  2nd-level abjuration
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You cloak yourself in swirling shadows that enclose you like a cloak 
  and move with you. You are lightly obscured, and you can add 1d4 to your 
  saving throws while the spell is in effect. The shadows disappear when 
  the spell ends.
  Shadow Form 
  4th-level transmutation
  Warlock, Wizard
  Components: S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You transform yourself into shadow-stuff. For the duration of the 
  spell, you can fit through openings of 1 square inch or larger, you have 
  a +10 bonus on Dexterity (Stealth) checks, and you have resistance to 
  bludgeoning, piercing, and slashing damage from nonmagical weapons. 
  However, while in shadow form, you can’t speak or interact with 
  anything in a physical manner.
  If you occupy a space that’s too tight for you when the spell ends, 
  you are displaced to the nearest space where you’ll fit; you take 1d6 
  bludgeoning damage for each 5 feet you were displaced to reach that spot.
  Shadow Sight 
  2nd-level divination
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Self
  Area of Effect: Special
  Saving Throw: None
  By peering into a nearby shadow, you can see out of any other shadow 
  within 30 feet of you as if you were standing in that shadow. You are 
  aware of all shadows you could use for this effect, even if your line of 
  sight to them is blocked. 
  Shadowbind 
  4th-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: 100 ft.
  Area of Effect: 1 to 6 creatures
  Saving Throw: Wis / negates effect
  
  105
  Book of Lost Spells
  You target up to six creatures that you can see. Each creature must be 
  adjacent to (within 5 feet of) at least one other creature targeted by this 
  spell. Each targeted creature must make a Wisdom saving throw. If the 
  saving throw fails, its shadow becomes quasi-real and merges into the 
  shadows of all the other creatures that failed their saving throws. 
  For the duration of the spell, creatures with merged shadows must 
  remain within 5 feet of at least one other creature with a merged shadow. 
  For the sake of simplicity, all of the creatures can move together on the 
  turn of whichever creature comes last in the initiative order, at the speed 
  of the slowest creature in the group. There are likely to be gaps of more 
  than 5 feet between creatures, caused by creatures making successful 
  saves. Affected creatures must move to become adjacent to other affected 
  creatures at their first opportunity. 
  Each affected creature can repeat the saving throw at the end of its turn; 
  a successful save ends the effect for that creature. The spell ends entirely 
  when only one creature is affected by the spell.
  Shadowstaff 
  8th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 staff
  Saving Throw: None
  You imbue a staff you hold with necrotic energy. When you successfully 
  hit with it, the staff does an additional 6d6 necrotic damage and you gain 
  temporary hit points equal to half of the damage taken by the target.
  Shattering Cry 
  5th-level evocation
  Bard, Sorcerer, Wizard
  Components: V, M (a small piece of crystal)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 50 ft. long
  Saving Throw: Con / half damage
  You let out a powerful, magically-enhanced shout that affects a 50-
  foot cone emanating from your space. Each creature in the cone takes 
  8d8 sonic damage, or half damage with a successful Constitution saving 
  throw. A creature made of glass or crystal has tactical disadvantage on its 
  saving throw.
  The shout shatters mundane, unattended objects made of crystal or 
  glass. Attended items of that sort only shatter if their possessor fails his or 
  her saving throw.
  Shield of Crackling Fire 
  7th-level abjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Shadowstaff
  
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  Book of Lost Spells
  You surround yourself with an aura of electrical sparks and flames. For 
  the duration of the spell, you gain resistance against lightning and fire 
  damage. If you are struck by a melee weapon attack by a creature within 5 
  feet of you, the attacker takes 2d8 fire damage plus 2d8 lightning damage.
  The flames shed bright light in a radius of 10 feet around you, and dim 
  light to a further 10 feet.
  Shield Open Flame 
  Abjuration cantrip
  Bard, Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: 30 ft.
  Area of Effect: 1 flame
  Saving Throw: None
  You create a protective shield of force around one flame. That flame 
  can’t be extinguished by nonmagical breezes or gusts of air. 
  Shifter’s Bane 
  2nd-level transmutation
  Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Until dawn after a full moon
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  This spell can be cast only on the night of a full moon. For the duration 
  of the spell, any weapon you wield is considered to be made of silver, and 
  you have tactical advantage on Charisma (Bluff), Wisdom (Perception), 
  Wisdom (Insight), and Wisdom (Survival) checks that deal with or are 
  focused on lycanthropes.
  Shroud the Shadow 
  1st-level transmutation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  One creature you can see within range casts no shadow. If the target 
  of the spell is a shadow creature, it is incapacitated unless it makes a 
  successful Constitution saving throw. It can repeat the saving throw at the 
  end of each of its turns; a successful save ends the spell. 
  Signal Flare 
  1st-level evocation
  Druid, Ranger, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 5 minutes
  Range: 100 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: None
  You shoot a bright light resembling a flare to a point you can see within 
  range. The flare gives off bright light in a 20-foot radius and dim light for 
  an additional 20 feet. The light drifts 10 feet toward the ground at the start 
  of each of your turns. The source of the light is immaterial; it can’t be 
  picked up, thrown, carried, or moved in any way after it’s initial “launch” 
  or once it reaches the ground. It can be extinguished by the caster before 
  the end of the spell’s duration as a bonus action.
  Silver Bones 
  3rd-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 skeleton
  Saving Throw: None
  One skeleton you touch gains resistance against bludgeoning, piercing, 
  and slashing damage from weapons unless they’re either magical or silver, 
  for the duration of the spell. 
  Enhancement: For each spell slot used higher than 3rd level, you can 
  affect one additional skeleton.
  Silver Shield 
  4th-level abjuration
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: 20 ft.
  Area of Effect: Self and allied creatures within range
  Saving Throw: None
  You and each creature you choose within range is surrounded by a 
  protective silver aura. Each creature affected by the aura gains a +5 bonus 
  to AC for the duration of the spell. The effect ends for a creature when it 
  attacks or casts a harmful spell.
  Silver Spear 
  2nd-level conjuration
  Druid, Sorcerer, Wizard
  Components: V, S, M (a silver needle)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You conjure a shimmering spear and throw it at one creature you can 
  see. Make a ranged spell attack against the target creature. If it hits, the 
  spear does 3d10 piercing damage and is treated as a silver weapon.
  Enhancement: For each spell slot used higher than 2nd level, the spear 
  does an additional 1d10 damage.
  Skull Bomb 
  5th-level necromancy
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Touch
  Area of Effect: 1 skull
  Saving Throw: Con / half damage
  You imbue one humanoid skull with explosive force. When the skull 
  is thrown against a solid object, it explodes in a 20-foot-radius blast. 
  Each creature in the blast area must make a Constitution saving throw. If 
  the saving throw fails, the creature takes 6d8 necrotic damage and can’t 
  regain hit points until it completes a short or long rest. With a successful 
  save, the creature takes half damage and suffers no additional effect.
  The skull explodes when the spell’s duration expires, if it has not 
  exploded before then.
  
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  Book of Lost Spells
  Sleep of Power 
  7th-level transmutation
  Wizard
  Components: V, S, M (two silver coins)
  Casting Time: 1 bonus action
  Duration: See text
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Sleep of power must be cast on the same turn that you cast any other 
  spell of level 6 or lower that has a duration longer than instantaneous. 
  You fall into a deep, trancelike sleep in which you do not age, breathe, or 
  need food or water. For the duration of the sleep, your other spell doesn’t 
  expire, even if it requires concentration.
  When you cast sleep of power, you must indicate conditions that will 
  cause you to awaken. You always awaken if you take damage or if the 
  original spell ends (by being discharged or dispelled, for example).
  This spell is typically used by wizards to provide an ongoing benefit 
  to another adventurer; for instance, an Immunity to Energy spell could be 
  maintained throughout an extended trip to the plane of fire. NPC wizards 
  typically charge large sums of money and magic items to cast this spell.
  Slime Bucket 
  5th-level conjuration
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 150 ft.
  Area of Effect: Cylinder, 10-ft. radius, 40 ft. high
  Saving Throw: Dex / half damage
  You conjure a glob of heat-absorbing slime at a point you can see in the 
  air. It then spreads and extends hairlike filaments downward throughout a 
  10-foot radius, 40-foot high cylinder. Each creature in the area takes 8d6 
  cold damage, or half damage with a successful Dexterity saving throw.
  The slime can’t freeze water; it just sinks slowly if it falls into water.
  Enhancement: For each spell slot used higher than 5th level, the initial 
  damage increases by 1d6.
  Slimeball 
  4th-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a vial of acid)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 150 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Dex / half damage
  You shoot a ball of slime from your hand to a point you can see. The ball 
  then explodes into a 20-foot-radius sphere. Each creature in the affected 
  area must make a Dexterity saving throw. If the saving throw fails, the 
  creature takes 6d6 acid damage immediately and 2d6 acid damage at the 
  end of its next turn. On a successful save, a creature takes half damage 
  immediately and 1d6 acid damage at the end of its next turn.
  Enhancement: For each spell slot used higher than 4th level, 
  slimeball does an additional 1d6 damage immediately. For each 
  Slimeball
  
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  sorcery point you expend when casting the spell, the additional 
  damage persists for an extra round. The maximum number of sorcery 
  points that can be expended equals one-half the level of the spell slot 
  used, rounded down.
  Slow Draw 
  1st-level transmutation
  Bard, Wizard
  Components: V, S, M (a vial of glue)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 weapon
  Saving Throw: Wis / negates effect; Str / negates effect
  One weapon you can see sticks in its sheath. Drawing the weapon 
  requires a successful Wisdom saving throw. Only the spell’s caster can 
  draw the weapon without making a save. The spell has no effect on a 
  weapon that isn’t in a sheath or a scabbard when the spell is cast.
  Slur 
  2nd-level transmutation
  Cleric, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You impede the speech of a creature you can see. The creature must 
  make a Constitution saving throw. If the saving throw fails, its speech 
  becomes slurred and imprecise; other creatures must make an Intelligence 
  saving throw against your spell save DC to understand what the affected 
  creature is saying. In addition, the affected creature can cast a spell with 
  a verbal component only if it makes a successful ability check matching 
  its spell-casting ability against your spell save DC; the spell slot is not 
  expended if the ability check fails.
  An affected creature can repeat the Constitution saving throw at the end 
  of each of its turns. A successful save ends the effect.
  Smart Arrow 
  3rd-level divination
  Ranger
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 round
  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Select a creature you can see within range. For the duration of the spell, 
  you can make missile weapon attacks against that creature even if it is 
  not in your line of sight, as long as it is within range of the weapon. Your 
  missiles can swerve around corners, go up and down stairs, and even seek 
  out alternative paths to the target if a door is closed. They ignore cover and 
  concealment. Only a creature that has blocked all possible routes from you 
  to it is safe from your missiles.
  Smothering Cloud 
  2nd-level evocation
  Sorcerer, Wizard
  Components: V, S, M (a small piece of worn cloth)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Sphere, 10-ft. radius
  Saving Throw: Con / partial
  You create a thick, roiling mass of gray clouds in a 10-foot-radius sphere 
  around a point you can see. Creatures inside the cloud can’t breathe, and 
  fires inside the cloud are extinguished. The cloud also prevents other air-
  based phenomena, such as stinking cloud spells or a troglodyte’s stench, 
  from affecting those inside it.
  You can choose to anchor this spell on a creature when you cast it. 
  The creature must make a Constitution saving throw. If it fails, the cloud 
  moves with it. If it succeeds, the spell is centered on a spot just behind 
  the target.
  The cloud’s area is heavily obscured. It lasts for the duration of the spell 
  or until a wind of moderate or greater force disperses it.
  Snakes into Staves 
  4th-level transmutation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 to 6 snakes
  Saving Throw: Con / negates effect
  You transform up to six snakes you can see into staves. Each snake 
  must make a Constitution saving throw when the spell is cast; a successful 
  save negates the effect on that snake. Small snakes become clubs and large 
  snakes become quarterstaffs, which can be used as weapons. 
  This spell only works on snakes classified as beasts. The staves revert 
  to snakes when the spell ends.
  Solar Flare 
  8th-level evocation
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 150 ft.
  Area of Effect: Cylinder, 15-ft. radius, 60-ft. tall
  Saving Throw: Dex / half damage; Con / not blinded
  You summon a vertical column of divine fire from the heavens. Each 
  creature in a 15-foot-radius, 60-foot-tall cylinder centered on a point 
  within range takes 6d6 fire damage plus 6d6 radiant damage, or half 
  damage with a successful Dexterity saving throw. Each creature in the 
  cylinder or within 15 feet of it that can see the fire is permanently blinded 
  unless it makes a successful Constitution saving throw. 
  The light from the solar flare affects creatures as if it were true sunlight.
  Solar Fury 
  6th-level evocation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your body glows intensely, giving off bright light in a 60-foot radius 
  and dim light for a further 60 feet. For the duration of the spell, you gain 
  resistance to fire damage. You also radiate heat in a 20-foot radius; each 
  creature that begins its turn within 20 feet of you takes 4d6 fire damage, or 
  half damage with a successful Dexterity saving throw.
  
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  Solar Spear  
  4th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / partial
  A bolt of light streaks from your hand to a creature you can see. Make 
  a ranged spell attack against that creature. If you hit, the creature takes 
  5d8 radiant damage and must make a Constitution saving throw. If the 
  saving throw fails, the creature is blinded. A blinded creature can repeat 
  the saving throw at the end of each of its turns; a successful save ends the 
  blindness.
  Enhancement: For each spell slot used higher than 4th level, the spell 
  does an additional 1d8 damage.
  Song Barrier 
  6th-level evocation
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: Wall, 80 ft. long, 20 ft. tall, 5 ft. wide
  Saving Throw: See text
  You cause the air to vibrate with music concentrated in a wall up to 
  80 feet long, 20 feet high, and 5 feet wide. The wall forms in an area you 
  choose within range. It must be straight along its entire length. Creatures 
  in the area occupied by the wall when it’s created make Dexterity saving 
  throws. A successful saving throw indicates the creature can immediately 
  move to an adjacent unoccupied space; if the saving throw fails or the 
  creature has nowhere to go, the wall forms around it. The wall doesn’t 
  obscure vision or block movement physically.
  When you cast the spell, you choose whether the song is melodious or 
  cacophonous.
  The melodious song causes one side of the wall that you choose to emit 
  a pleasing melody that entrances those that can hear it; the other side is 
  silent. Every creature within 30 feet of the melodious side of the wall that 
  can hear the song must make a Wisdom saving throw at the beginning of 
  each of its turns. If the saving throw fails, the creature must move toward 
  the wall by the shortest, safest route until it is within the wall.
  A creature that enters the melodious wall or ends its turn inside it must 
  make a Wisdom saving throw. If this saving throw fails, the creature 
  falls unconscious for as long as it’s inside the wall. If it takes damage, it 
  can repeat the saving throw; it awakens on a successful save. A creature 
  never needs to make more than one saving throw against the wall’s 
  effect per turn.
  The cacophonous song causes one side of the wall to emit thunderous, 
  damaging vibrations while the other side remains silent. Each creature that 
  ends its turn within 30 feet of the wall takes 3d8 thunder damage and is 
  deafened until the start of its next turn, or half damage with no deafening 
  if it makes a successful Constitution saving throw. Being unable to hear 
  the wall doesn’t protect a creature against the damage, which is caused by 
  vibrations affecting the creature’s whole body.
  The interior of the cacophonous wall is even more dangerous; any 
  creature that enters the wall or ends its turn there must make a Constitution 
  saving throw (no more than one saving throw per turn). If the saving throw 
  fails, the creature takes 8d6 thunder damage, is permanently deafened, 
  and is stunned until the beginning of its next turn. A successful save halves 
  the damage and the creature is not deafened or stunned. Creatures that are 
  already deaf are immune to the stunning but still take the damage.
  Solar Spear
  
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  Song of Vengeance 
  5th-level abjuration
  Bard
  Components: V, M (a ruby worth at least 1,000 gp, which is 
  consumed in the casting)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Con / negates effect
  You create a magical song that resonates with your physical state in 
  a way that hurts your enemies when they hurt you. Whenever you take 
  damage, each creature within 30 feet of you takes 2d8 thunder damage, or 
  no damage with a successful Constitution saving throw, as the song picks 
  up your pain and throws it back in concentrated, musical form at those 
  around you. 
  When you cast song of vengeance, you can nominate up to six creatures 
  to be unaffected by its magic; those creatures are not damaged by the 
  spell.
  Sonic Boom 
  1st-level transmutation
  Bard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 weapon
  Saving Throw: None
  You gain the ability to turn your weapon strokes into concussive blasts 
  transmitted through the air. For the duration of the spell, you can make melee 
  weapon attacks against creatures up to 20 feet away from you as if they were 
  adjacent, and the attacks do thunder damage instead of their usual damage type.
  Soul Shatter 
  5th-level necromancy
  Wizard
  Components: V, S, M (gems worth at least 500 gp, which are 
  consumed in the casting)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You send waves of negative energy coursing through the body of 
  one creature you touch as you cast this spell. The target must make a 
  Constitution saving throw. If the saving throw fails, it loses 1d6 points of 
  Charisma and is incapacitated for 1 round for every point of Charisma it 
  lost; it recovers at the beginning of your turn after the appropriate number 
  of rounds. (For example, if the creature lost 1 point of Charisma, it is 
  stunned until the beginning of your next turn.)
  Soul Shield  
  2nd-level abjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You siphon some of your life force into a shimmering shield of light 
  around yourself. Sacrifice any number of your hit points (up to your current 
  total -1) when you cast the spell, and you immediately gain twice as many 
  temporary hit points. You must leave yourself at least 1 “real” hit point. 
  While any of those temporary hit points remain, you get tactical advantage 
  on Dexterity and Constitution saving throws. Remaining temporary hit 
  points disappear when the spell ends. The spell ends immediately if all the 
  temporary hit points are lost. 
  Soul Strike  
  8th-level necromancy
  Cleric, Wizard
  Components: V, S, M (the heart of a humanoid killed in the 
  last week, which is consumed in the casting)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 100 ft.
  Area of Effect: Sphere, 40-ft. radius 
  Saving Throw: Wis / half damage, not stunned
  You cause negative energy to fill a 40-foot-radius sphere around a point 
  within range, which claws at the souls of all creatures exposed to it. Each 
  living creature in the affected area must make a Wisdom saving throw. 
  If the saving throw fails, the creature takes 8d10 necrotic damage and 
  is stunned for 1d4 rounds; on a successful save, the creature takes half 
  damage and is not stunned.
  A stunned creature makes a Constitution saving throw at the end of 
  each of its turns; a successful save ends the stun.
  A creature killed by soul strike can’t be raised by any magic less 
  powerful than an 8th-level spell.
  Sound Worm 
  3rd-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 60 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Your shouted words, aimed at a creature within range, reverberate 
  and disrupt the target. The creature becomes unable to maintain 
  concentration on spells for the duration of sound worm unless it makes 
  a successful Wisdom saving throw. Any spell cast by the creature with a 
  duration of concentration ends instantly, and it can’t cast spells requiring 
  concentration. The creature can repeat the Wisdom saving throw at the 
  end of each of its turns; a successful save ends the effect.
  Speak with Objects 
  3rd-level divination
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You can communicate telepathically with objects, whether they are 
  inanimate or animated objects and constructs. You can ask questions 
  and receive answers from objects. An inanimate object’s sense of its 
  surroundings is quite limited, so it can’t give detailed descriptions of 
  creatures, recognize specific individuals, or answer questions about events 
  outside its immediate vicinity. They are most attuned to sound (vibration) 
  and touch, but have very limited or nonexistent vision. They can sense 
  powerful smells, but nothing subtle. Inanimate objects seldom volunteer 
  information; they only respond to direct questions.
  
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  The spell doesn’t make animated objects or constructs more friendly or 
  cooperative than normal. Furthermore, they don’t lead interesting inner 
  lives and they’re prone to making comments that seem inane to sentient 
  creatures (but might make sense within the confines of some unfamiliar 
  logic). If an animated object or construct is friendly toward the caster, it 
  probably is willing to do a favor or service for the caster, within its limited 
  ability (as determined by the GM).
  Spectral Archers 
  4th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  When you touch a creature, five shadowy duplicates appear around 
  it. The duplicates are quasi-real; they take up no space, can be moved 
  through by allies and enemies, and can’t be damaged, though they can be 
  dispelled. 
  The next time the targeted creature makes a ranged weapon attack, the 
  duplicates make identical attacks against targets of the creature’s choice. 
  The creature makes attack rolls against each target and does damage 
  to them as if it were making the attacks. The spell then ends and the 
  duplicates disappear.
  Speed Undead 
  2nd-level necromancy
  Cleric
  Components: V, S, M (a drop of quicksilver)
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: Touch
  Area of Effect: 1 undead creature
  Saving Throw: None
  You imbue a willing undead creature with unnatural speed and grace. 
  For the duration of the spell, the undead target gains a +2 AC bonus, has 
  tactical advantage on Dexterity saving throws, and its speed increases by 
  10 feet. 
  Enhancement: For each spell slot used higher than 2nd level, you can 
  affect one additional undead creature.
  Spell Inhibitor 
  6th-level abjuration
  Wizard
  Components: V, S, M (a pinch of powdered adamantine 
  worth 10 gp)
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Sphere, 100-ft. radius
  Saving Throw: None
  You disrupt magical energy around yourself. The effect moves  
  with you. 
  Any spellcaster that casts a spell within 100 feet of you must make 
  an ability check using their spell-casting ability against your spell saving 
  throw DC. If the check fails, the spell takes effect as if it were cast using 
  the minimum slot level that could be used to cast it rather than the slot that 
  was actually used. In addition, if the spell has a variable effect, it has a -1 
  penalty on each die, to a minimum of one.
  Spectral Archers
  
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  Spell Kill 
  3rd-level transmutation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Spellcasting ability / negates effect
  A silvery ray of energy shoots from your hand to one creature you can 
  see. That creature loses one 4th-level spell slot as if the spell was cast 
  unless it makes a successful saving throw using its spell-casting ability. If 
  it has no 4th-level spells, it loses a 3rd-level slot instead; if it has no 3rd-
  level slot, it loses a 2nd-level spell; and so on. Spell kill has no effect on 
  creatures that don’t have spell slots.
  Enhancement: Spell kill can be cast using a spell slot of 3rd level or higher. 
  It wipes out a spell slot one level higher than the slot used to cast spell kill.
  Spell Legs 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 spell
  Saving Throw: None
  You gain control of one non-instantaneous, area effect spell within 
  range whose area is not centered on an object or a creature, such as 
  stinking cloud or flaming sphere. When you cast spell legs, and at the 
  beginning of each of your turns, you can move the targeted area of effect 
  up to 20 feet in any direction.
  If the original spell has a duration of “concentration,” you must make 
  an opposed ability check at the beginning of each of your turns, pitting 
  your spellcasting ability against the original caster’s. You can move the 
  spell if you win the contest; otherwise, the spell behaves normally.
  Spellcaster’s Refusal 
  5th-level abjuration (ritual)
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: 120 ft.
  Area of Effect: 1 portal
  Saving Throw: None
  You create an invisible barrier that wards one point of entry (a hallway, 
  doorway, window or the like). The entryway can be no more than 20 feet 
  across. You must be able to see the area affected and it must be in range. 
  For the duration of the spell, no creature with spellcasting ability can pass 
  through the portal, but non-spellcasting creatures are not affected. You 
  and up to three creatures you nominate when you cast the spell can pass 
  through the portal as if spellcaster’s refusal was not in effect.
  Enhancement: For each spell slot used higher than 5th level, you can 
  create one additional barrier.
  Spilling of Blood 
  6th-level necromancy
  Wizard
  Components: V, S, M (a few drops of blood)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You cause a gaping wound to open in the body of a living creature. At 
  the beginning of each of the target’s turns, it must make a Constitution 
  saving throw. If the saving throw fails, the creature takes 5d6 necrotic 
  damage and loses 1 point of Constitution. 
  The spell ends if the creature regains hit points or if it makes two 
  successful Constitution saving throws against this effect. The saves don’t 
  need to be consecutive.
  The spell has no effect on creatures without blood.
  Spirit Blast 
  2nd-level necromancy
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You sacrifice part of your life force to create a bolt of energy that you 
  immediately hurl at a creature you can see. Sacrifice any number of hit 
  points (up to your current total -1) and make a ranged spell attack against 
  the target. If it hits, the bolt does radiant damage equal to the hit points 
  you sacrificed plus 5d6.
  Enhancement: For each spell slot used higher than 2nd level, the bolt 
  does an additional 1d6 damage.
  Spirit Cartographer 
  2nd-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: 30 ft.
  Area of Effect: 1 spirit
  Saving Throw: None
  You summon a Tiny, corporeal creature from the Plane of Law that 
  accurately maps any area you traverse. Its attributes are identical to a 
  sprite’s, except it has Perception +8 and passive Perception 18. In combat, 
  it always takes the Dodge action and never attacks.
  The spirit cartographer hovers above the person who summoned it and 
  can see anything you see (plus a bit more, sometimes). Whenever you pass 
  within 5 feet of a secret door, a concealed panel (including trapdoors on 
  the floor and ceiling), or another feature that can be detected with sharp 
  senses, the GM makes a Wisdom (Perception) check to determine whether 
  the spirit cartographer notices the feature and records it on the map. 
  Because it remains completely silent at all times, characters won’t know 
  about these “extras” until they take the time to examine the spirit’s map. 
  The spirit vanishes and the spell ends if the spirit is reduced to 0 hit 
  points. The map the spirit has drawn remains.
  Spirit Disk 
  8th-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You evoke a spinning disk of force that streaks toward one creature you 
  can see. Make a ranged spell attack. If it hits, the creature takes 10d10 
  
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  Book of Lost Spells
  force damage. If you roll a natural 20 to hit, roll the d20 again. If the result 
  of the second roll is another 20, the creature loses a limb, the same as if it 
  had been struck by a sword of sharpness. 
  Once launched, the spirit disk remains hovering near its target. As an 
  action, you can attack again with it on each of your turns. The target, 
  however, can’t be changed.
  Spirit Doll 
  5th-level transmutation
  Warlock, Wizard
  Components: V, S, M (a doll, a piece of hair from the mark, 
  and a ruby worth at least 1,000 gp, which is consumed in 
  the casting)
  Casting Time: 10 minutes
  Duration: 7 days
  Range: Touch
  Area of Effect: 1 doll
  Saving Throw: None
  You turn an ordinary doll into a spirit doll, which is attuned to another 
  creature whose lock of hair was woven into the doll during the casting. 
  This creature is referred to as the “mark” or as the linked creature.
  For the duration of the spell, the mark must subtract 1d4 from its saving 
  throws against spells cast by you while you possess the doll. The mark is 
  also subject to other spells that make use of the spirit doll. 
  When the spell ends, the doll disintegrates.
  The link between the doll and the mark is inactive if both are on different 
  planes of existence, but that that doesn’t sever the link; it becomes active 
  again when both are on the same plane of existence.
  Spiritbreaker 
  6th-level abjuration
  Warlock, Wizard
  Components: V, S, M (a specially prepared document)
  Casting Time: 3 rounds (see text)
  Duration: See text
  Range: 50 ft.
  Area of Effect: 1 fiend
  Saving Throw: Cha / partial
  This spell allows you to inflict wracking pains on a fiend, usually in 
  order to exact a service from it. If the creature refuses and you continue 
  the spell, it is eventually banisehd to its plane of origin.
  To cast this spell, you must have a specially prepared document that 
  contains the fiend’s true name; without that, the spell fails automatically. 
  You can start and pause the reading at any time, so long as no more than 
  10 rounds have elapsed since the spell was started. You can end the casting 
  at any time by simply not finishing the reading of the document.
  When you begin reading the document, the subject feels great 
  discomfort and must make a Charisma saving throw. If the saving throw 
  fails, the creature is unable to attack or to move from its location by any 
  means. A successful save allows the creature to move normally (including 
  retreating to its home plane) if it isn’t prevented from doing so, but the 
  spiritbreaker spell still renders it powerless to attack. 
  During the second round of reading, the subject feels great pain coursing 
  through its body and it loses one-fourth of its current hit points.
  At the start of the third round of reading, the subject loses one-half of 
  its current hit points as the pain intensifies. At the end of the third round, 
  the creature is condemned to its home plane. It remains confined there, 
  unable to be summoned to your plane, unable to leave its own plane, and 
  in wracking pain, for ten years. From this point forward, the creature is 
  your sworn enemy. Unfortunately, its confinement to its home plane doesn’t 
  prevent the creature from sending its minions and servitors to deal with you.
  Material Component: The specially prepared document mentioned above 
  must contain the true name of the fiend the spell is being used against. The 
  document itself costs 1,000 gp for the paper or parchment, special pens, and 
  other materials. The ink used to scribe the document must be made from 
  powdered rubies (totaling at least 5,000 gp) and the blood of a fiend.
  Note that a fiend’s true name is not easy to come by. Many (particularly 
  in the case of demons) go by more than one name on the various planes of 
  existence, and some don’t even know their own true names. No fiend ever 
  voluntarily reveals its true name to anyone, especially a spellcaster from 
  the Material Plane.
  Spiteful Images 
  3rd-level illusion
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  Choose one creature you can see that has mirror image or similar 
  image-duplicating magic in effect. Those images immediately turn and 
  attack the creature. Make an attack for each image, using your melee spell 
  attack bonus. Each hit does 2d6 force damage to the target creature.
  Images always know which is the original creature and never attack 
  other images. In addition, enemies of the target no longer have any 
  difficulty distinguishing the target from his or her images; all attacks can 
  be directed against the actual creature without risk of hitting an image 
  (unless the attacker wants to hit an image, of course).
  Spyworm 
  3rd-level conjuration
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  A small worm grows beneath the skin of a creature you touch if it fails a 
  Constitution saving throw against disease. While the worm is under the target’s 
  skin, you can hear any sounds the target hears as though the worm was one of 
  your ears, as long as you and the target are on the same plane of existence.
  A spyworm can be removed by any effect that cures disease. It shrivels 
  into nothingness when the spell ends.
  Squeaking Floor Alarm 
  3rd-level illusion
  Cleric
  Components: V, S, M (a rusty hinge)
  Casting Time: 1 action
  Duration: 8 hours
  Range: 30 ft.
  Area of Effect: Square area, 10 ft. by 10 ft.
  Saving Throw: None
  You cause a 10-by-10-foot section of ground to squeak loudly when it’s 
  stepped on. Creatures that are trying to move silently can avoid triggering 
  the noise with a successful Dexterity (Stealth) check against your spell save 
  DC. The noise can be heard clearly within 100 feet, regardless of barriers. 
  Steam Bolt 
  3rd-level evocation
  Druid, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  
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  Range: 150 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You create a superheated bolt of steam and propel it at one creature you 
  can see. Make a ranged spell attack roll against that creature. If it hits, 
  the bolt does 8d6 fire damage and the creature must make a successful 
  Dexterity saving throw or drop whatever it is holding.
  Steam Cloud 
  4th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / half damage
  You call up a billowing cloud of superheated water in a 20-foot-radius 
  sphere within range. The area of the cloud is lightly obscured. Each 
  creature that starts its turn in the cloud or enters the cloud takes 4d6 fire 
  damage, or half damage with a successful Constitution saving throw. The 
  area of the cloud is also quite slippery; any creature moving through it on 
  the ground must make a successful Dexterity saving throw when it begins 
  its move or fall prone.
  At the beginning of each of your turns, the cloud moves 10 feet directly 
  away from you. The cloud lasts for the duration of the spell or until a 
  strong wind disperses it.
  Steel Butterflies 
  4th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Dex / half damage
  You conjure numerous steel butterflies, which you release in a 30-
  foot cone. Each creature in the cone takes 10d4 slashing damage, or half 
  damage with a successful Dexterity saving throw. Fey creatures have 
  tactical disadvantage on the saving throw, and they are also stunned until 
  the end of your next turn if the saving throw fails.
  Enhancement: For each spell slot used higher than 4th level, the 
  damage increases by 5 points.
  Stench of Death 
  2nd-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Self
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: None
  A pungent odor surrounds you. Beasts with an Intelligence of 3 or lower 
  will not approach within 20 feet of you for the duration of the spell, unless 
  they are eaters of carrion.
  Sticky Tongue 
  2nd-level transmutation
  Druid
  Components: V, S, M (a frog)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You transform the tongue of a willing creature so it becomes long and 
  sticky, like the tongue of a frog.
  For the duration, the creature can use a bonus action to make a melee 
  weapon attack against one target within 10 feet. If the attack hits, the 
  target is grappled. The tongue can grapple only one creature at a time, 
  and a creature using its tongue to maintain a grapple can’t speak or attack 
  anything else with its tongue.
  The grappled target can use an action to make a Strength (Athletics) or 
  Dexterity (Acrobatics) check against your spell save DC to escape.
  Enhancement: When you cast sticky tongue with a 3rd-level or higher 
  spell slot, you can affect one additional creature for each slot level above 
  2nd.
  Stonefast 
  4th-level abjuration
  Cleric, Druid, Wizard
  Components: V, S, M
  Casting Time: 1 action
  Duration: 1 day
  Range: Touch
  Area of Effect: 10,000 cubic ft. of stone
  Saving Throw: See text
  You touch stone and ward up to 10,000 cubic feet of it, making it 
  immune to transmutation spells and impassable to creatures that meld or 
  pass through stone. A creature already within the stone is trapped there 
  unless it makes a successful Constitution saving throw, in which case it is 
  expelled to the nearest empty space.
  A simple way to envision the volume of this spell is 10 cubes, each 
  10 feet on a side (10 x 10 x 10). Bricks, mortared stone, and other 
  constructions that are made of stone but are not solid stone are resistant to 
  the effect; only half the normal volume is affected.
  Storm of Vitriol 
  9th-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 1 mile
  Area of Effect: Sphere, 100-ft. radius
  Saving Throw: Dex / half damage; Con / negates effect
  You create a compressed globule of vitriol at a point you can see within 
  range, which then bursts into a 200-foot-sphere of caustic acid, corroding 
  and dissolving anything in the area. Each creature in the affected area 
  takes 6d10 + 20 acid damage, or half damage with a successful Dexterity 
  saving throw. Each creature must also make a Constitution saving throw; 
  if it fails, they are incapacitated for 1d4 rounds by the burning fumes. 
  Creatures who don’t breathe or that are immune to acid damage are 
  unaffected by the second effect.
  Strength of the Wyrm 
  8th-level transmutation
  Cleric, Wizard
  Components: V, S, M (scale from a dragon)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  
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  One willing creature you touch increases its Strength to 25 and its 
  Constitution to 19 for the duration. A creature that has a higher score in 
  either ability keeps its innate score; its ability score isn’t lowered because 
  of this spell.
  Stupefy 
  4th-level necromancy
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Int / half damage
  You psychically attack one creature you can see. The creature must 
  make an Intelligence saving throw. If the saving throw fails, it takes 
  6d6 psychic damage and loses 2 points from Intelligence, Wisdom, and 
  Charisma. If the save succeeds, it takes half damage and suffers no ability 
  score loss. Lost ability points are restored after the creature’s next short 
  or long rest.
  Summon Undead 
  3rd-level conjuration
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 60 ft.
  Area of Effect: See text
  Saving Throw: None
  You summon undead creatures from Orcus’s realm that appear in 
  unoccupied spaces you can see within range. The undead creatures 
  disappear when their hit points drop to 0 or when the spell ends.
  Roll initiative for the creatures when they arrive. They are considered 
  your allies and companions. The undead follow your verbal commands, 
  which you can issue as bonus actions. If the undead are not commanded, 
  they don’t take actions except to defend themselves from hostile creatures.
  If your concentration on the spell is broken, the undead immediately 
  turn against you and your companions; they do not disappear until an hour 
  has passed since you summoned them.
  You can choose what appears from among the following.
  • One undead of CR 2 or lower
  • Two undead of CR 1 or lower
  • Four undead of CR 1/2 or lower
  • Eight undead of CR 1/4 or lower
  Enhancement: For each spell slot used higher than 3rd level, the 
  challenge ratings of the undead you can summon increase by one step for 
  each slot level above 3rd (1/4 to 1/2 to 1 to 2 to 3, etc.).
  Swirling Leaves 
  2nd-level abjuration
  Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You surround yourself with swirling leaves that lightly obscure you for 
  the spell’s duration.
  Storm of Vitriol
  
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  Tattoo Object 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: Touch
  Area of Effect: 1 object weighing up to 50 lbs.
  Saving Throw: None
  With a touch, you convert one nonmagical object into a tattoo that 
  appears on the body of a willing creature within 10 feet. The object must 
  weigh no more than 50 lbs. The tattoo shows the object at one-twelfth of 
  its normal dimensions; the spell fails if such a tattoo can’t physically be 
  placed on the creature.
  Either you or the recipient can end the spell by using a bonus action. 
  The object then reappears, either in the hand of the spell’s recipient or 
  adjacent to them, if desired.
  Enhancement: When you cast tattoo object with an 8th-level or higher 
  spell slot, you can affect magical objects. Their magical abilities are 
  suppressed while in tattoo form.
  Taunt 
  2nd-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: All humanoid enemies
  Saving Throw: Wis / negates effect
  You call out insults and challenges that irritate and enrage nearby 
  creatures, forcing them to direct all their attacks against you. Each enemy 
  humanoid within 30 feet must make a Wisdom saving throw. If the saving 
  throw fails, it can’t move away from you and any attack it makes or 
  offensive spell it casts must include you as one of the targets. At the end 
  of each of its turns, an affected humanoid can repeat the saving throw; a 
  successful save ends the effect on that creature.
  Tenacious Blade 
  3rd-level conjuration
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: 1 dagger
  Saving Throw: None initially; Con negates effect
  You create a metal dagger in your hand that is treated as a magical 
  dagger +1. Upon striking a creature, the blade breaks off and remains 
  stuck in the creature. The affected creature must make a Constitution 
  saving throw at the start of each of its turns. If the saving throw fails, the 
  creature takes 2d6 piercing damage and is incapacitated until the end of its 
  turn. If the saving throw succeeds, the blade drops out of the wound and 
  disappears, ending the spell.
  Tendrils of Night 
  9th-level conjuration
  Sorcerer, Wizard
  Components: V, S, M (black pearl worth at least 500 gp, 
  which is consumed in the casting)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Taunt
  
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  Area of Effect: Circle, 5-ft. radius
  Saving Throw: Dex / negates effect
  You create a portal to an eldritch realm inside a 10-foot circle that opens 
  in the floor centered on a point you can see. Creatures standing on the 
  portal when it opens can make a Dexterity saving throw to jump to the 
  nearest safe space and avoid being drawn through the portal inadvertently.
  Immediately after the portal appears, four 30-foot-long tendrils emerge 
  from it. When you cast the spell and at the beginning of each of your 
  turns, each tendril tries to grapple one creature; you select the targets. 
  Make a melee spell attack for each tendril. If it hits, the target is grappled 
  and dragged 10 feet toward the portal. Instead of attacking, a tendril that 
  already has a creature grappled drags it another 10 feet closer to the portal. 
  Grappled creatures can escape by making appropriate ability checks 
  against your spell saving throw DC.
  Creatures that fall or are pulled into the portal no longer exist on the 
  plane where tendrils of night was cast; they are inside the eldritch realm 
  where the tendrils originate. They must make Constitution saving throws 
  at the start of each of their turns. If the saving throw fails, the creature 
  takes 4d6 necrotic damage and its maximum hit points are reduced by 
  the same number. As an action, the creature can try to escape by making 
  a Strength check against your spell saving throw DC; if it succeeds, it 
  appears in the unoccupied space closest to the portal.
  When the spell ends, creatures pulled through the portal reappear in the 
  portal’s space, alive or dead.
  Thorn Snare 
  2nd-level transmutation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 50 ft.
  Area of Effect: Four 5-ft. by 5-ft. by 3-ft. high thickets
  Saving Throw: Dex / negates damage for 1 turn
  You cause a dense thicket to grow instantly. The thicket is 3 feet tall, 
  covers 100 square feet of ground, and must be at least 5 feet wide at every 
  point. (A simple way to think of this is four squares, each 5-by-5 feet 
  horizontally and 3 feet high.) The thicket must be continuous; no portion 
  of it can be separate from the rest. The thicket is difficult terrain to move 
  through. The first time a creature moves in the thicket each turn, it must 
  make a successful Dexterity saving throw or take 1d6 piercing damage 
  from thorns.
  Torrent 
  6th-level conjuration
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 60 ft. long
  Saving Throw: Dex / half damage
  You conjure a 60-foot cone of water from your hands. Each creature in 
  the area must make a Dexterity saving throw. If the saving throw fails, the 
  creature takes 7d6 + 15 bludgeoning damage and is pushed 30 feet away 
  from you. On a successful save, the creature takes half damage and is not 
  pushed. 
  Touch of Madness 
  8th-level enchantment
  Wizard
  Components: V, S, M (a handful of coal dust)
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 150 ft.
  Area of Effect: 1 creature
  Torrent
  
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  Saving Throw: Wis / negates effect
  The judgment of a creature you can see is overwhelmed with 
  contradictory images and impulses. The creature takes 4d6 psychic 
  damage and must make a Wisdom saving throw. If the saving throw fails, 
  the creature’s Wisdom score becomes 1, it can’t cast divine spells, and it 
  becomes incredibly trusting, always following the last order given to it by 
  anyone unless doing so would cause self-harm.
  At the end of every 30 days, the creature can repeat the saving throw to 
  end the effect. The spell can also be ended by a greater restoration, heal, 
  or wish spell.
  Track Magic 
  4th-level divination
  Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain the ability to track magical auras. You can follow the trail 
  of any creature that is affected by ongoing spells or is carrying magical 
  items. You must still make Wisdom (Survival) checks to follow the trail, 
  but terrain and weather conditions have no effect on your tracking ability.
  Tracker’s Gaze 
  5th-level divination
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: 200 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  Select one creature you can see within 200 feet. For the duration of 
  the spell, you can see the creature clearly, regardless of distance, cover, 
  lighting, or even magic, as long as the creature is within the range of your 
  normal vision. Obstacles still block your vision, but unless the creature 
  has total cover, you can still perceive it clearly. Tracker’s gaze doesn’t 
  allow you to see the true form of polymorphed creatures, but it does allow 
  you to see the exact location of creatures affected by mirror image and 
  similar displacement effects. 
  Tranquil Grove 
  8th-level conjuration
  Druid
  Components: V, S, M (an acorn)
  Casting Time: 1 action
  Duration: 12 hours
  Range: 50 ft.
  Area of Effect: a single glade or copse up to 30 ft. in 
  diameter
  Saving Throw: None
  You create a small green glade or copse of trees that exudes peace 
  and tranquility. Any creatures that take a long rest in the grove regain 
  all hit points and hit dice as normal, and they are cured of all diseases, 
  they recover fully from exhaustion, and all poison in their systems is 
  neutralized.
  The grove also contains enough food to feed ten Small or Medium 
  creatures. Finally, the grove and everything inside it are invisible to all 
  creatures outside the grove except for those you allow to perceive it. 
  Up to ten creatures can rest in the grove at one time. The spell can only 
  be cast outdoors.
  Transfer of Vigor 
  5th-level transmutation
  Cleric, Druid, Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You touch a creature and attempt to gain its physical prowess. The 
  creature can make a Constitution saving throw if it chooses to. If the 
  saving throw fails or if the creature didn’t make a saving throw, you 
  exchange Strength and Constitution scores with the target for the duration 
  of the spell. Transfer of Vigor ends if either you or the target drops to 0 
  hit points.
  Transform Boulder to Pebble 
  4th-level transmutation
  Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: 50 ft.
  Area of Effect: 1 boulder
  Saving Throw: None
  You transform one natural boulder you can see into a pebble no more 
  than 1 inch in diameter. The boulder can be no more than 1,000 cubic feet 
  (a cube 10 feet on a side, or a sphere 12 feet in diameter). The boulder 
  remains in pebble form until the magic is dispelled. The spell has no effect 
  on creatures of living stone or on man-made objects; the target must be a 
  boulder in its natural state.
  Enhancement: For each spell slot used higher than 4th level, you can 
  affect an additional boulder.
  Transform Pebble to Boulder 
  4th-level transmutation
  Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 pebble
  Saving Throw: None
  You transform one pebble you touch into a boulder up to 1,000 
  cubic feet in volume (a cube 10 feet on a side, or a sphere 12 feet  
  in diameter). If you throw the pebble as part of the spell, it transforms 
  in flight, and you can make a ranged spell attack against one  
  creature within 30 feet. On a hit, the boulder does 6d10 bludgeoning 
  damage.
  Transform Zombie 
  5th-level necromancy
  Wizard
  Components: V, S, M (a bone from a ghoul)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 zombie
  Saving Throw: None
  One zombie that you touch becomes a ghoul. If you previously had 
  control of the zombie, you retain control of the ghoul.
  
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  Transmute Gold to Steel 
  6th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 20 lbs. of gold
  Saving Throw: None
  You transmute up to 20 lbs. of gold into a strong substance that appears 
  to be gold but has the strength of steel. 
  Soft, easily worked gold can be shaped into complex forms or razor-thin 
  blades and then given the strength of the highest-grade steel with this spell. 
  The metal created by the spell is free from any flaws or imperfections and 
  is ready for immediate enhancement. It also holds enhancements better 
  and longer than less-pure forms of steel. The exact effects of this are left 
  to the GM.
  Transparent Steel 
  6th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 100 lbs. of steel
  Saving Throw: None
  You transmute up to 100 lbs. of steel so that it becomes transparent. 
  Visually, it is indistinguishable from high-grade glass, but it retains all of 
  its other properties. Weapons made of transparent steel get a +1 bonus to 
  hit creatures that rely on sight, as they have trouble seeing and countering 
  the weapon.
  Tree Ladder 
  1st-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Touch
  Area of Effect: 1 tree
  Saving Throw: None
  One living tree that you touch instantly grows ladderlike holds, allowing 
  it to be climbed easily by humanoid creatures. The DC to climb the tree 
  drops to 5. The handholds are sturdy enough to hold 500 lbs. of weight. 
  The spell has no effect if cast on a tree creature.
  Tremorsense 
  2nd-level divination
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain tremorsense, enabling you to detect moving creatures that are 
  in contact with the ground (or other solid or liquid surroundings) within 
  30 feet of your location. You must be on the ground (or in contact with the 
  same liquid or solid) for the ability to work. Creatures detected this way 
  can be “seen” as clearly as if you were using your eyes. 
  Twig Torture 
  4th-level transmutation
  Cleric, Warlock, Wizard
  Components: V, S, M (a personal object belonging to the 
  caster, twine left outside during a full moon)
  Casting Time: 1 action
  Duration: 8 hours
  Range: 1 mile
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You form a crude representation of a humanoid creature from dead 
  twigs. Something belonging to the target must be incorporated into the 
  twig doll. The creature must make a Wisdom saving throw. If the saving 
  throw fails, the twig doll is mystically linked to the targeted creature. 
  As an action, you can break or burn parts of the twig doll to injure the 
  linked creature. A maximum of 10d6 force or fire damage can be inflicted 
  on the linked creature. The damage can be done all at once, or in smaller 
  amounts at a time. For example, you could spend an action to inflict 1d6 
  fire damage on your turn. On your next turn, you could do 5d6 force 
  damage. This leaves 4d6 damage that could be inflicted at a later time.
  The doll is destroyed and the spell ends when 10d6 damage has been 
  done.
  Twisted Magic 
  3rd-level enchantment
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Choose a creature you can see. The creature must make a successful 
  Wisdom saving throw or become temporarily cursed. The next time the 
  creature casts a spell, the player chooses the level of spell they wish to 
  cast, but the actual spell cast is selected randomly from all their prepared 
  or available spells of that level. If they have only one spell to choose from 
  at that level, then it has an unusual, reduced, or unexpected effect; the 
  Wild Magic table can be used for inspiration, but the changes should never 
  be beneficial to the caster.
  If twisted magic is cast on a player character, it’s recommended the 
  GM make the character’s Wisdom saving throw so the player can’t be 
  sure whether the character is under the spell’s effect. Although the spell 
  that gets cast could be chosen randomly, GMs with a flair for the dramatic 
  can instead choose a specific spell for its absurd or disastrous result in the 
  current situation.
  Twitch 
  1st-level enchantment
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  One creature you can see within range begins twitching its fingers 
  uncontrollably. While the spell is in effect, an affected creature must make a 
  successful Wisdom saving throw to cast a spell with a somatic component; 
  if the saving throw fails, the intended spell fails and the spell slot is 
  expended. An affected creature also must make a Wisdom saving throw 
  before making a Dexterity check that requires fine control of the hands, 
  such as using thieves’ tools; if the saving throw fails, the Dexterity check 
  fails automatically. A successful Wisdom saving throw ends the spell effect.
  
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  Umbral Images 
  3rd-level illusion
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: 3 images
  Saving Throw: None
  This spell works the same as mirror image, but the images are infused with 
  shadow energy so they don’t disappear immediately when struck. Instead, 
  an image is destroyed only by an attack that does 10 or more damage.
  Umbral Storm 
  8th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 400 ft.
  Area of Effect: Sphere, 20-ft. radius 
  Saving Throw: Con / half damage and exhaustion 
  You create a spherical storm of necrotic energy surrounding a point 
  you can see, with a 20-foot radius. Each creature in the area must make a 
  Constitution saving throw. If the saving throw fails, it first loses all temporary 
  hit points and then takes 5d6 + 30 necrotic damage; on a successful save, the 
  creature does not lose temporary hit points and takes half damage.
  Umbral Strike 
  3rd-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  Tendrils of shadow-stuff under your control infiltrate into the aura of 
  a creature you touch. The creature makes a Wisdom saving throw. If the 
  saving throw fails, or if the creature is willing to be affected, you can cast 
  touch spells on the creature as long as you can see it, regardless of whether 
  you can actually touch it.
  Umbral Touch 
  4th-level necromancy
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You gain a Strength-draining attack. As an action, you can make a melee 
  spell attack against one creature within your reach. If you hit, the creature 
  loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it 
  dies; 1d4 rounds later, it reanimates as a shadow under your control, with 
  the stats of a standard shadow.
  Umbral Transformation 
  6th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: 30 ft.
  Area of Effect: 1 object weighing up to 50 lbs.
  Saving Throw: Wis / negates effect (see text)
  You transmute one nonmagical object of up to 50 lbs. that you can see 
  into shadow-stuff. If the item is attended, its possessor can make a Wisdom 
  saving throw; on a successful save, the item is unaffected. Otherwise, the 
  item is transformed.
  A shadow item has an indistinct, shadowy hue when in dim light, but 
  it can be used normally in such light. In bright light and darkness, the 
  item becomes barely visible, insubstantial, and useless; it functions only 
  in dim light. A shadow-stuff item is destroyed instantly if it is exposed to 
  true sunlight.
  If you maintain concentration on this spell for the full hour, the 
  transformation becomes permanent.
  Umbral Weapon 
  5th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 bonus action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  You reach into nearby shadows and use them to create a blade made 
  of shadow-stuff. The blade can resemble any weapon you are proficient 
  with. For the duration of the spell, you can wield the umbral weapon like 
  a normal melee weapon, but you use your spellcasting ability and spell 
  attack bonus when attacking. The weapon does 3d8 necrotic damage, and 
  the target loses 1 point of Strength unless it makes a successful Constitution 
  saving throw. The umbral weapon gains a +3 bonus to damage for every 
  point of Strength it drains. A creature reduced to 0 Strength by this blade 
  dies instantly, and rises in 2d4 rounds as a shadow.
  The blade disappears if you let go of it, but during the spell’s duration, 
  you can create it again in your hand with a bonus action.
  Unchained Melody 
  1st-level transmutation
  Bard
  Components: V
  Casting Time: 1 bonus action
  Duration: 1 round
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  Until the end of your next turn, each creature within 30 feet of you can 
  add 1d4 to its ability checks made to escape from a grapple or other restraint.
  Undead Alteration 
  2nd-level illusion
  Wizard
  Components: V, S, M (sinew from a mammal and a drop of 
  quicksilver)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 undead creature
  Saving Throw: None
  You give one undead creature you touch the appearance of a skeleton 
  or a zombie. A creature that uses its action to investigate the monster can 
  determine its true nature with an Intelligence (Investigation) check against 
  your spell save DC.
  
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  Undertow 
  2nd-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Cube, 20 ft. square
  Saving Throw: Str / negates effect
  You create a powerful undertow in a 20-foot cube centered on a point 
  you can see. Any creature swimming in the area must make a successful 
  Strength saving throw or be pulled underwater and restrained. A creature 
  can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) 
  check against your spell save DC; it breaks free from the restraint if the 
  check succeeds, but it becomes restrained again if it’s still in the undertow 
  at the end of its turn.
  Undetectable Charm 
  2nd-level abjuration
  Bard, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 24 hours
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  One magical charm effect on one creature you can see becomes 
  undetectable by magical means, such as detect magic.
  Undulating Earth 
  3rd-level transmutation
  Druid, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Cone, 60 ft. long
  Saving Throw: Dex / negates effect
  You touch the ground at your feet and cause it to ripple in a 60-foot 
  cone away from you in the direction of your choice. For the duration of 
  the spell, the ground continues rippling and shaking. The area is treated 
  as difficult terrain and every creature in the area must make a successful 
  Dexterity saving throw at the end of its turn or fall prone. Objects fall 
  over, but structures and rooted plants are unaffected.
  Unfasten 
  3rd-level transmutation
  Bard, Wizard
  Components: V
  Casting Time: 1 action
  Duration: Instantaneous
  Range: 120 ft.
  Area of Effect: Cylinder, 10-ft. radius, 10 ft. high
  Saving Throw: Dex / negates effect
  You cause all buckles to become unbuckled and all clasps to become 
  unclasped in a cylindrical area 10 feet high and with a 10-foot radius, 
  around a point you can see. An affected creature can negate the effect on 
  Undead Alteration
  
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  itself with a successful Dexterity saving throw. Armor that’s unfastened 
  by this spell remains on the creature wearing it, but the creature’s AC is 
  reduced by 2 until it spends an action refastening it. The spell only affects 
  clothing, armor, and other accoutrements such as pouches and backpacks. 
  It does not affect locks or latches.
  Unfettered Steed 
  1st-level transmutation
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 mount
  Saving Throw: None
  For the duration of the spell, one mount takes no speed penalty from 
  wearing armor.
  Unholy Glare 
  5th-level necromancy
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Con / negates effect
  Your eyes glitter with unholy fury. For the duration of the  
  spell, each non-evil creature within 30 feet of you that can see you 
  must make a successful Constitution saving throw or be paralyzed 
  until the start of its next turn. Unless surprised, a creature can avert 
  its gaze to avoid the saving throw, but it suffers the usual penalties 
  for attacking an unseen target if it attacks you before the start of its 
  next turn.
  Unstoppable Tracker 
  3rd-level transmutation
  Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of this spell, you have tactical advantage on Wisdom 
  (Survival) and Wisdom (Perception) checks, and you don’t suffer 
  penalties from exhaustion. When this spell ends, you gain one level of 
  exhaustion.
  Unyielding Durability 
  5th-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 object up to 20 lbs.
  Saving Throw: None
  One item you touch, which can weigh no more than 20 lbs., becomes 
  unbreakable and can’t be damaged for the duration of this spell. If the 
  item is subjected to a disintegrate effect, it is unaffected but this spell 
  immediately ends.
  Vengeful Environs 
  5th-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 150 ft.
  Area of Effect: Cylinder, 40-ft. radius, 20 ft. high
  Saving Throw: None
  From a point you can see, you raise a cylinder of magical energy with 
  a 40-foot radius and 20 feet in height. All plants and animals inside the 
  affected area become infuriated, so that they bite and sting and lash out 
  against all nearby creatures.
  Every creature that begins its turn inside the affected area takes 3d6 + 
  10 piercing damage from bites, stings, and lacerations. Creatures in the 
  affected area also make concentration checks with tactical disadvantage.
  Animals and swarms of insects are drawn to the area affected by 
  vengeful environs, so killing a few of them doesn’t lessen the spell’s 
  effect. An area-effect attack that hits AC 5 and does at least 20 points of 
  damage, however, clears a 5-by-5-by-5-foot cube of infuriated creatures 
  inside the spell’s area; once cleared this way, that zone doesn’t refill. 
  Vermin Swarm 
  4th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 60 ft.
  Area of Effect: 1 or more swarms
  Saving Throw: None
  You summon one or more swarms of creatures that appear at the points 
  you select within range. They can appear in spaces occupied by other 
  creatures, but those creatures can make Dexterity saving throws; on a 
  successful save, they jump to the nearest safe square.
  Choose one of the following options when you cast the spell.
  • One swarm of CR 2 or lower
  • Two swarms of CR 1 or lower
  • Four swarms of CR ½ or lower
  • Eight swarms of CR ¼ or lower
  Only swarms categorized as beasts can be summoned. A swarm 
  vanishes when its hit points drop to 0 or when the spell ends. 
  Swarms obey your mental commands and move on their own turns; roll 
  initiative for them when you cast the spell. If you don’t issue any orders to 
  a swarm, it stays where it is but attacks creatures in its space.
  Enhancement: When you cast vermin swarm with a 7th-level or higher 
  spell slot, you summon double the normal number of swarms. If you use 
  a 9th-level spell-slot, you get triple the normal number.
  Vigil of Enlightenment 
  2nd-level divination
  Paladin
  Components: V
  Casting Time: 8 hours
  Duration: Instantaneous
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  After kneeling in unceasing prayer for eight hours, you are granted a 
  vision of what your deity would have you do.
  The vision granted may be symbolic or simply obscure; you must 
  demonstrate your wisdom by interpreting the vision correctly. For 
  example, a vision of a beggar huddled before a crumbling, forgotten tower 
  on a windswept heath may be symbolic of a disgraced noble bloodline that 
  
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  you should aid, or it might be a vision of a physical tower to which you 
  must journey.
  A vigil of enlightenment is often expected as atonement from 
  paladins who have shown cowardice, weakness in devotion, laxity in 
  duty, or who have disappointed their deity or their order in any other 
  way. But it is also useful to those who face difficult trials, who don’t 
  know how to proceed on a challenging quest, or who simply want a 
  new “mission” to further the interest of the sometimes inscrutable 
  entity they serve.
  Although you can cast vigil of enlightenment again before completing 
  an errand shown to you previously, doing so is considered ungrateful and 
  a sign of weak faith.
  Vile Vintage 
  5th-level transmutation
  Cleric, Druid, Wizard
  Components: V, S, M (powdered gemstones)
  Casting Time: 1 action
  Duration: Permanent
  Range: Touch
  Area of Effect: 1 container of wine, up to 1 cubic ft.
  Saving Throw: None
  You transform up to 1 cubic foot (7.5 gallons) of wine into poison. The 
  wine must be in a container, and all of the wine in the container must be 
  affected for the spell to work; the spell fails if it is cast on just 7.5 gallons 
  of wine in a full, 50-gallon barrel. The wine can be poisoned with any of 
  the game’s standard, ingested poisons. The material component cost is the 
  same as one dose of the poison. 
  Vines of Binding 
  4th-level conjuration
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 30 ft.
  Area of Effect: 4 vines
  Saving Throw: Dex / negates effect
  You create up to four vines that spring from your fingers and attempt 
  to wrap themselves around creatures you can see within range. You select 
  each creature that will be affected. A creature be targeted by more than 
  one vine.
  Each target must make a Dexterity saving throw for each vine that 
  attacks it. If the saving throw fails, the creature is restrained and falls 
  prone; it is wrapped up securely by the vine.
  A creature restrained by a vine can escape by using an action to make 
  a Strength (Athletics) or Dexterity (Acrobatics) check against your spell 
  save DC. Each restraining vine must be escaped individually. Vines can 
  also be cut; each one has AC 15 and 10 hit points, and they are immune to 
  all but slashing, acid, and fire damage.
  Vines that miss their targets or that the target escapes from quickly 
  wither and turn to dust, as do all remaining vines when the spell ends.
  Vines of Binding
  
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  Violent Scream 
  5th-level evocation
  Bard, Sorcerer, Wizard
  Components: V
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Con / half damage
  You scream and emit a 30-foot cone of damaging sound. Each creature 
  in the cone takes 8d8 thunder damage and is deafened for one minute, 
  or takes half damage and is not deafened with a successful Constitution 
  saving throw.
  Enhancement: For each spell slot used higher than 5th level, violent 
  scream does an additional 1d8 damage.
  Voice of Confession 
  4th-level enchantment
  Bard
  Components: V, S, M (a shiny gold coin)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Cha / negates effect for 1 question
  One creature you can see becomes enchanted by your voice so that it has a 
  very hard time lying to you. You can ask up to seven questions of the creature. 
  The creature must answer each question truthfully unless it makes a successful 
  Charisma saving throw; the saving throw is repeated for each question. 
  Creatures that can’t be charmed are immune to the effect of this spell.
  If you ask the creature the same question twice, it doesn’t make 
  a new saving throw but uses the same result as the previous time 
  you asked. This quirk of the spell can be overcome by framing the 
  question differently and winning a contest between your Charisma 
  (Deception) check and the creature’s Wisdom (Insight) check. For 
  example, asking “How many ogres are in the giant king’s army” twice 
  won’t accomplish much; if the creature was able to lie the first time, 
  it can lie again the second time. If the creature answered “fifteen” and 
  you then ask, “Does the giant king’s army include fifteen ogres,” it 
  triggers a contest. If the creature wins the contest, it uses the earlier 
  saving throw result (if that save succeeded) or makes a new one (if the 
  previous saving throw failed). If the creature loses the contest, those 
  results are reversed. 
  Voice of Memories 
  5th-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: 3 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Wis / negates effect
  You weave magic into you voice or music as you attempt to hypnotize 
  one living creature you can see. The creature must make a Wisdom saving 
  throw. If the saving throw fails, its unconscious mind comes under your 
  control. You have a period of three minutes in which you can instill false 
  memories or cause the target to forget painful experiences. New memories 
  are somewhat fragmented, but the target’s mind fills them in, actually 
  making the spell more effective over time. 
  A new memory that goes against the target’s real experiences allows the 
  creature to make another Wisdom saving throw to reject the “memory” as 
  nothing but a dream. For example, a paladin who “remembers” committing 
  an infamous local murder is likely to question that memory’s veracity.
  This spell can be used to set up a “patsy” to take the blame for a crime, or 
  it can be used to help erase and ease painful memories so that an individual 
  can move back into normal life after a horrible trauma. The spell reveals 
  no information about memories in the target’s mind; the spellcaster is 
  well-advised to become familiar with the creature’s background before 
  trying to erase or add memories.
  Volley of Thorns 
  3rd-level evocation
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 60 ft. long
  Saving Throw: Dex / half damage
  You project a blast of sharp thorns in a 60-foot cone from your 
  outstretched hand. Each creature in the cone takes 6d6 piercing damage, 
  or half damage with a successful Dexterity saving throw. A target whose 
  AC (including cover bonuses) is equal to or greater than the spellcaster’s 
  save DC takes half damage from the spell normally, or no damage with a 
  successful Dexterity saving throw. 
  Enhancement: For each spell slot used higher than 3rd level, the 
  damage increases by 1d6.
  Volley Spell 
  7th-level abjuration
  Wizard
  Components: V, S, M (a bent willow wrapped with strands of gut)
  Casting Time: 1 action
  Duration: 8 hours
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  You weave a ward of protection about one willing creature. That 
  creature gains the ability to use its reaction to turn one spell that allows a 
  saving throw back at the spell’s caster. 
  The target of the reflected spell makes a saving throw against it. If the 
  save is successful, the spell rebounds again, back to the original target. 
  That creature then makes its own saving throw, and if successful, the 
  spell rebounds again. The spell continues to rebound between the original 
  caster and the original target until one or the other fails its saving throw; 
  at that point, the spell takes full effect and stops rebounding. If this hasn’t 
  happened by the time six saving throws have been made (three from each 
  target), the spell dissipates harmlessly.
  In the case of an area effect spell, only that portion of the spell that 
  would affect the warded creature is volleyed; the rest of it goes off and 
  affects other creatures in the original target area as normal. If several 
  creatures in the area of effect are warded by this spell, the original caster 
  could take the effect of the spell several times over!
  Wail of Fate 
  5th-level necromancy
  Bard, Cleric, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Cone, 30 ft. long
  Saving Throw: Con / negates effect
  You project a scream of doom at all creatures in a 30-foot cone. Each 
  creature in the cone must make a Constitution saving throw. If the saving 
  throw fails, the affected creature must roll on the table below to determine 
  the effect of the spell.
  
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  Book of Lost Spells
  d4
  Effect
  1, 2
  The creature is permanently deafened.
  3
  The creature is incapacitated and can’t move. 
  It can repeat the saving throw at the end of 
  each of its turns; a successful save ends the 
  effect.
  4
  The creature suffers both effects above.
  In addition, a creature that fails its saving throw has tactical 
  disadvantage on attack rolls. It can make a Wisdom saving throw at the 
  of each of its turns; a successful save ends the tactical disadvantage.
  Wailing Dirge 
  3rd-level enchantment
  Bard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 10 minutes
  Range: 30 ft.
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: Wis / negates effect
  You perform a piece of haunting music that sends those who hear it 
  into states of deep depression. Each humanoid creature within range 
  and capable of hearing the music must make a Wisdom saving throw. 
  If the saving throw fails, the creature suffers crushing sadness; it is 
  incapacitated, unable to move, and it has a 50% chance of dropping 
  everything it is holding. While the effect lasts, the creature can do 
  nothing but lament its misfortune.
  The spell ends if an affected creature is attacked. If any action is 
  taken that would normally cause a creature to react violently, it make 
  another Wisdom save to break free of the spell.
  Walk in the Moonlight 
  3rd-level transmutation
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 1 hour
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of the spell, you gain the ability to walk on surfaces 
  illuminated by unfiltered moonlight as if they were horizontal, solid 
  floors. For instance, you could walk across water where an unbroken 
  strip of moonlight shined on its surface, or you could walk up a moonlit 
  wall as if it were a level floor.
  Wall of Blood 
  4th-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 1 minute
  Range: 100 ft.
  Area of Effect: Wall, 40 ft. long, 20 ft. high, 1 ft. thick
  Saving Throw: Dex / negates dropping; Con / negates 
  incapacitation
  Blood pours from your hands and forms into a heaving, queasy, 
  crimson wall of blood. The flat, vertical, 12-inch-thick barrier appears 
  where you designate; its entire lower edge must be supported by a 
  solid, reasonably flat surface. The entire wall must be within the spell’s 
  Wall of Blood
  
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  range, and it must be 1 foot thick and 20 feet high along its whole length. 
  Within those restrictions, it can bend however the caster chooses. 
  Objects and creatures can pass through the liquid wall. It lightly 
  obscures everything behind it. Anything that passes through it becomes 
  coated with thick, slippery fluid. Any creature that passes through the 
  wall must make both a Dexterity saving throw and a Constitution saving 
  throw. If the Dexterity saving throw fails, the creature drops any items it 
  is holding. If the Constitution saving throw fails, the creature is nauseated 
  by the experience; it becomes incapacitated until the end of its next turn. 
  Creatures that enjoy the taste of blood or that have no sense of taste and 
  smell are immune to the nauseating effect.
  Wall of Water 
  3rd-level conjuration
  Druid, Wizard
  Components: V, S, M (a vial of water)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: 100 ft.
  Area of Effect: Wall, 30 ft. long, 20 ft. tall, 5 ft. thick
  Saving Throw: None
  An immobile curtain of water springs into existence in the area you 
  designate. The wall must be contiguous, it must be at least 5 feet thick 
  along its entire length, you must be able to see the whole thing, and all of it 
  must be within 100 feet of you. The wall need not be anchored on its sides, 
  but the bottom of it must touch the ground everywhere (it can’t bridge 
  gaps in the ground). The wall can be composed of saltwater, freshwater, or 
  brackish water, depending on the water used for the material component. 
  A wall of water is up to 30 feet long, 20 feet high, and 5 feet thick. A 
  simple way to envision this is as six 5-by-5-foot squares of water, each 
  20 feet high. Alternatively, the “wall” can be conjured as a hemisphere of 
  water 30 feet in diameter and 15 feet tall at the center.
  The wall can’t be conjured so that another object or a Small or larger 
  creature is inside it. 
  No spell effect or missile (magical or mundane) can pass through the 
  wall. Creatures on one side of the wall are heavily obscured from the other 
  side. Creatures can enter and move inside the wall as difficult terrain. 
  Flame creatures take 3d6 cold damage if they start their turn inside the 
  wall or enter it during their turn. 
  When the spell ends, the water disappears entirely.
  Warrior’s Touch 
  4th-level transmutation
  Warlock, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  One willing creature that you touch gains a +1 bonus on weapon attack 
  rolls and gets tactical advantage on Constitution checks and Constitution 
  saving throws. The creature also gains 20 temporary hit points.
  Water Double 
  3rd-level transmutation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: See text
  Range: Touch
  Area of Effect: 1 body of liquid
  Saving Throw: None
  By touching a body of liquid ranging in size from a goblet to an ocean, 
  you cause the liquid to form an exact duplicate of the first living creature 
  to cast a reflection on its surface. The liquid holds the spell until it’s 
  triggered, and does not evaporate while so enchanted.
  When a creature casts a reflection on the liquid, an exact double rises from the 
  liquid in the same round. The double is as large as the amount of water allows, 
  up to the same size as the original creature. For example, if the enchanted liquid 
  is contained in a goblet, then the double can be only about 6 inches tall. 
  Once it appears, the double remains for 10 rounds. The water double’s 
  speed is twice that of the original creature. It can’t use any of the creature’s 
  equipment, spells, attacks, or special abilities. Being amorphous, it can 
  flow through cracks and openings as small as one-half-inch square. It 
  can’t be damaged or physically destroyed, but it can be dispelled.
  The water double tries to touch the creature it resembles, moving 
  toward it by the shortest available route. It must make a successful melee 
  spell attack to touch its original, using your melee spell attack bonus. If it 
  misses, the double collapses into a puddle and the spell ends. If it hits, the 
  double spreads across the target’s body, engulfing it in a film of crushing 
  water; the target takes 2d6 bludgeoning damage at the start of each of its 
  turns. After taking the damage, the target can make a Constitution saving 
  throw; a successful save ends the spell.
  Watery Blood 
  5th-level necromancy
  Cleric, Druid
  Components: V, S
  Casting Time: 1 action
  Duration: See text
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  One creature you touch must make a successful Constitution saving 
  throw or be cursed; its blood becomes watery and doesn’t clot normally. 
  Whenever the creature takes piercing or slashing damage, it begins 
  bleeding profusely. It suffers one-fourth of the original damage (rounded 
  down) at the end of each of its turns until it regains hit points, or until it 
  or an adjacent ally binds the wound by spending an action and making a 
  successful Wisdom (Medicine) check against your spell save DC.
   
  Weaken Fiendish Will 
  5th-level enchantment
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 3 rounds
  Range: 50 ft.
  Area of Effect: 1 fiend
  Saving Throw: None
  You attempt to force compliance from a fiend you can see. In most 
  cases, it’s wise to confine the creature in a magic circle or restrain it with a 
  planar binding spell so it can’t attack you while you cast weaken fiendish 
  will. The targeted fiend gets no saving throw against this spell.
  • From the moment this spell is cast until the start of your next turn, 
  the target creature feels uneasy and suffers a –2 penalty to Wisdom and 
  Charisma saving throws.
  • In the second round, the creature becomes nervous; it suffers a –4 
  penalty to Wisdom and Charisma saving throws.
  • In the third round, the creature feels a dull pain envelop its body; it 
  suffers a –6 penalty to Wisdom and Charisma saving throws. 
  • For the next thirty minutes after the spell ends, the creature suffers a 
  –6 penalty to Wisdom and Charisma saving throws against spells you cast.
  If your concentration is broken while maintaining this spell, you are 
  automatically dominated (per dominate person) by the fiend.
  Weapon of Retribution 
  3rd-level evocation
  Paladin
  Components: V, S
  
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  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 weapon
  Saving Throw: None
  You call upon your deity to imbue one weapon with the power to seek 
  justice against a specific, evil-aligned opponent. You choose the target at 
  the time of casting; they don’t need to be present. You don’t need to know 
  the target’s name, but it must be a creature you can identify, such as “the 
  gnoll king’s champion” or “the fomorian who slew Sir Pelgram.” 
  The next time the weapon of retribution attacks the chosen target, 
  its wielder gets tactical advantage on the attack roll and a hit does an 
  additional 6d8 radiant damage.
  Weather Calming 
  3rd-level conjuration
  Druid
  Components: V, S
  Casting Time: 1 minute
  Duration: 1 hour
  Range: Self
  Area of Effect: Sphere, 30-ft. radius
  Saving Throw: None
  You create an area of calm, pleasant weather in a 30-foot radius around 
  yourself, regardless of what the weather beyond is like. Within this bubble 
  the temperature is mild and the air pleasantly warm or cool (your choice), 
  even if a blizzard or a hailstorm is raging outside. This can’t produce sun 
  on a cloudy day, but it does provide shade on a sunny day, as if the bubble 
  were tinted. 
  If weather calming is cast inside an area affected by control weather 
  or other, higher-level weather-controlling magic, the caster must make a 
  spellcasting ability check. The DC equals 10 + the level of the weather-
  controlling magic being countered. Weather calming fails and the spell 
  slot is expended if the spellcasting check is unsuccessful.
  Web Orb 
  1st-level evocation
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: 1 creature
  Saving Throw: Dex / negates efffect
  You project a small, gray glob of fluid from your hand at a creature you 
  can see. The creature is struck by the glob unless it makes a successful 
  Dexterity saving throw. 
  When it hits its target, the glob expands into a small net of sticky 
  webbing as strong as fine steel wire. A Large or smaller creature struck 
  by the net is restrained. A restrained creature can use its action to make a 
  Strength check against your spell save DC; if the Strength check succeeds, 
  the webs burst and the spell ends. 
  A thin line of webbing trails from the net to your hand. As an action, you 
  can make an opposed Strength contest against the restrained creature. If 
  you win the contest, you pull the creature 10 feet closer to you; otherwise, 
  it remains where it is. In either case, the creature remains restrained.
  Weeping Wounds 
  3rd-level necromancy
  Cleric
  Components: V, S, M (iron filings)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  You open the wounds on one creature you can see within range. For 
  Weeping Wounds
  
  128
  Book of Lost Spells
  the duration of the spell, the targeted creature must make a Constitution 
  saving throw at the start of each of its turns if it is not at full hit points. 
  If the saving throw fails, it takes 3d6 necrotic damage as its wounds tear 
  open and bleed profusely. The affected creature or an adjacent ally can use 
  an action to make a Wisdom (Medicine) check against your spell save DC; 
  a successful check ends the spell.
  Whirlwind of Gore 
  3rd-level necromancy
  Cleric
  Components: V, S, M (small vial of blood)
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 120 ft.
  Area of Effect: Cylinder, 15-ft. radius, 40 ft. high
  Saving Throw: Wis / negates fright
  You create a great storm of blood and gore in a 15-foot radius, 40-foot 
  high cylinder at a point you can see. Every creature in the storm must 
  make a Wisdom saving throw; if it fails, the creature becomes frightened 
  of the storm for the spell’s duration. 
  The area of the storm is heavily obscured.
  Every creature that starts its turn inside the storm or that enters the 
  storm must make a Constitution saving throw. If the saving throw fails, the 
  creature takes 2d8 acid damage and is blinded until the start of its next turn. 
  If the save succeeds, the creature takes half damage and is not blinded.
  Whisper Wind 
  3rd-level divination
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: 120 ft.
  Area of Effect: 1 creature
  Saving Throw: None
  You create a magical link between yourself and one willing creature 
  you can see. For the duration of the spell, you can hear anything that 
  creature says, no matter how far it moves away from you or how softly it 
  speaks, as long as you are still able to see them. The spell is not broken 
  by brief periods when you can’t see the target (though you can’t hear the 
  target when it’s out of sight), but if you lose sight of it for more than 10 
  minutes, the spell ends. 
  Willful Transformation 
  2nd-level transmutation
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of the spell, you can use your Wisdom score and modifier 
  in place of your Strength, Dexterity, or Constitution score and modifier. 
  Choose which ability score will be replaced when you cast the spell.
  Wind Speak 
  1st-level divination (ritual)
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Unlimited on the same plane
  Area of Effect: 1 creature you know
  Saving Throw: None
  You whisper a short message of no more than 15 words into the air, 
  and the wind blows it to the ears of one creature you know. You must 
  be in a place where the wind can blow freely (outdoors or in a building 
  with large, open windows) when you cast the spell, and the target must 
  be in a similar location when the message arrives; otherwise, the spell 
  fails. The message travels 1 mile per round (10 miles per minute, or 600 
  miles per hour). 
  Wine Fount 
  3rd-level conjuration
  Cleric
  Components: V, S, M (a handful of grapes, which are 
  consumed during casting)
  Casting Time: 1 action
  Duration: Permanent for created wine; Concentration, up to 
  3 rounds for geyser
  Range: 30 ft.
  Area of Effect: 10 gallons of wine or a cylinder, 5-ft. diam, 10 
  ft. high
  Saving Throw: None or Dex / avoids effect
  You can choose one of two modes for this spell when you cast it.
  Create Wine: You create up to 10 gallons of wine of a type and quality 
  of your choosing. You can choose the characteristics of the wine to suit 
  your specifications (acidity, bouquet, color, etc.), but you can’t raise or 
  lower the alcohol content beyond the normal range for that type. The 
  spell doesn’t create containers for the wine, but it appears inside whatever 
  nearby empty bottles, jugs, skins, or tub you designate. Once it’s created, 
  this wine is completely normal in all regards.
  Dionysian Geyser: You slam your staff or another object onto the 
  ground and cause a 10-foot tall, 5-foot diameter cylinder of wine to gush 
  from a point on the ground within range. If the space is occupied by 
  a creature, it must make a successful Dexterity saving throw to avoid 
  taking 4d6 bludgeoning damage and being knocked prone and pushed 
  10 feet away from the geyser in a direction you choose. The same saving 
  throw must be made by any creature that starts its turn in the geyser or 
  that enters it.
  The geyser can be maintained with concentration for up to 3 rounds. 
  Wings of Heaven 
  3rd-level transmutation
  Paladin
  Components: V, S, M (a feather)
  Casting Time: 1 action
  Duration: 2 hours
  Range: Touch
  Area of Effect: 1 horse
  Saving Throw: None
  Your horse grows wings and can fly like a pegasus (fly speed 90 feet). 
  The spell ends if another creature tries to use your horse as a mount 
  without you also riding it. 
  Wisdom of the Divine 
  2nd-level divination
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Touch
  Area of Effect: 1 creature
  
  129
  Book of Lost Spells
  Saving Throw: None
  For the duration of the spell, one willing creature you touch can add 
  1d4 to its Wisdom checks and Wisdom saving throws. In addition, the 
  creature has one additional 1st-level spell slot, which it can use to cast 
  divine spells. 
  Wise Defense 
  3rd-level divination
  Cleric, Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: None
  A creature you touch gains insight into the actions of its foes. For the 
  duration of the spell, the creature can use its Wisdom modifier in place of 
  its Dexterity modifier for calculating Armor Class, and it can substitute 
  Wisdom saving throws for Dexterity saving throws.
  With the Wind 
  1st-level evocation
  Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 hour
  Range: Touch
  Area of Effect: 1 ranged weapon
  Saving Throw: None
  One ranged weapon you touch doubles its range for the duration of this 
  spell, as the air moves around its missiles to propel them farther.
  Wither Limb 
  9th-level necromancy
  Cleric
  Components: V, S
  Casting Time: 3 rounds
  Duration: Instantaneous
  Range: 30 ft.
  Area of Effect: 1 creature
  Saving Throw: Con / negates effect
  Choose a limb (either arm or leg) of one creature you can see. The 
  creature must make a Constitution saving throw. If the saving throw fails, 
  the limb withers, drops from the creature’s body, and crumbles to dust. A 
  creature with only one leg drops prone and its speed is reduced to 5 feet 
  per round. 
  The limb can be regrown by use of the regenerate spell or comparable 
  magic.
  Wolf’s Hearing 
  2nd-level transmutation
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of the spell, your hearing sharpens so that you have 
  tactical advantage on Wisdom (Perception) checks that rely on hearing.
  Wolf’s Howl 
  2nd-level enchantment
  Druid, Ranger
  Components: V, S
  Casting Time: 1 action
  Duration: 1 round
  Range: 50 ft.
  Area of Effect: All beasts within range
  Saving Throw: None
  You howl like a wolf, frightening beasts within 50 feet of you. Roll 8d8; 
  the result is how many hit points of beasts can be affected by the spell. 
  Beasts with 1 hit die must be affected first, then beasts with 2 hit dice, 
  then 3 hit dice, and so on. Within that restriction, you choose the order 
  that beasts are affected.
  Each beast affected by the spell becomes frightened until the start of 
  your next turn, and must spend its turn moving as far away from you as 
  it can.
  Woodland Shriek 
  1st-level abjuration
  Druid
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: 30 ft.
  Area of Effect: Circle, 20-ft. radius
  Saving Throw: Dex / alarm is not triggered
  You imbue nonintelligent plants and bushes in a 20-foot radius with 
  the ability to shriek loudly if a Small or larger creature enters the warded 
  area. The creature can go unnoticed if it makes a successful Dexterity 
  saving throw, but it must be a conscious effort at sneaking; a creature 
  can’t “accidentally” go unnoticed by the plants. The shrieking plants are 
  audible up to a mile away. Once the alarm is triggered, the plants shriek 
  for 30 seconds, then the spell ends.
  Other than the size minimum, the spell is entirely nonspecific. Any 
  creature that meets the size criterion, such as deer, foxes, and children, 
  will set it off.
  Words of Thunder 
  6th-level evocation
  Bard, Sorcerer, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Self
  Area of Effect: Sphere, 60-ft. radius
  Saving Throw: None
  When uttered, the words of thunder rises to a tremendous pitch and 
  wash outward as a tangible boom of sound in a 60-foot radius centered 
  on you. All other creatures in the sphere with 30 or fewer hit points are 
  permanently deafened and are incapacitated until the end of your next 
  turn, with no saving throw. Creatures with 31 to 60 hit points are deafened 
  for 1 minute, but not incapacitated. Creatures with more than 60 hit points 
  are unaffected. 
  You can cast words of thunder even if you are in a zone of magical 
  silence. In this case, the spell destroys the silence effect but has no effect 
  on creatures.
  Wound Reading 
  2nd-level divination (ritual)
  Cleric, Druid, Ranger
  Components: V, S
  
  130
  Book of Lost Spells
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 wound
  Saving Throw: None
  By touching a willing, wounded creature, you gain a mental image of 
  what inflicted the injury (a specific person, monster, trap, and so on). If the 
  victim didn’t see what wounded him or her, you must make a successful 
  DC 10 Wisdom (Medicine) check to gain specific information; if the 
  check fails, you learn only the general type of the attacker (beast, fiend, 
  monstrosity, etc.). 
  Wrack the Mind 
  9th-level necromancy
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Instantaneous
  Range: Touch
  Area of Effect: 1 creature
  Saving Throw: Int / negates effect
  Your hand glows with crackling black and red energy as you touch 
  one creature within reach. The creature must make an Intelligence 
  saving throw. If the saving throw fails, the creature loses 2d6 points of 
  Intelligence (to a minimum of 3) and must roll on the following table 
  to see how it is cursed. On a successful save, the creature loses half that 
  amount of Intelligence and suffers no additional effect.
  d6
  Curse Effect
  1
  The target is frightened of you.
  2
  The target develops a severe phobia to a com-
  mon object. Anytime the target is within 15 feet 
  of the object and is able to perceive it, he or 
  she becomes frightened until the object is again 
  more than 15 feet away. You choose the sub-
  ject of the phobia. The object should be com-
  mon, but not ubiquitous. For example, “wooden 
  spoons” would be an appropriate subject, but 
  “shoes” would not.
  3
  The target automatically fails Intelligence checks.
  4
  The target is confused (per the confusion spell).
  5
  The target suffers amnesia and is unable to recall 
  details of its past or cast spells.
  6
  The target’s mind regresses to a childlike state.
  The curse effect can be ended by remove curse or comparable magic, 
  and greater restoration or comparable magic can repair the ability loss. 
  Otherwise, the effects of this spell are permanent.
  Wyvern Guard 
  2nd-level abjuration
  Cleric
  Components: V, S
  Casting Time: 1 action
  Duration: 8 hours
  Range: 50 ft.
  Area of Effect: 1 mist wyvern
  Saving Throw: None
  You create a bank of swirling, nearly insubstantial haze that quickly 
  takes the shape of a wyvern in an unoccupied space you can see. The 
  wyvern is Large and has a reach of 10 feet, but it can’t leave the space 
  where it was created. 
  When a creature moves into or starts its turn in the reach of the wyvern, 
  the wyvern guard attacks it. Make a melee spell attack against the target. If 
  it hits, the target takes 1d8 piercing damage and is paralyzed. A paralyzed 
  creature makes a Constitution saving throw at the end of each of its turns; 
  the paralysis ends on a successful save.
  The wyvern guard disappears and the spell ends when the wyvern 
  makes a successful attack. 
  In areas of bright light, the wyvern is clearly visible. In dim light, a DC 
  15 Perception check is needed to notice the wyvern at distances of 30 feet 
  or more. In darkness, the wyvern is effectively invisible. 
  Xenophobic Rage 
  8th-level enchantment
  Bard, Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 8 hours
  Range: Self
  Area of Effect: Sphere, 50-ft. radius
  Saving Throw: Wis / confused 1 round
  You sow chaos by drawing upon the secret fears of any number of 
  creatures you can see to make them instantly aggressive toward anyone 
  not of their own race. Each creature must make a Wisdom saving throw. 
  If the saving throw fails, the creature feels the full effect of this spell; on 
  a successful save, the creature is confused (per the confusion spell) until 
  the start of your next turn.
  Targets that failed their saving throws become homicidal against 
  creatures of different races. They have no allies except creatures of their 
  own race, even if those creatures were their enemies before xenophobic 
  rage was cast. Affected creatures must use all of their powers to the best 
  of their ability to destroy the nearest enemies they can see.
  Each time an affected creature reduces another creature to 0 hit points 
  or kills it, it can repeat the Wisdom saving throw; a successful save ends 
  the spell’s effect on that creature. 
  Yellow Smoke 
  3rd-level conjuration
  Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 90 ft.
  Area of Effect: Sphere, 20-ft. radius
  Saving Throw: Con / negates effect
  You create a 20-foot-radius sphere of yellow gas centered on a point 
  you can see. The cloud spreads around corners and its area is heavily 
  obscured. The gas dissipates when the spell ends.
  Each creature that starts its turn in the cloud must make a Constitution 
  saving throw against poison. If the saving throw succeeds, the creature is 
  unaffected by the gas until the start of its next turn. If the saving throw 
  fails, the creature is poisoned for as long as it’s in the cloud and for another 
  1d4 rounds after it leaves the gas. Creatures that don’t need to breathe or 
  that are immune to poison are immune to this effect. 
  A moderate wind disperses the cloud after four rounds; a strong wind 
  disperses it after one round.
  Zephyr of Death 
  8th-level necromancy
  Wizard
  Components: V
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Cone, 100 ft. long
  
  131
  Book of Lost Spells
  Saving Throw: Wis / 4d8 necrotic dmg and not frightened
  You send a zephyr that whispers hate and despair in a 100-foot 
  cone. Each creature in the cone takes 4d8 necrotic damage and must 
  make a Wisdom saving throw. If the saving throw fails, the whispers 
  gather around the creature and it is frightened of you for the duration. 
  The whispers gnaw at the creature’s mind, attempting to drive it to 
  death.
  While a creature is frightened by the zephyr of death, it must make a 
  Wisdom saving throw at the start of each of its turns. If the saving throw 
  fails, the creature takes 4d8 necrotic damage and is incapacitated until the 
  start of its next turn. On a successful save, it remains frightened, takes half 
  damage, and is not incapacitated. A creature that makes three successful 
  saves, which don’t need to be consecutive, overcomes the spell and the 
  effect ends for them.
  Zombify Self 
  4th-level necromancy
  Wizard
  Components: V, S, M (a piece of zombie flesh)
  Casting Time: 1 action
  Duration: 10 minutes
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  Your flesh becomes corrupt and dead as your body transforms into that 
  of a zombie. You become immune to poison, paralysis, stun, disease, and 
  unconsciousness for the duration of the spell. You also lose 4 points of 
  Dexterity and have tactical disadvantage on Charisma checks used to 
  interact with others.
  You can end the spell as a bonus action. When the spell ends, you take 
  5d8 necrotic damage, or no damage if you make a successful Constitution 
  saving throw.
  Zone of Ablation 
  5th-level abjuration
  Paladin
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: Self
  Area of Effect: Self
  Saving Throw: None
  For the duration of the spell, whenever you are struck by a weapon 
  attack, you take the minimum damage possible from the attack (as if all 
  dice rolled the lowest possible number). This doesn’t affect spell damage 
  rolls or effects that don’t do hit point damage.
  Zone of Metamagic Minimization 
  8th-level abjuration
  Cleric, Wizard
  Components: V, S
  Casting Time: 1 action
  Duration: Concentration, up to 1 minute
  Range: 50 ft.
  Area of Effect: Sphere, 20-ft. radius 
  Saving Throw: None
  You create a zone of purple-hued air in a 20-foot-radius sphere around 
  a point you can see. Within this zone, all damage caused directly by spells 
  is minimized; each damage die is treated as having rolled a 1. The spell 
  doesn’t reduce damage from effects that inflict damage indirectly, such as 
  damage from conjured weapons and creatures, or damage from bonuses; 
  for example, a spell that causes 4d6 + 20 damage is reduced to 4 + 20 
  damage by a zone of metamagic minimization.
  Zephyr of Death
  
  132
  Book of Lost Spells
  Cantrips  
  (Level 0)
  Abjuration
  Shield Open Flame
  Divination
  Detect Charm
  Itemize
  Enchantment
  Befuddle
  Pepper’s Purpose
  Transmutation
  Alter Normal Fires
  Assassin’s Mark
  Burden
  Decorate Object
  Encrypt
  Ferment
  Level 1
  Conjuration
  Assassin’s Coin
  Bubble Net
  Dragon’s Gauntlet
  Gossamer Webbing
  Mucilage
  Rock Bolt
  Divination
  Know the Mark
  Enchantment
  Malicious Intent
  Serpent’s Gaze
  Twitch
  Evocation
  Acid Wind
  Caustic Spittle
  Earthen Blast
  Fiery Grasp
  Flaming Bolts
  Flash of Light
  Frostfire
  Ice Bolts
  Impressive Blow
  Push
  Signal Flare
  Web Orb
  With the Wind
  Illusion
  Bewitch
  Enhance Oration
  Morph Shadow
  Muddy Appearance
  Necromancy
  Commune with Shade
  Debilitate
  Grave-Touched Weapon
  Hives
  Necrotic Feast
  Pilfer Sleep
  Transmutation
  Copy
  Dead Man’s Hands
  Decrypt
  Erase
  Farsighted
  Fiery Cloth
  Fire Burst
  Flame Water
  Lasting Breath
  Nearsighted
  Quick Change
  Shroud the Shadow
  Slow Draw
  Level 2
  Abjuration
  Bolster Mental Fortitude
  Delude
  Faerie Ward
  Frame
  Protection from Paralysis
  Scent Mask
  Soul Shield 
  Undetectable Charm
  Conjuration
  Boarding Plank
  Gaze Mirroring
  Ironshot
  Net
  Silver Spear
  Spirit Cartographer
  Divination
  Combat Mind
  Detect Curse
  Detect Illusion
  Precision of Arms
  Shadow Sight
  Enchantment
  Character Flaw
  Damage Morale
  Dream Speaker
  Hesitate
  Insomnia
  Inverted Compass
  Evocation
  Bead of Blazing
  Bead of Frost
  Charged Missile
  Death March
  Ethereal Blade
  Ethereal Strike
  Fiery Shield
  Flame of Chaos
  Flameswell
  Force Wave
  Frost Snap
  Ghostly Throttle
  Ignite
  Molten Strike
  Smothering Cloud
  Undertow
  Illusion
  Menace
  Undead Alteration
  Necromancy
  Blood Bath
  Death Rattle
  Ghostly Howl
  Glowing Bones
  Pain of Giving
  Safeguarded Slumber
  Spirit Blast
  Transmutation
  Air Forge
  Augment Flames
  Augment Skeleton
  Biting Blade
  Blindfold
  Blood Geyser
  Blunt the Edge
  Brittle
  Burn the Sight
  Buttress
  Dragon Scales
  False Gold
  Glide
  Melt
  Slur
  Level 3
  Abjuration
  Blackout
  Protection from Pressure
  Conjuration
  Aerial Pilot
  Binding Chains
  Blinding Ash
  Explosive Cloud
  Glass House
  Sand Blast
  Summon Undead
  Tenacious Blade
  Wall of Water
  Yellow Smoke
  Divination
  Detect Land
  Link Perception
  See the Ephemeral
  Speak with Objects
  Whisper Wind
  Enchantment
  Babel’s Curse
  Bad Luck
  Lustful Gaze
  Twisted Magic
  Evocation
  Anchor
  Arcane Spear
  Barbaric Yawp
  Blade Song
  Blinding Flare
  Breath of the Dragon
  Cacophony
  Chaos Bolt
  Electromagnetic Storm
  Far Strike
  Frost Shards
  Hard Water Blast
  Ooze Bolt
  Steam Bolt
  Illusion
  Battle Double
  Spiteful Images
  Umbral Images
  Appendix - Wizard Spells by School
  
  133
  Book of Lost Spells
  Necromancy
  Bone Trap
  Cause the Bends
  Delay Death
  Finger Missile
  Hemophilia
  Infuse Weapon
  Life Leech Weapon
  Restore the Undead
  Shadow Bolt
  Umbral Strike
  Transmutation
  Air Breathing
  Air Bridge
  Charged Touch
  Heat Flesh
  Reshape Metal
  Silver Bones
  Spell Kill
  Undulating Earth
  Unfasten
  Water Double
  Level 4
  Abjuration
  Aetheric Shield
  Bastion
  Bead of Luck
  Charge
  Deflect Ram
  Lock Form
  Mark of Ownership
  Stonefast
  Conjuration
  Abiding Webs
  Air Sphere
  Aura of Tsathogga
  Bubble Goop
  Creeping Eye
  Endless Abyss
  Gallows Tree
  Instant Exit
  Spectral Archers
  Steel Butterflies
  Vermin Swarm
  Wall of Blood
  Divination
  Circle of Scrying
  Multiple Shot
  Piercing Vision
  Portrait
  Enchantment
  Association
  Bait
  Fumble
  Megalomania
  Evocation
  Bead of Blasting
  Enduring Missiles
  Fiery Blast
  Flames of Purification
  Negative Energy Aura
  Rainbow Spear
  Scalding Sea
  Shadowbind
  Slimeball
  Solar Spear 
  Steam Cloud
  Illusion
  Distance Distortion
  Fire Fascination
  Maligned Performance
  Necromancy
  Bloodburn
  Infirmity
  Infuse Shadow
  Iron Bones
  Mind Carve
  Profane Link
  Stupefy
  Umbral Touch
  Zombify Self
  Transmutation
  Bladelust
  Corpulent Bloat
  Desail
  Dig
  Earthburst
  Flames of Darkness
  Fluid Form
  Force Corporeality
  Hard Water Weapon
  Iceform
  Iron Rope
  Projectile Link
  Purifying Bath
  Remember Seas
  Searing Projectiles
  Shadow Form
  Transform Boulder to Pebble
  Transform Pebble to Boulder
  Twig Torture
  Warrior’s Touch
  Level 5
  Abjuration
  Arcane Shield
  Cone of Silence
  Mystic Negation
  Nullifying Cloak
  Spellcaster’s Refusal
  Conjuration
  Dark Empowerment
  Devouring Darkness
  Earthen Snare
  Foggy Flying Carpet
  Enchantment
  Euphoric Ecstasy
  Fugue
  Mantle of Dread
  Weaken Fiendish Will
  Evocation
  Arcane Retribution
  Dance of Seduction
  Dark Curtain
  Jolt
  Rainbow Staff
  Shattering Cry
  Violent Scream
  Necromancy
  Blades of Bone
  Blood Purge
  Bloody Tentacles
  Clot
  Donor
  Ethereal Blast
  Ethereal Shield
  Grim Resilience
  Heat Bone
  Necrotic Touch
  Skull Bomb
  Soul Shatter
  Transform Zombie
  Umbral Weapon
  Wail of Fate
  Transmutation
  Absorb Object
  Blood Blade
  Corrupt Water
  Divine Burden
  Forced March
  Lower Spell Resistance
  Mark of Fire
  Mark of Ice
  Mark of Ooze
  Memento
  Resist Channeling
  Spell Legs
  Spirit Doll
  Tattoo Object
  Transfer of Vigor
  Unyielding Durability
  Vile Vintage
  Level 6
  Abjuration
  Bead of Iron
  Spell Inhibitor
  Spiritbreaker
  Conjuration
  Cold Fog
  Hound of Hell
  Ice Sled
  Divination
  Instant Fluency
  Enchantment
  Death’s Imposition
  Lost Wanderer
  Evocation
  Acid Blast
  Fangstorm
  Lightning Storm
  Lightning Wheel
  Words of Thunder
  Illusion
  Confounding Battlefield
  Illusory Illusion
  Judicious Concealment
  Necromancy
  Adamantine Bones
  Black Exhalation
  Crew with the Dead
  Curse of Infirmity
  Death Gaze
  Ebon Water
  Extract Life 
  Life Shot
  Negative Energy Mantle
  Shade Swarm
  Spilling of Blood
  Transmutation
  Blade Bond
  Breach Defenses
  Change Dust to Water
  Change Water to Dust
  Chilling Gaze
  Claws of Digging
  Dust of Death
  Farvision
  Fiery Constrictor
  Giant’s Potency
  Glass Window
  Inflict Lycanthropy
  Merge into Art
  Ogre’s Visage
  Serpent Hands
  Transmute Gold to Steel
  Transparent Steel
  Umbral Transformation
  
  134
  Book of Lost Spells
  Level 7
  Abjuration
  Containment Orbs
  Divine Disconnection
  Immunity to Energy
  Revelation Field
  Shield of Crackling Fire
  Volley Spell
  Conjuration
  Crawling Chaos
  Dancing Daggers
  Magma Eruption
  Raise Island
  Enchantment
  Interdiction
  Evocation
  Acid Storm
  Chain Enervation
  Ebon Lightning
  Electrical Storm
  Forceful Crush
  Liquid Fire
  Mangling Foot
  Scorching Air
  Searing Flash
  Necromancy
  Cone of Decay
  Create Crypt Thing
  Obliterate Soul
  Transmutation
  Acid Swamp
  Burning Rain
  Chronal Displacement
  Create Iceberg
  Deep Freeze
  Establish Foundation
  Hovership
  Icebreaker
  Sleep of Power
  Level 8
  Abjuration
  Zone of Metamagic Minimization
  Conjuration
  Outside of Time
  Enchantment
  Imbue Passion
  Touch of Madness
  Xenophobic Rage
  Evocation
  Ebonflame
  Halt Aging
  Ice Geyser
  Raise Shipwreck
  Spirit Disk
  Necromancy
  Dark Geyser
  Death Bringer
  Deny Succor
  Destined Doom
  Greater Curse
  Life Leech
  Shadowstaff
  Soul Strike 
  Umbral Storm
  Zephyr of Death
  Transmutation
  Elemental Infusion
  Fuse Joints
  Glass into Iron
  Impart Strength
  Strength of the Wyrm
  Level 9
  Abjuration
  Arcane Censure
  Hide the Soul
  Conjuration
  Crag Warrior
  Curtain of Fire
  Tendrils of Night
  Evocation
  Conflagration
  Rimeshatter
  Scintillating Doom
  Storm of Vitriol
  Necromancy
  Wrack the Mind
  Transmutation
  Eternal Sleep
  Quicken Assassin
  
  135
  Legal Appendix
  This printing of The Book of Lost Spells is done under version 1.0a of 
  the of the Open Game License, below, and by license from Mythmere 
  Games and Necromancer Games. 
  Notice of Open Game Content: This product contains Open Game 
  Content, as defined in version 1.0a of the Open Game License, below 
  (the “Open Game License”). Open Game Content may only be Used 
  under and in terms of the Open Game License.
  Designation of Open Game Content: Other than as set forth in the dec-
  laration of Product Identity, below, all text contained within this product 
  (including monster names, stats, and descriptions) is hereby designated 
  as Open Game Content, with the following exceptions:
  1. Any text on the inside or outside of the front or back cover or on the 
  Credits or Preface pages is not Open Game Content; 
  2. Any advertising material — including the text of any advertising ma-
  terial — is not Open Game Content;
  3. Any material contained in the “Credit” section of each monster is not 
  Open Game Content. See the “Note on the ‘Credit’ Section,” below;
  Use of Content from Tome of Horrors Series: This product contains or 
  references content from the Tome of Horrors Revised, Tome of Horrors 
  II and Tome of Horrors III by Necromancer Games, Inc. Such content 
  is used by permission. Further, some content reprinted here from the 
  original Tome of Horrors and/or Tome of Horrors Revised contains con-
  tent owned by Wizards of the Coast and is used under the Open Game 
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  Designation of Product Identity: The following items are hereby des-
  ignated as Product Identity as provided in section 1(e) of the Open Game 
  License: 
  Any and all material or content that could be claimed as Product Identity 
  pursuant to section 1(e), below, is hereby claimed as product identity, 
  including but not limited to:
  1. The name “Necromancer Games” and “Frog God Games” as well as 
  all logos and identifying marks of Necromancer Games, Inc. and Frog 
  God Games, including but not limited to the Orcus logo and the phrase 
  “Fifth Edition Rules, First Edition Feel” as well as the trade dress of 
  Necromancer Games products and similar logos, identifying phrases and 
  trade dress of Frog God Games;
  2. The product name Quests of Doom Volume 1, Fifth Edition Foes, 
  Tome of Horrors, Tome of Horrors Revised, Tome of Horrors II, Tome of 
  Horrors III and Tome of Horrors Complete by Necromancer Games, Inc. 
  as well as any and all Necromancer Games Inc. and/or Frog God Games 
  product names referenced in the work;
  3. All artwork, illustration, graphic design, maps, and cartography, in-
  cluding any text contained within such artwork, illustration, maps or 
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  4. The proper names, personality, descriptions and/or motivations of 
  all artifacts, characters, races, countries, geographic locations, plane or 
  planes of existence, gods, deities, events, magic items, organizations 
  and/or groups unique to this book, but not their stat blocks or other game 
  mechanic descriptions (if any), and also excluding any such names when 
  they are included in monster, spell or feat names, and also excluding any 
  of the foregoing if the material is already Open Game Content;
  5. Any other content previously designated as Product Identity is hereby 
  designated as Product Identity and is used with permission and/or pursu-
  ant to license.
  6. All logos and identifying marks of Mythmere Games and Matthew J. 
  Finch, any trade dress, identifying words or phrases of Mythmere Games 
  or Matthew J. Finch products and similar logos;
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Re-
  served. 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
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  an enhancement over the prior art and any additional content clearly 
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  work covered by this License, including translations and derivative 
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  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
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  4. Grant and Consideration: In consideration for agreeing to use this 
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  5. Representation of Authority to Contribute: If You are contributing 
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  Legal Appendix
  with every copy of the Open Game Content You Distribute. 
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  You may not Use any Open Game Material so affected. 
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  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Ca-
  sey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; 
  based on NPC-named spells from the Player’s Handbook that were 
  renamed in the System Reference Document. The Compendium can be 
  found on the legal page of www.necromancergames.com.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors 
  Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, 
  Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, 
  Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance 
  Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al 
  Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, 
  Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb.
  Creature Collection Copyright 2001, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf 
  Publishing, Inc.
  Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.
  Hollowfaust: City of Necromancers Copyright 2001, White Wolf 
  Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf 
  Publishing, Inc.
  Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad Copyright 2002, White 
  Wolf Publishing, Inc.
  If Thoughts Could Kill Copyright 2002, Bruce R. Cordell. All Right Reserved
  Relics and Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
  Relics & Rituals: Excalibur Copyright 2005, White Wolf Publishing, Inc.
  Relics & Rituals: Olympus Copyright 2004, White Wolf Publishing, Inc.
  The Book of Lost Spells Copyright 2015 Frog God Games LLC
  $19.99
  ISBN 978-1-62283-230-9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Necromancer Games/5E - Necromancer Games - Book of Lost Spells.pdf