This spell grows an inert duplicate of a living creature as a safeguard against death
This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the originals equipment. The original creatures physical remains, if they still exist, become inert and cant thereafter be restored to life, since the creatures soul is elsewhere.
| temp Cloud of Daggers | 2 | Conjuration | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a sliver of glass)
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spells area for the first time on a turn or starts its turn there.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
| temp Cloudkill | 5 | Conjuration | Sorcerer, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 10 minutes
Components: V, S
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind dispereses the fog, ending the spell. Its area is heavily obscured
When a creature enters the spells area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damageon a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or dont need to breathe
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
| temp Color Spray | 1 | Illusion | Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: 1 round
Components: V, S, M
A dazzling array of flashing, colored light springs from your hand
Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that cant see)
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for the creature to be affected.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
| temp Command | 1 | Enchantment | Bard, Cleric, Paladin |
Casting Time: 1 Action
Range: 60 feet
Duration: 1 round
Components: V
You speak a one-word command to a creature you can see within range
The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesnt understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target cant follow your command, the spell ends.
- Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop The target drops whatever it is holding and then ends its turn.
- Flee The target spends its turn moving away from you by the fastest available means.
- Grovel The target falls prone and then ends its turn.
- Halt The target doesnt move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them
| temp Commune (Ritual) | 5 | Divination | Cleric |
Casting Time: 1 Minute
Range: Self
Duration: 1 minute
Components: V, S, M (incense and a vial of holy or unholy water
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question
Divine beings arent necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deitys knowledge. In a case where a one-word answer could be misleading or contrary to the deitys interests, the DM might offer a short phrase as an answer instead
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
| temp Commune with Nature (Ritual) | 5 | Divination | Cleric, Druid, Ranger |
Casting Time: 1 Minute
Range: Self
Duration: Instantaneous
Components: V, S
You briefly become one with nature and gain knowledge of the surrounding territory
In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesnt function where nature has been replaced by construction, such as in dungeons and towns
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
| temp Compelled Duel | 1 | Enchantment | Paladin |
Casting Time: 1 Bonus Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V
You attempt to compel a creature into a duel
One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesnt restrict the targets movement for that turn
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
| temp Comprehend Languages (Ritual) | 1 | Divination | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Self
Duration: 1 hour
Components: V, S, M (a pinch of soot and salt)
For the duration, you understand the literal meaning of any spoken language that you hear
You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text
This spell doesnt decode secret messages in a text or glyph, such as an arcane sigil, that isnt part of a written language.
| temp Compulsion | 4 | Enchantment | Bard |
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw
A target automatically succeeds on this saving throw if it cant be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect
A target isnt compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.
| temp Cone of Cold | 5 | Evocation | Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Components: V, S, M (a small crystal or glass cone)
A blast of cold air erupts from your hands
Each creature in a 60-foot cone must make a Constitution saving throw
A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
| temp Confusion | 4 | Enchantment | Bard, Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (three nut shells)
This spell assaults and twists creatures minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it
An affected target cant take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesnt take an action this turn.
2-6. The creature doesnt move or take actions this turn.
7-8. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10. The creature can act and move normally
At the end of its turns, an affected target can make a Wisdom saving throw. It it succeeds, this effect ends for that target.
At higher level
When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th
| temp Conjure Animals | 3 | Conjuration | Druid, Ranger |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range
Choose one of the following options for what appears:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you dont issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions
The DM has the creatures statistics.
At higher level
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
twice as many with a 5th-level slot
three times as many with a 7th-level slot
four times as many with a 9th-level slot.
| temp Conjure Barrage | 3 | Conjuration | Ranger |
Casting Time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Components: V, S, M (one piece of ammunition or a thrown weapon)
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
| temp Conjure Celestial | 7 | Conjuration | Cleric |
Casting Time: 1 Minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they dont violate its alignment. If you dont issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions
The DM has the celestials statistics.
At higher level
When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
| temp Conjure Elemental | 5 | Conjuration | Druid, Wizard |
Casting Time: 1 Minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and
You call forth an elemental servant
Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you dont issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions
If your concentration is broken, the elemental doesnt disappear. Instead, you lose control of the elemental, it becom es hostile toward you and your companions, and it might attack. An uncontrolled elemental cant be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elementals statistics.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
| temp Conjure Fey | 6 | Conjuration | Druid, Warlock |
Casting Time: 1 Minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower
It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they dont violate its alignment. If you dont issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions
If your concentration is broken, the fey creature doesnt disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature cant be dismissed by you, and it disappears 1 hour after you summoned it
The DM has the fey creatures statistics.
At higher level
When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th
| temp Conjure Minor Elementals | 4 | Conjuration | Druid, Wizard |
Casting Time: 1 Minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S
You summon elementals that appear in unoccupied spaces that you can see within range.
You choose one the following options for what appears:
-One elemental of challenge rating 2 or lower
-Two elementals of challenge rating 1 or lower
-Four elementals of challenge rating 1/2 or lower
-Eight elementals of challenge rating 1/4 or lower
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you dont issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions
The DM has the creatures statistics.
At higher level
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
| temp Conjure Volley | 5 | Conjuration | Ranger |
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S, M (one piece of ammunition or one thrown weapon)
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range
Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
| temp Conjure Woodland Beings | 4 | Conjuration | Druid, Ranger |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (one holly berry per creature summoned)
You summon fey creatures that appear in unoccupied spaces that you can see within range
Choose one of the following options for what appears:
• One fey creature of challenge rating 2 or lower
• Two fey creatures of challenge rating 1 or lower
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you dont issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions
The DM has the creatures statistics.
At higher level
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear:
twice as many with a 6th-level slot
three times as many with an 8th-level slot.
| temp Contact Other Plane (Ritual) | 5 | Divination | Warlock, Wizard |
Casting Time: 1 Minute
Range: Self
Duration: 1 minute
Components: V
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane
Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you cant take actions, cant understand what other creatures say, cant read, and speak only in gibberish. A greater restoration spell cast on you ends this effect
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesnt know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
| temp Contagion | 5 | Necromancy | Cleric, Druid |
Casting Time: 1 Action
Range: Touch
Duration: 7 days
Components: V, S
Your touch inflicts disease
Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.
At the
end of each of the poisoned target's
turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose
one of the diseases below. The target is
subjected to the chosen disease for the
spell's duration.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a diseases effects apply to it.
- Blinding Sickness
Pain grips the creatures mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
-
Filth Fever
A raging fever sweeps through the creatures body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
- Flesh Rot
The creatures flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
- Mindfire
The creatures mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
- Seizure
The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
- Slimy Doom
The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
| temp Contingency | 6 | Evocation | Wizard |
Casting Time: 10 Minutes
Range: Self
Duration: 10 days
Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you
You cast that spell called the contingent spell as part of casting contingency, expending spell slots for both, but the contingent spell doesnt come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
| temp Continual Flame | 2 | Evocation | Artificer, Cleric, Druid, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: Until dispelled
Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
A flame, equivalent in brightness to a torch, springs forth from an object that you touch
The effect looks like a regular flame, but it creates no heat and doesnt use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
| temp Control Water | 4 | Transmutation | Cleric, Druid, Wizard |
Casting Time: 1 Action
Range: 300 feet
Duration: Concentration, up to 10 minutes
Components: V,S,M (a drop of water and a pinch of dust)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side
You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood
You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the waves path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water
You cause water in the area to move apart and create a trench. The trench extends across the spells area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow
You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spells area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isnt caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
| temp Control Weather | 8 | Transmutation | Cleric, Druid, Wizard |
Casting Time: 10 Minutes
Range: Self (5-mile radius)
Duration: Concentration, up to 8 hours
Components: V, S, M
You take control of the weather within 5 miles of you for the duration
You must be outdoors to cast this spell. Moving to a place where you dont have a clear path to the sky ends the spell early
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
- Stage - Clear
- Stage - Light clouds
- Stage - Overcast or ground fog
- Stage - Rain, hail or snow
- Stage - Torrential rain, driving hail or blizzard
Temperature
- Stage - Unbearable heat
- Stage - Hot
- Stage - Warm
- Stage - Cool
- Stage - Cold
- Stage - Arctic cold
Wind
- Stage - Calm
- Stage - Moderate wind
- Stage - Strong wind
- Stage - Gale
- Stage - Storm
| temp Cordon of Arrows | 2 | Transmutation | Ranger |
Casting Time: 1 Action
Range: 5 feet
Duration: 8 hours
Components: V, S, M (four or more arrows or bolts)
You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area
Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
| temp Counterspell | 3 | Abjuration
| Sorcerer, Warlock, Wizard |
Casting Time: Special
Range: 60 feet
Duration: Instantaneous
Components: S
1 reaction, which you take when you see a creature within 60 feet of you casting a spell
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10+ the spells level. On a success, the creatures spell fails and has no effect.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
| temp Create Food and Water | 3 | Conjuration | Cleric, Paladin |
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Components: V, S
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesnt go bad.
| temp Create or Destroy Water | 1 | Transmutation | Cleric, Druid |
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
You either create or destroy water.
- Create Water
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
- Destroy Water
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
| temp Create Undead | 6 | Necromancy | Cleric, Warlock, Wizard |
Casting Time: 1 Minute
Range: 10 feet
Duration: Instantaneous
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At higher level
When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls
When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights
When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
| temp Creation | 5 | Illusion | Artificer, Sorcerer, Wizard |
Casting Time: 1 Minute
Range: 30 feet
Duration: Special
Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before
The duration depends on the objects material. If the object is composed of multiple materials, use the shortest duration.
Material — Duration
Vegetable matter — 1 day
Stone/crystal — 12 hours
Precious metals — 1 hour
Gems — 10 minutes
Adamantine/Mithral — 1 minute
Using any material created by this spell as another spells material component causes that spell to fail.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
| temp Crown of Madness | 2 | Enchantment | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
| temp Crusaders Mantle | 3 | Evocation | Paladin |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
| temp Cure Wounds | 1 | Evocation | Artificer, Bard, Cleric, Druid, Paladin, Ranger |
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
| temp Dancing Lights | 0 | Evocation | Artificer, Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration
You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spells range.
| temp Darkness | 2 | Evocation | Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 10 minutes
Components: V, M (bat fur and a drop of pitch or piece of coal)
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration
The darkness spreads around corners. A creature with darkvision cant see through this darkness, and nonmagical light cant illuminate it.
If the point you choose is on an object you are holding or one that isnt being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness
If any of this spells area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
| temp Darkvision | 2 | Transmutation | Artificer, Druid, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S, M (either a pinch of dried carrot or an agate)
You touch a willing creature to grant it the ability to see in the dark
For the duration, that creature has darkvision out to a range of 60 feet.
| temp Daylight | 3 | Evocation | Cleric, Druid, Paladin, Ranger, Sorcerer |
Casting Time: 1 Action
Range: 60 feet
Duration: 1 hour
Components: V, S
A 60-foot-radius sphere of light spreads out from a point you choose within range
The sphere is bright light and sheds dim light for an additional 60 feet
If you chose a point on an object you are holding or one that isnt being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light
If any of this spells area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
| temp Death Ward | 4 | Abjuration | Cleric, Paladin |
Casting Time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S
You touch a creature and grant it a measure of protection from death
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
| temp Delayed Blast Fireball | 7 | Evocation | Sorcerer, Wizard |
Casting Time: 1 Action
Range: 150 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a tiny ball of bat guano and sulfur)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration
When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one
The spells base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes
The fire damages objects in the area and ignites flammable objects that arent being worn or carried.
At higher level
When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
| temp Demiplane | 8 | Conjuration | Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: 1 hour
Components: S
You create a shadowy door on a flat solid surface that you can see within range
The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
| temp Destructive Wave | 5 | Evocation | Paladin |
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instantaneous
Components: V
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isnt knocked prone.
| temp Detect Evil and Good | 1 | Divination | Cleric, Paladin |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
| temp Detect Magic (Ritual) | 1 | Divination | Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
| temp Detect Poison and Disease (Ritual) | 1 | Divination | Cleric, Druid, Paladin, Ranger |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M (a yew leaf)
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
| temp Detect Thoughts | 2 | Divination | Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S, M (a copper piece)
For the duration, you can read the thoughts of certain creatures
When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesnt speak any language, the creature is unaffected
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creatures thoughts or attempt to probe deeper into the same creatures mind. If you probe deeper, the target must make a W isdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creatures thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation
You can also use this spell to detect the presence of thinking creatures you cant see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You cant detect a creature with an Intelligence of 3 or lower or one that doesnt speak any language
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you cant see it, but it must still be within range.
| temp Dimension Door | 4 | Conjuration | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 500 feet
Duration: Instantaneous
Components: V
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".
You can bring along objects as long as their weight doesnt exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
| temp Disguise Self | 1 | Illusion | Artificer, Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self
Duration: 1 hour
Components: V, S
You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it
You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You cant change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| temp Disintegrate | 6 | Transmutation | Sorcerer, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S, M (a lodestone and a pinch of dust)
A thin green ray springs from your pointing finger to a target that you can see within range
The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher level
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
| temp Dispel Evil and Good | 5 | Abjuration | Cleric, Paladin |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S, M (holy water or powdered silver and iron)
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you
You can end the spell early by using either of the following special functions.
Break Enchantment
As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal
As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isnt there already). If they arent on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
| temp Dispel Magic | 3 | Abjuration | Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spells level. On a successful check, the spell ends.
At higher level
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spells level is equal to or less than the level of the spell slot you used.
| temp Dissonant Whispers | 1 | Enchantment | Bard |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesnt move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesnt have to move away. A deafened creature automatically succeeds on the save.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
| temp Divination (Ritual) | 4 | Divination | Cleric, Druid, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Your magic and an offering put you in contact with a god or a gods servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen
The spell doesnt take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion
If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
| temp Divine Favor | 1 | Evocation | Paladin |
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.
| temp Divine Word | 7 | Evocation | Cleric |
Casting Time: 1 Bonus Action
Range: 30 feet
Duration: Instantaneous
Components: V
You utter a divine word, imbued with the power that shaped the world at the dawn of creation
Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10 minutes
• 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
• 20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isnt there already) and cant return to your current plane for 24 hours by any means short of a wish spell.
| temp Dominate Beast | 4 | Enchantment | Druid, Ranger, Sorcerer |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
You attempt to beguile a beast that you can see within range
It must succeed on a W isdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesnt receive further direction from you, it defends and preserves itself to the best of its ability
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnt do anything that you dont allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher level
When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes
When you use a 6th-level spell slot, the duration is concentration, up to 1 hour
When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours
| temp Dominate Monster | 8 | Enchantment | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S
You attempt to beguile a creature that you can see within range
It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesnt receive further direction from you, it defends and preserves itself to the best of its ability
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnt do anything that you dont allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher level
When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
| temp Dominate Person | 5 | Enchantment | Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
You attempt to beguile a humanoid that you can see within range
It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesnt receive further direction from you, it defends and preserves itself to the best of its ability
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnt do anything that you dont allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher level
When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes
When you use a 7th-level spell slot, the duration is concentration, up to 1 hour
When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
| temp Drawmijs Instant Summons (Ritual) | 6 | Conjuration | Wizard |
Casting Time: 1 Minute
Range: Touch
Duration: Until dispelled
Components: V, S, M (a sapphire worth 1,000 gp)
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less
The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire
At any time thereafter, you can use your action to speak the items name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesnt transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment
Dispel magic or a similar effect successfully applied to the sapphire ends this spells effect.
| temp Dream | 5 | Illusion | Bard, Warlock, Wizard |
Casting Time: 1 Minute
Range: Special
Duration: 8 hours
Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) (a handful
This spell shapes a creatures dreams
Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that dont sleep, such as elves, cant be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but cant take actions or move
If the target is asleep, the messenger appears in the targets dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the targets dreams
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the targets sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage
If you have a body part, lock of hair, clipping from a nail, or similar portion of the targets body, the target makes its saving throw with disadvantage.
| temp Druidcraft | 0 | Transmutation | Druid |
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Components: V, S
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
| temp Earthquake | 8 | Evocation | Cleric, Druid, Sorcerer |
Casting Time: 1 Action
Range: 500 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a pinch o f dirt, a piece o f rock, and a lump of clay)
You create a seismic disturbance at a point on the ground that you can see within range
For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creatures concentration is broken
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures.
Fissures open throughout the spells area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spells area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissures edge as it opens
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures.
The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structures height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesnt fall prone or become buried.
| temp Eldritch Blast | 0 | Evocation | Warlock |
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher level
The spell creates more than one beam when you reach higher levels:
Two beams at 5th level
Three beams at 11th level
Four beams at 17th level
You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
| temp Elemental Weapon | 3 | Transmutation | Artificer, Druid, Paladin, Ranger |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S
A nonmagical weapon you touch becomes a magic weapon
Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At higher level
When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4
When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
| temp Enhance Ability | 2 | Transmutation | Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M (fur or a feather from a beast)
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
- Bears Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bulls Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
- Cats Grace. The target has advantage on Dexterity checks. It also doesnt take damage from falling 20 feet or less if it isnt incapacitated.
- Eagles Splendor. The target has advantage on Charisma checks.
- Foxs Cunning. The target thas advantage on Intelligence checks.
- Owls Wisdom. The target has advantage on Wisdom checks.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
| temp Enlarge/Reduce | 2 | Transmutation | Artificer, Bard, Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a pinch of powdered iron)
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
- Enlarge
The targets size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isnt enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The targets weapons also grow to match its new size. While these weapons are enlarged, the targets attack with them deal 1d4 extra damage.
- Reduce
The targets size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The targets weapons also shrink to match its new size. While these weapons are reduced, the targets attacks with them deal 1d4 less damage (this cant reduce the damage below 1).
| temp Ensnaring Strike | 1 | Conjuration | Ranger |
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
| temp Entangle | 1 | Conjuration | Druid, Ranger |
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 minute
Components: V, S
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself
When the spell ends, the conjured plants wilt away.
| temp Enthrall | 2 | Enchantment | Bard, Warlock |
Casting Time: 1 Action
Range: 60 feet
Duration: 1 minute
Components: V, S
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that cant be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
| temp Etherealness | 7 | Transmutation | Bard, Cleric, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Up to 8 hours
Components: V, S
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plan you originated from, but everything there looks gray, and you cant see anything more than 60 feet away
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that arent on the Ethereal Plance cant perceive you and cant interact with you, unless a special ability or magic has given them the ability to do so
You ignore all objects and effects that arent on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the spell ends, you immediately return to the plane you originiated from in teh spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are imediately shunted to the neares unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesnt border it, such as one of the Outer Planes.
At higher level
When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
| temp Evards Black Tentacles | 4 | Conjuration | Wizard |
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
| temp Expeditious Retreat | 1 | Transmutation | Artificer, Sorcerer, Warlock, Wizard |
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
| temp Eyebite | 6 | Necromancy | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
For the spells duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but cant target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep
The target galls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked
The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened
The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
| temp Fabricate | 4 | Transmutation | Artificer, Wizard |
Casting Time: 10 Minutes
Range: 120 feet
Duration: Instantaneous
Components: V, S
You convert raw materials into products of the same material
For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials
Creatures or magic items cant be created or transmuted by this spell. You also cant use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisans tools used to craft such objects.
| temp Faerie Fire | 1 | Evocation | Artificer, Bard, Druid |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice)
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object cant benefit from being invisible.
| temp False Life | 1 | Necromancy | Artificer, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self
Duration: 1 hour
Components: V, S, M (a small amount of alcohol or distilled spirits)
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
| temp Fear | 3 | Illusion | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Components: V, S, M (a white feather or the heart of a hen)
You project a phantasmal image of a creatures worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesnt have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
| temp Feather Fall | 1 | Transmutation
| Artificer, Bard, Sorcerer, Wizard |
Casting Time: Special
Range: 60 feet
Duration: 1 minute
Components: V, M (a small feather or piece of down)
Reaction: When you or a creature within 60 feet of you falls
Choose up to five falling creatures within range. A falling creatures rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
| temp Feeblemind | 8 | Enchantment | Bard, Druid, Warlock, Wizard |
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw
On a failed save, the creatures Intelligence and Charisma scores become 1. The creature cant cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends
The spell can also be ended by greater restoration, heal or wish.
| temp Feign Death (Ritual) | 3 | Necromancy | Bard, Cleric, Druid, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M (a pinch of graveyard dirt)
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death
For the spells duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the targets status. The target is blinded and incapacitated, and its speed drops to 0
The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spells effect, the disease and poison have no effect until the spell ends.
| temp Find Familiar (Ritual) | 1 | Conjuration | Wizard |
Casting Time: 1 Hour
Range: 10 feet
Duration: Instantaneous
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazie
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cant attack, but it can take other actions as normal
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiars eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you
You cant have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| temp Find Steed | 2 | Conjuration | Paladin |
Casting Time: 10 Minutes
Range: 30 feet
Duration: Instantaneous
Components: V, S
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum
While your steed is within 1 mile of you, you can communicate with it telepathically. You cant have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
| temp Find the Path | 6 | Divination | Bard, Cleric, Druid |
Casting Time: 1 Minute
Range: Self
Duration: Concentration, up to 1 day
Components: V, S, M (a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – wo
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isnt specific (such as "a green dragons lair”), the spell fails
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you atomatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.”
| temp Find Traps | 2 | Divination | Cleric, Druid, Ranger |
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
You sense the presence of any trap within range that is within line of sight
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
This spell merely reveals that a trap is present. You dont learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
| temp Finger of Death | 7 | Necromancy | Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
You send negative energy coursing through a creature that you can see within range, causing it searing pain
The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
| temp Fire Bolt | 0 | Evocation | Artificer, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isnt being worn or carried.
At higher level
This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
| temp Fire Shield | 4 | Evocation | Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self
Duration: 10 minutes
Components: V, S, M (a bit of phosphorus or a firefly)
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
| temp Fire Storm | 7 | Evocation | Cleric, Druid, Sorcerer |
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S
A storm made up of sheets of roaring flame appears in a location you choose within range
The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one
The fire damages objects in the area and ignites flammable objects that arent being worn or carried. If you choose, plant life in the area is unaffected by this spell.
| temp Fireball | 3 | Evocation | Sorcerer, Wizard |
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Components: V, S, M (a tiny ball of bat guano and sulfur)
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame
Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that arent being worn or carried.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
| temp Flame Blade | 2 | Evocation | Druid, Sorcerer |
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M (leaf of sumac)
You evoke a fiery blade in your free hand
The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
| temp Flame Strike | 5 | Evocation | Cleric |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S, M (pinch of sulfur)
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
| temp Flaming Sphere | 2 | Conjuration | Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration
Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the spheres damage, and the sphere stops moving this turn
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
| temp Flesh to Stone | 6 | Transmutation | Druid, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V,S,M (a pinch of lime, water, and earth)
You attempt to turn one creature that you can see within range into stone
If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isnt affected
A creature restrained by this spell must make another Consititution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures dont need to be consecutive; keep track of both until the target collects three of a kind
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
| temp Fly | 3 | Transmutation | Artificer, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 10 minutes
Components: V, S, M (a wing feather from any bird)
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher level
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
| temp Fog Cloud | 1 | Conjuration | Druid, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 hour
Components: V, S
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
| temp Forbiddance (Ritual) | 6 | Abjuration | Cleric |
Casting Time: 10 Minutes
Range: Touch
Duration: 1 day
Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures cant teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spells area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell)
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell
This spells area cant overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
| temp Forcecage | 7 | Evocation | Bard, Warlock, Wizard |
Casting Time: 1 Action
Range: 100 feet
Duration: 1 hour
Components: V, S, M (ruby dust worth 1,500 gp)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area
When you cast the spell, any creature that is completely inside the cages area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area
A creature inside the cage cant leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature cant exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel
This spell cant be dispelled by dispel magic.
| temp Foresight | 9 | Divination | Bard, Druid, Warlock, Wizard |
Casting Time: 1 Minute
Range: Touch
Duration: 8 hours
Components: V, S, M (a hummingbird feather)
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target cant be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration
This spell immediately ends if you cast it again before its duration ends.
| temp Freedom of Movement | 4 | Abjuration | Artificer, Bard, Cleric, Druid, Ranger |
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
You touch a willing creature. For the duration, the targets movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the targets speed nor cause the target to be paralyzed or restrained
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the targets movement or attacks.
| temp Friends | 0 | Enchantment | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isnt hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DMs discretion), depending on the nature of your interaction with it.
| temp Gaseous Form | 3 | Transmutation | Artificer, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M (a bit of gauze and a wisp of smoke)
You transform a willing creature you touch, along with everything its wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isnt affected
While in this form, the targets only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target cant fall and remains hovering in the air even when stunned or otherwise incapacitated
While in the form of a misty cloud, the target cant talk or manipulate objects, and any objects it was carrying or holding cant be dropped, used, or otherwise interacted with. The target cant attack or cast spells.
| temp Gate | 9 | Conjuration | Cleric, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a diamond worth at least 5,000 gp)
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesnt work). If that creature is on a plane other than the one you are on, the portal opens in the named creatures immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the Dm deems appropriate. It might leave, attack you, or help you.
| temp Geas | 5 | Enchantment | Bard, Cleric, Druid, Paladin, Wizard |
Casting Time: 1 Minute
Range: 60 feet
Duration: 30 days
Components: V
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of actiity as you decide
If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that cant understand you is unaffected by the spell
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At higher level
When you cast this spell usinga spell slot of 7th or 8th level, the duration is 1 year
When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
| temp Gentle Repose (Ritual) | 2 | Necromancy | Cleric, Paladin, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 10 days
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain
You touch a corpse or other remains. For the duration, the target is protected from decay and cant become undead
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell dont count against the time limit of spells such as raise dead.
| temp Giant Insect | 4 | Transmutation | Druid |
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Components: V, S
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
| temp Glibness | 8 | Transmutation | Bard, Warlock |
Casting Time: 1 Action
Range: Self
Duration: 1 hour
Components: V
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
| temp Globe of Invulnerability | 6 | Abjuration | Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self (10-foot sphere)
Duration: Concentration, up to 1 minute
Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration
Any spell of 5th level or lower cast from outside the barrier cant affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At higher level
When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
| temp Glyph of Warding | 3 | Abjuration | Artificer, Bard, Cleric, Wizard |
Casting Time: 1 Hour
Range: Touch
Duration: Until dispelled or triggered
Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph
If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that dont trigger the glyph, such as those who say a certain password
When you inscribe the glyph, choose explosive runes or a spell glyph.
- Explosive Runes
When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
- Spell Glyph
You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
| temp Goodberry | 1 | Transmutation | Druid, Ranger |
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M (a sprig of mistletoe)
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
| temp Grasping Vine | 4 | Conjuration | Druid, Ranger |
Casting Time: 1 Bonus Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
| temp Grease | 1 | Conjuration | Artificer, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: 1 minute
Components: V, S, M (a bit of pork rind or butter)
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
| temp Greater Invisibility | 4 | Illusion | Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the targets person.
| temp Greater Restoration | 5 | Abjuration | Artificer, Bard, Cleric, Druid, Ranger |
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the targets exhaustion level by one, or end one of the following effects on the target:
* One effect that charmed or petrified the target
* One curse, including the targets attunement to a cursed magic item
* Any reduction to one of the targets ability scores
* One effect reducing the targets hit point maximum
| temp Guardian of Faith | 4 | Conjuration | Cleric |
Casting Time: 1 Action
Range: 30 feet
Duration: 8 hours
Components: V
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity
Any creature hostile to you that moves to a space within 10 feet of the guardian for the firs time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
| temp Guards and Wards | 6 | Abjuration | Bard, Wizard |
Casting Time: 10 Minutes
Range: Touch
Duration: 24 hours
Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects
Guards and wards creates the following effects within the warded area.
Corridors
Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors
All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the m inor illusion spell) to make them appear as plain sections of wall.
Stairs
Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect
You can place your choice of one of the following magical effects within the warded area of the stronghold.
• Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as
guards and wards lasts.
• Place magic mouth in two locations.
• Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
• Place a constant gust of wind in one corridor or room.
• Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters
or passes through the area receives the suggestion mentally
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
| temp Guidance | 0 | Divination | Artificer, Cleric, Druid |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
| temp Guiding Bolt | 1 | Evocation | Cleric |
Casting Time: 1 Action
Range: 120 feet
Duration: 1 round
Components: V, S
A flash of light streaks toward a creature of your choice within range
Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
| temp Gust of Wind | 2 | Evocation | Druid, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute
Components: V, S, M (a legume seed)
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spells duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
| temp Hail of Thorns | 1 | Conjuration | Ranger |
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
| temp Hallow | 5 | Evocation | Cleric |
Casting Time: 24 Hours
Range: Touch
Duration: Until dispelled
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects
First, celestials, elementals, fey, fiends, and undead cant enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Som e of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spells area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage
Affected creatures cant be frightened while in the area.
Darkness
Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, cant illuminate the area.
Daylight
Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell cant extinguish the light.
Energy Protection
Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability
Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest
Dead bodies interred in the area cant be turned into undead.
Extradimensional Interference
Affected creatures cant move or travel using teleportation or by extradimensional or interplanar means.
Fear
Affected creatures are frightened while in the area.
Silence
No sound can emanate from within the area, and no sound can reach into it.
Tongues
Affected creatures can communicate with any other creature in the area, even if they dont share a common language.
| temp Hallucinatory Terrain | 4 | Illusion | Bard, Druid, Warlock, Wizard |
Casting Time: 10 Minutes
Range: 300 feet
Duration: 24 hours
Components: V, S, M (a stone, a twig, and a bit of green plant)
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area arent changed in appearance
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isnt obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
| temp Harm | 6 | Necromancy | Cleric |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
You unleash a virulent disease on a creature that you can see within range
The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage cant reduce the targets hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creatures hit point maximum to return to normal before that time passes.
| temp Haste | 3 | Transmutation | Artificer, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a shaving of licorice root)
Choose a willing creature that you can see within range. Until the spell ends, the targets speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action
When the spell ends, the target cant move or take actions until after its next turn, as a wave of lethargy sweeps over it.
| temp Heal | 6 | Evocation | Cleric, Druid |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher level
When you cast this spell using aspell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
| temp Healing Word | 1 | Evocation | Bard, Cleric, Druid |
Casting Time: 1 Bonus Action
Range: 60 feet
Duration: Instantaneous
Components: V
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier
This spell has no effect on undead or constructs.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
| temp Heat Metal | 2 | Transmutation | Artificer, Bard, Druid |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a piece of iron and a flame)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesnt drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
| temp Hellish Rebuke | 1 | Evocation
| Warlock |
Casting Time: Special
Range: 60 feet
Duration: Instantaneous
Components: V, S
Reaction: you are being damaged by a creature within 60 feet of you that you can see
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
| temp Heroes Feast | 6 | Conjuration | Bard, Druid |
Casting Time: 10 Minutes
Range: 30 feet
Duration: Instantaneous
Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects dont set in until this hour is over. Up to twelve other creatures can partake of the feast
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
| temp Heroism | 1 | Enchantment | Bard, Paladin |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S
A willing creature you touch is imbued with bravery
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
| temp Hex | 1 | Enchantment | Warlock |
Casting Time: 1 Bonus Action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (the petrified eye of a newt)
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature
A remove curse cast on the target ends this spell early.
At higher level
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
| temp Hold Monster | 5 | Enchantment | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a small, straight piece of iron)
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher level
When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
| temp Hold Person | 2 | Enchantment | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a small, straight piece of iron)
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
| temp Holy Aura | 8 | Abjuration | Cleric |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of clot
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you
Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
| temp Hunger of Hadar | 3 | Conjuration | Warlock |
Casting Time: 1 Action
Range: 150 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a pickled octopus tentacle)
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.
| temp Hunters Mark | 1 | Divination | Ranger |
Casting Time: 1 Bonus Action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V
You choose a creature you can see within range and mystically mark it as your quarry
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher level
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
| temp Hypnotic Pattern | 3 | Illusion | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range
The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
| temp Ice Storm | 4 | Evocation | Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 300 feet
Duration: Instantaneous
Components: V, S, M (a pinch of dust and a few drops of water)
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range
Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one
Hailstones turn the storms area of effect into difficult terrain until the end of your next turn.
At higher level
When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
| temp Identify (Ritual) | 1 | Divination | Artificer, Bard, Wizard |
Casting Time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
| temp Illusory Script (Ritual) | 1 | Illusion | Bard, Warlock, Wizard |
Casting Time: 1 Minute
Range: Touch
Duration: 10 days
Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know
Should the spell be dispelled, the original script and the illusion both disappear
A creature with truesight can read the hidden message.
| temp Imprisonment | 9 | Abjuration | Warlock, Wizard |
Casting Time: 1 Minute
Range: 30 feet
Duration: Until dispelled
Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special compo
You create a magical restraint to hold a creature that you can see within range.
The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesnt need to breathe, eat, or drink, and it doesnt age. Divination spells cant locate or perceive the target
When you cast the spell, you choose one of the following forms of imprisonment.
- Burial
The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it
The special component for this version of the spell is a small mithral orb.
- Chaining
Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it cant move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
- Hedged Prison
The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice
The special component for this version of the spell is a miniature representation of the prison made from jade.
- Minimus Containment
The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similarobject. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone cant be cut or broken while the spell remains in effect
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
- Slumber
The target falls asleep and cant be awoken
The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creatures name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
| temp Incendiary Cloud | 8 | Conjuration | Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 150 feet
Duration: Concentration, up to 1 minute
Components: V, S
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range
The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spells area for the first time on a turn or ends its turn there
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
| temp Inflict Wounds | 1 | Necromancy | Cleric |
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
| temp Insect Plague | 5 | Conjuration | Cleric, Druid, Sorcerer |
Casting Time: 1 Action
Range: 300 feet
Duration: Concentration, up to 10 minutes
Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The spheres area is difficult terrain
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spells area for the first time on a turn or ends its turn there.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
| temp Invisibility | 2 | Illusion | Artificer, Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S, M (an eyelash encased in gum arabic)
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the targets person. The spell ends for a target that attacks or casts a spell.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
| temp Jump | 1 | Transmutation | Artificer, Druid, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 1 minute
Components: V, S, M (a grasshopper's hind leg)
You touch a creature. The creatures jump distance is tripled until the spell ends.
| temp Knock | 2 | Transmutation | Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
| temp Legend Lore | 5 | Divination | Bard, Cleric, Wizard |
Casting Time: 10 Minutes
Range: Self
Duration: Instantaneous
Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at lea
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isnt of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
| temp Leomunds Secret Chest | 4 | Conjuration | Artificer, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at le
You hide a chest, and all its contents, on the Ethereal Plane
You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet)
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica
After 60 days, there is a cumulative 5 percent chance per day that the spells effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
| temp Leomunds Tiny Hut (Ritual) | 3 | Evocation | Bard, Wizard |
Casting Time: 1 Minute
Range: Self (10-foot hemisphere)
Duration: 8 hours
Components: V, S, M (a small crystal bead)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects cant extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
| temp Lesser Restoration | 2 | Abjuration | Artificer, Bard, Cleric, Druid, Paladin, Ranger |
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
| temp Levitate | 2 | Transmutation | Artificer, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 10 minutes
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long sha
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the targets altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spells range
When the spell ends, the target floats gently to the ground if it is still aloft.
| temp Light | 0 | Evocation | Artificer, Bard, Cleric, Sorcerer, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, M (a firefly or phosphorescent moss)
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
| temp Lightning Arrow | 3 | Transmutation | Ranger |
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
The next time you make a ranged weapon attack during the spells duration, the weapons ammunition, or the weapon itself if its a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapons normal damage
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one
The piece of ammunition or weapon then returns to its normal form.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
| temp Lightning Bolt | 3 | Evocation | Sorcerer, Wizard |
Casting Time: 1 Action
Range: Self (100-
Duration: Instantaneous
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one
The lightning ignites flammable objects in the area that arent being worn or carried.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
| temp Locate Animals or Plants (Ritual) | 2 | Divination | Bard, Druid, Ranger |
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M (a bit of fur from a bloodhound)
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
| temp Locate Creature | 4 | Divination | Bard, Cleric, Druid, Paladin, Ranger, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S, M (a bit of fur from a bloodhound)
Describe or name a creature that is familiar to you. You sense the direction to the creatures location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesnt locate the creature
This spell cant locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
| temp Locate Object | 2 | Divination | Bard, Cleric, Druid, Paladin, Ranger, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: V, S, M (a forked twig)
Describe or name an object that is familiar to you. You sense the direction to the objects location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon
This spell cant locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
| temp Longstrider | 1 | Transmutation | Artificer, Bard, Druid, Ranger, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Components: V, S, M (a pinch of dirt)
You touch a creature. The targets speed increases by 10 feet until the spell ends.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
| temp Mage Armor | 1 | Abjuration | Sorcerer, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S, M (a piece of cured leather)
You touch a willing creature who isnt wearing armor, and a protective magical force surrounds it until the spell ends. The targets base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
| temp Mage Hand | 0 | Conjuration | Artificer, Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: 1 minute
Components: V, S
A spectral, floating hand appears at a point you choose within range
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it
The hand cant attack, activate magical items, or carry more than 10 pounds.
| temp Magic Circle | 3 | Abjuration | Cleric, Paladin, Warlock, Wizard |
Casting Time: 1 Minute
Range: 10 feet
Duration: 1 hour
Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
* The creature cant willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
* The creature has disadvantage on attack rolls against targets within the cylinder.
* Targets within the cylinder cant be charmed, frightened, or possessed by the creature
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
| temp Magic Jar | 6 | Necromancy | Wizard |
Casting Time: 1 Minute
Range: Self
Duration: Until dispelled
Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spells material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the containers space. You cant move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells cant be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the targets body, and the targets soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you cant attempt to possess it again for 24 hours
Once you possess a creatures body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you cant use any of its class features
Meanwhile, the possessed creatures soul can perceive from the container using its own senses, but it cant move or take actions at all
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creatures soul to its body. If the host body dies while youre in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creatures soul is in the container when it is destroyed, the creatures soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies
When the spell ends, the container is destroyed.
| temp Magic Missile | 1 | Evocation | Sorcerer, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Components: V, S
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
| temp Magic Mouth (Ritual) | 2 | Illusion | Artificer, Bard, Wizard |
Casting Time: 1 Minute
Range: 30 feet
Duration: Until dispelled
Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
You implant a message within an object in range, a message that is uttered when a trigger condition is met
Choose an object that you can see and that isnt being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the objects mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
| temp Magic Weapon | 2 | Transmutation | Artificer, Paladin, Ranger, Wizard |
Casting Time: 1 Bonus Action
Range: Touch
Duration: Concentration, up to 1 hour
Components: V, S
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2
When you use a spell slot of 6th level or higher, the bonus increases to +3.
| temp Major Image | 3 | Illusion | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 10 minutes
Components: V, S, M (a bit of fleece)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube
The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You cant create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodytes stench)
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
| temp Mass Cure Wounds | 5 | Evocation | Bard, Cleric, Druid |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
A wave of healing energy washes out from a point of your choice within range
Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher level
When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
| temp Mass Heal | 9 | Evocation | Cleric |
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Components: V, S
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
| temp Mass Healing Word | 3 | Evocation | Bard, Cleric |
Casting Time: 1 Bonus Action
Range: 60 feet
Duration: Instantaneous
Components: V
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
| temp Mass Suggestion | 6 | Enchantment | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: 24 hours
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you
Creatures that cant be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isnt met before the spell ends, the activity isnt performed
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At higher level
When you cast this spell using a 7th-level spell slot, the duration is 10 days
When you use an 8th-level spell slot, the duration is 30 days
When you use a 9th-level spell slot, the duration is a year and a day.
| temp Maze | 8 | Conjuration | Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 10 minutes
Components: V, S
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze
The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds)
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
| temp Meld into Stone (Ritual) | 3 | Transmutation | Cleric, Druid, Ranger |
Casting Time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration
Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses
While merged with the stone, you cant see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise cant move
Minor physical damage to the stone doesnt harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stones complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
| temp Melfs Acid Arrow | 2 | Evocation | Wizard |
Casting Time: 1 Action
Range: 90 feet
Duration: Instantaneous
Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid
Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At higher level
When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
| temp Mending | 0 | Transmutation | Artificer, Bard, Cleric, Druid, Sorcerer, Wizard |
Casting Time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M (two lodestones)
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloack, or a leaking wineskin
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage
This spell can physically repair a magic item or construct, but the spell cant restore magic to such an object.
| temp Message | 0 | Transmutation | Artificer, Bard, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: 1 round
Components: V, S, M (a short piece of copper wire)
You point your finger toward a creature within range and whisper a message
The target (and only the target) hears the message and can reply in a whisper that only you can hear
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesnt have to follow a straight line and can travel freely around corners or through openings.
| temp Meteor Swarm | 9 | Evocation | Sorcerer, Wizard |
Casting Time: 1 Action
Range: 1 mile
Duration: Instantaneous
Components: V, S
Blazing orbs of fire plummet to the ground at four different points you can see within range
Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a sucessful one. A creature in the area of more than one fiery burst is affected only once
The spell damages objects in the area and ignites flammable objects that arent being worn or carried.
| temp Mind Blank | 8 | Abjuration | Bard, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 24 hours
Components: V, S
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the targets mind or to gain information about the target.
| temp Minor Illusion | 0 | Illusion | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: 1 minute
Components: S, M (a bit of fleece)
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone elses voice, a lions roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image cant create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| temp Mirage Arcane | 7 | Illusion | Bard, Druid, Wizard |
Casting Time: 10 Minutes
Range: Sight
Duration: 10 days
Components: V, S
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain
The terrains general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesnt disguise, conceal, or add creatures
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spells area disappears immediately
Creatures with truesight can see through the illusion to the terrains true form however, all other elements of the illusion remain, so while the creature is aware of the illusions presence, the creature can still physically interact with the illusion.
| temp Mirror Image | 2 | Illusion | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 Action
Range: Self
Duration: 1 minute
Components: V, S
Three illusory duplicates of yourself appear in your space
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so its impossible to track which image is real. You can use your action to dismiss the illusory duplicates
Each time a creature targets you with an attack during the spells duration, roll a d20 to determine whether the attack instead targets one of your duplicates
If you have three duplicates, you must roll a 6 or higher to change the attacks target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher
A duplicates AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed
A creature is unaffected by this spell if it cant see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
| temp Mislead | 5 | Illusion | Bard, Warlock, Wizard |
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Components: S
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
| temp Misty Step | 2 | Conjuration | Sorcerer, Warlock, Wizard |
Casting Time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
| temp Modify Memory | 5 | Enchantment | Bard, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S
You attempt to reshape another creatures memories
One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the targets memories are modified
While this charm lasts, you can affect the targets memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creatures memory isnt altered. Otherwise, the modified memories take hold when the spell ends
A modified memory doesnt necessarily affect how a creature behaves, particularly if the memory contradicts the creatures natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner
A remove curse or greater restoration spell cast on the target restores the creatures true memory.
At higher level
If you cast this spell using a spell slot of 6th level or higher, you can alter the targets memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creatures past (9th level).
| temp Moonbeam | 2 | Evocation | Druid |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
A silvery beam of pale light shines down in a 5-footradius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder
When a creature enters the spells area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and cant assume a different form until it leaves the spells light
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At higher level
When you cast this spell using aspell slot of 3rd level or higher, the damage increases by 1d1O for each slot level above 2nd.
| temp Mordenkainens Faithful Hound | 4 | Conjuration | Artificer, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: 8 hours
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it
The hound is invisible to all creatures except you and cant be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hounds attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
| temp Mordenkainens Magnificent Mansion | 7 | Conjuration | Bard, Wizard |
Casting Time: 1 Minute
Range: 300 feet
Duration: 24 hours
Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver s
You conjure an extradimensional dwelling in range that lasts for the duration
You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet w ide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm
You can create any floor plan you like, but the space cant exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they cant attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but cant leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
| temp Mordenkainens Private Sanctum | 4 | Abjuration | Artificer, Wizard |
Casting Time: 10 Minutes
Range: 120 feet
Duration: 24 hours
Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrys
You make an area within range magically secure
The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
* Sound cant pass through the barrier at the edge of the warded area.
* The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
* Sensors created by divination spells cant appear inside the protected area or pass through the barrier at its perimeter.
* Creatures in the area cant be targeted by divination spells.
* Nothing can teleport into or out of the warded area.
* Planar travel is blocked within the warded area
Casting this spell on the same spot every day for a year makes this effect permanent.
At higher level
When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot o f 5th level.
| temp Mordenkainens Sword | 7 | Evocation | Bard, Wizard |
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
You create a sword-shaped plane of force that hovers within range. It lasts for the duration
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
| temp Move Earth | 6 | Transmutation | Druid, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 2 hours
Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the areas elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes cant exceed half the areas largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the squares elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect
Because the terrains transformation occurs slowly, creatures in the area cant usually be trapped or injured by the grounds movement
This spell cant manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse
Similarly, this spell doesnt directly affect plant growth. The moved earth carries any plants along with it.
| temp Nondetection | 3 | Abjuration | Bard, Ranger, Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 8 hours
Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
For the duration, you hide a target that you touch from divination magic
The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target cant be targeted by any divination magic or perceived through magical scrying sensors.
| temp Nystuls Magic Aura | 2 | Illusion | Wizard |
Casting Time: 1 Action
Range: Touch
Duration: 24 hours
Components: V, S, M (a small square of silk)
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it
The target can be a willing creature or an object that isnt being carried or worn by another creature
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the objects magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask
You change the way the target appears to spells and magical effects that detect creature types, such as a s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
| temp Otilukes Freezing Sphere | 6 | Evocation | Sorcerer, Wizard |
Casting Time: 1 Action
Range: 300 feet
Duration: Instantaneous
Components: V, S, M (a small crystal sphere)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere
Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the slings normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasnt already shattered, it explodes.
At higher level
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th
| temp Otilukes Resilient Sphere | 4 | Evocation | Artificer, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration
Nothing---not physical objects, energy, or other spell effects---can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside cant be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the spheres walls and thus roll the sphere at up to half the creatures speed. Similarly, the globe can be picked up and moved by other creatures
A disintegrate spell targeting the globe destroys it without harming anything inside it.
| temp Ottos Irresistible Dance | 6 | Enchantment | Bard, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that cant be charmed are immune to this spell
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
| temp Arcane Weapon | 1 | Transmutation | Artificer |
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S
You channel arcane energy into one simple or martial weapon youre holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder.Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon.If the weapon isnt magical, it becomes a magic weapon for the spells duration.As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels: When you cast this spell using a spell slot of 3rd levelor higher, you can maintain your concentration on the spell for up to 8 hours.| temp Mind Thrust | 2 | enchantment | Sorcerer, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: 1 round
Components: V
You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At Higher Levels. When you cast this spellusing a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. | temp Blade of Disaster | 9 | conjuration | Sorcerer, Warlock, Wizard |
Casting Time: 1 bonus action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.| temp Booming Blade | 0 | Evocation | Artificer, Sorcerer, Warlock, Wizard |
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: 1 round
Components: S, M (a melee weapon worth at least 1 sp)
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).| temp Dream of the Blue Veil | 7 | conjuration | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 10 minutes
Range: 20 feet
Duration: 6 hours
Components: V, S, M (a magic item or a willing creature from the destination world)
You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported. | temp Green-Flame Blade | 0 | Evocation | Artificer, Sorcerer, Warlock, Wizard |
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
Components: S, M (a melee weapon worth at least 1 sp)
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).| temp Intellect Fortress | 3 | abjuration | Artificer, Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 hour
Components: V
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. | temp Lightning Lure | 0 | Evocation | Artificer, Sorcerer, Warlock, Wizard |
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
Components: V
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).| temp Mind Sliver | 0 | Enchantment | Sorcerer, Warlock, Wizard |
Casting Time: 1 action
Range: 60 feet
Duration: 1 round
Components: V
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).| temp Spirit Shroud | 3 | necromancy | Cleric, Paladin, Warlock, Wizard |
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.| temp Summon Aberration | 4 | conjuration | Warlock, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Aberrant Spirit
Medium aberration
Armor Class 11 + the level of the spell (natural armor)
Hit Points40 + 10 for each spell level above 4th
Speed 30 ft.; fly 30 ft. (hover) (Beholderkin only)
16 (+3)
10 (+0)
15 (+2)
16 (+3)
10 (+0)
6 (-2)
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Whispering Aura (Star Spawn Only). At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.
Actions
Multiattack. The aberration makes a number of attacks equal to half this spell's level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.
| temp Summon Beast | 2 | conjuration | Druid, Ranger |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)
18 (+4)
11 (+0)
16 (+3)
4 (-3)
14 (+2)
5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
| temp Summon Celestial | 5 | conjuration | Cleric, Paladin |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a golden reliquary worth at least 500 gp)
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Celestial Spirit
Large celestial
Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each spell level above 5th
Speed 30 ft., fly 40 ft.
16 (+3)
14 (+2)
16 (+3)
10 (+0)
14 (+2)
16 (+3)
Damage Resistances radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Multiattack. The celestial makes a number of attacks equal to half this spell's level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level radiant damage.
Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.
| temp Summon Construct | 4 | conjuration | Artificer, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Construct Spirit
Medium construct
Armor Class 13 + the level of the spell (natural armor)
Hit Points 40 + 15 for each spell level above 3rd
Speed 30 ft.
18 (+4)
10 (+0)
18 (+4)
14 (+2)
11 (+0)
5 (-3)
Damage Resistances poison
Condition Immunitites charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell's level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
| temp Summon Elemental | 4 | conjuration | Druid, Ranger, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Elemental Spirit
Medium elemental
Armor Class 11 + the level of the spell (natural armor)
Hit Points 50 + 10 for each spell level above 4th
Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
18 (+4)
15 (+2)
17 (+3)
4 (-3)
10 (+0)
16 (+3)
Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities poison; fire (Fire only)
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial, understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell's level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
| temp Summon Fey | 3 | conjuration | Druid, Ranger, Warlock, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a gilded flower worth at least 300 gp)
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Fey Spirit
Small fey
Armor Class 12 + the level of the spell (natural armor)
Hit Points 30 + 10 for each spell level above 3rd
Speed 40 ft.
13 (+1)
16 (+3)
14 (+2)
14 (+2)
11 (+0)
16 (+3)
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 10
Languages Slyvan, understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Multiattack. The fey makes a number of attacks equal to half this spell's level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey's chosen mood:
- Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
- Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
- Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
| temp Summon Fiend | 6 | conjuration | Warlock, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.
Fiendish Spirit
Large fiend
Armor Class 12 + the level of the spell (natural armor)
Hit Points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
Speed 40 ft.; climb 40 ft. (Demon only); fly 60 ft. (Devil only)
13 (+1)
16 (+3)
15 (+2)
10 (+0)
10 (+0)
16 (+3)
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge — Proficiency Bonus (PB) equals your bonus
Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.
Devil's Sight (Devil Only). Magical darkness doesn't impede the fiend's darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The fiend makes a number of attacks equal to half this spell's level (rounded down).
Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
| temp Summon Shadowspawn | 3 | conjuration | Warlock, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (tears inside a gem worth at least 300 gp)
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Shadow Spirit
Medium monstrosity
Armor Class 11 + the level of the spell (natural armor)
Hit Points 35 + 15 for each spell level above 3rd
Speed 40 ft.
13 (+1)
16 (+3)
15 (+2)
4 (-3)
10 (+0)
16 (+3)
Damage Resistances necrotic
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
| temp Summon Undead | 3 | necromancy | Warlock, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a gilded skull worth at least 300 gp)
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Undead Spirit
Medium undead
Armor Class 11 + the level of the spell (natural armor)
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
12 (+1)
16 (+3)
15 (+2)
4 (-3)
10 (+0)
9 (-1)
Damage Immunitites necrotic, poison
Condition Immunitites exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell's level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
| temp Sword Burst | 0 | Conjuration | Artificer, Sorcerer, Warlock, Wizard |
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
Components: V
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must each succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).| temp Tasha's Caustic Brew | 1 | evocation | Artificer, Sorcerer, Wizard |
Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute
Components: V, S, M (a bit of rotten food)
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.| temp Tasha's Mind Whip | 2 | enchantment | Sorcerer, Wizard |
Casting Time: 1 action
Range: 90 feet
Duration: 1 round
Components: V
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.| temp Tasha's Otherworldly Guise | 6 | transmutation | Sorcerer, Warlock, Wizard |
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
- You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
- You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
- Spectral wings appear on your back, giving you a flying speed of 40 feet.
- You have a +2 bonus to AC.
- All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
| temp Ashardalon's Stride | 3 | Transmutation | Artificer, Ranger, Sorcerer, Wizard |
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.| temp Draconic Transformation | 7 | Transmutation | Druid, Sorcerer, Wizard |
Casting Time: 1 bonus action
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
-
Blindsight.You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
- Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
- Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
| temp Fizban's Platinum Shield | 6 | Abjuration | Sorcerer, Wizard |
Casting Time: 1 bonus action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
-
Cover.The creature has half cover.
- Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
- Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.| temp Nathair's Mischief | 2 | Illusion | Bard, Sorcerer, Wizard |
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: S, M (a piece of crust from an apple pie)
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
- 1 - The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
- 2 - Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
- 3 - Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
- 4 - Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
| temp Raulothim's Psychic Lance | 4 | Enchantment | Bard, Sorcerer, Warlock, Wizard |
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
Components: V
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.| temp Rime's Binding Ice | 2 | Evocation | Sorcerer, Wizard |
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: S, M (a vial of meltwater)
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
| temp Summon Draconic Spirit | 5 | Conjuration | Druid, Sorcerer, Wizard |
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Draconic Spirit
Large Dragon, Neutral
Armor Class 14 + the level of the spell (natural armor)
Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of Hit Dice [d10s] equal to the level of the spell)
Speed 30 ft., fly 60 ft., swim 30 ft.
19 (+4)
14 (+2)
17 (+3)
10 (+0)
14 (+2)
14 (+2)
Damage Resistances (Chromatic and Metallic Only) acid, cold, fire, lightning, poison
Damage Immunitites (Gem Only) force, necrotic, psychic, radiant, thunder
Condition Immunitites charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages Draconic, understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
| temp Unholy Aura | 8 | abjuration | |
Casting Time: 1 action
Range: self
Duration: Concentration, up to 1 minute
Components: V, S, M (a tiny reliquary worth at least 1000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a
piece of parchment from an unholy text)
Necrotic energy slithers out from you and coalesces in a dark essence
in a 30-foot radius around you. Creatures of your choice in that radius
when you cast this spell are enshrouded in shadowy tendrils and have
advantage on all saving throws against spells cast by good-aligned
creatures and creatures have disadvantage on attack rolls against
them until the spell ends. In addition, when an attacker hits an
affected creature with a melee attack, the attacker must succeed on a
Constitution saving throw or the attacker's Strength score is reduced
by 1d4. The attacker dies if this reduces its Strength to 0. Otherwise,
the reduction lasts until the target finishes a Short or Long rest.| temp Unholy Weapon | 5 | evocation | |
Casting Time: 1 bonus action
Range: touch
Duration: Concentration, up to 1 hour
Components: V, S
You imbue a weapon you touch with unholy power. Until the spell
ends, the weapon shimmers with a dark, pulsating purplish aura.
In addition, weapon attacks made with it deal an extra 2d8 necrotic
damage on a hit. If the weapon isn't already a magic weapon, it
becomes one for the duration. As a bonus action on your turn,
you can dismiss this spell and cause the weapon to emit a burst
of necrotic energy. Each creature of your choice that you can
see within 30 feet of you must make a Constitution
saving throw. On a failed save, a creature takes 4d8
necrotic damage, and gains 1 level of exhaustion. On a
successful save, a creature takes half as much damage.| temp Wall of Iron | 5 | evocation | |
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 10 minutes
Components: V, S, M (A piece of sheet iron plus gold
worth 50 gp)
A nonmagical wall of solid slone springs into
existence at a point you choose within range.
The wall is 6 inches thick and is composed of
ten 10-foot-by-10-foot panels. Each panel must
be contiguous with alleast one other panel.
Alternatively, you can create 10-foot-by-10-foot
panels that are only 3 inches thick.
If the wall cuts through a creature's space
when it appears, the creature is pushed
to one side of the wall (your choice). lf a
creature would be surrounded on all sides
by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a
success, it can use its reaction to move up to its speed so
that it is no longer enclosed by the wall.
If you create a span greater than 20 feet in length, you must halve the
size of each panel to create supports. You can crudely shape the wall
to create crenellations, battlements, and so on.
The wall is an object made of iron that can be damaged and thus
breached. Each panel has AC 18 and 60 hit points per inch of
thickness. Reducing a panel to O hit points destroys it and might
cause connected panels to collapse at the DM's discretion.
lf you maintain your concentralion on this spell for its whole duration,
the wall becomes permanent and can't be dispelled. Otherwise, the
wall disappears when the spell ends.
Like any iron wall, this wall is subject to rust, perforation, and other
natural phenomena.| temp Fire Breathing (Ritual) | 3 | Transmutation | Artificer, Druid, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: 24 hours
Components: V, S, M (a glass shard)
This spell grants up to ten willing creatures you can see within range the ability to breathe fire and smoke created by fire until the spell ends. Affected creatures also retain their normal mode of respiration. | temp Earth Breathing (Ritual) | 3 | Transmutation | Artificer, Druid, Ranger, Sorcerer, Wizard |
Casting Time: 1 Action
Range: 30 feet
Duration: 24 hours
Components: V, S, M (a hollowed out root)
This spell grants up to ten willing creatures you can see within range the ability to breathe earth and rock until the spell ends. Affected creatures also retain their normal mode of respiration.