From fd5c1e66997ed166b39ad3a6cd73bce12581c6b5 Mon Sep 17 00:00:00 2001 From: "B.A. Umberger" Date: Fri, 2 Oct 2020 16:56:33 -0500 Subject: [PATCH] Adjusted MD Spacing in Spells --- pages/13.spells/default.md | 952 ------------------------------------- 1 file changed, 952 deletions(-) diff --git a/pages/13.spells/default.md b/pages/13.spells/default.md index 2927c41..c9e730f 100644 --- a/pages/13.spells/default.md +++ b/pages/13.spells/default.md @@ -1014,11 +1014,8 @@ title: Spells *2nd-level evocation* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) - **Duration:** Instantaneous 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. @@ -1030,11 +1027,8 @@ A shimmering green arrow streaks toward a target within range and bursts in a sp *Conjuration cantrip* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. @@ -1046,11 +1040,8 @@ This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level *2nd-level abjuration* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tiny strip of white cloth) - **Duration:** 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. @@ -1062,11 +1053,8 @@ Your spell bolsters your allies with toughness and resolve. Choose up to three c *1st-level abjuration (ritual)* **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S, M (a tiny bell and a piece of fine silver wire) - **Duration:** 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. @@ -1080,11 +1068,8 @@ An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet *2nd-level transmutation* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. @@ -1100,11 +1085,8 @@ You assume a different form. When you cast the spell, choose one of the followin *1st-­level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a morsel of food) - **Duration:** 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. @@ -1116,11 +1098,8 @@ This spell lets you convince a beast that you mean it no harm. Choose a beast th *2nd-level enchantment (ritual)* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a morsel of food) - **Duration:** 24 hours By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. @@ -1134,11 +1113,8 @@ When the messenger arrives, it delivers your message to the creature that you de *8th-level transmutation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. @@ -1152,11 +1128,8 @@ The target's gear melds into the new form. The target can't activate, wield, or *3rd-level necromancy* **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - **Duration:** Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). @@ -1172,11 +1145,8 @@ The creature is under your control for 24 hours, after which it stops obeying an *5th-level transmutation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. @@ -1207,11 +1177,8 @@ If you command an object to attack, it can make a single melee attack against a *5th-level abjuration* **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S - **Duration:** Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. @@ -1225,11 +1192,8 @@ If you move so that an affected creature is forced to pass through the barrier, *8th-level abjuration* **Casting Time:** 1 action - **Range:** Self (10-foot radius sphere) - **Components:** V, S, M (a pinch of powdered iron or iron filings) - **Duration:** Concentration, up to 1 hour A 10-foot radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. @@ -1257,11 +1221,8 @@ A magic weapon's properties and powers are suppressed if it is used against a ta *8th-level enchantment* **Casting Time:** 1 hour - **Range:** 60 feet - **Components:** V, S, M (either a lump of alum soaked in vinegar for the *antipathy* effect or a drop of honey for the *sympathy* effect) - **Duration:** 10 days This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. @@ -1281,11 +1242,8 @@ A creature that successfully saves against this effect is immune to it for 1 min *4th-level divination* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a bit of bat fur) - **Duration:** Concentration, up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration. @@ -1299,11 +1257,8 @@ As an action, you can move the eye up to 30 feet in any direction. There is no l *5th-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (an eggshell and a snakeskin glove) - **Duration:** Concentration, up to 1 minute You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. @@ -1329,11 +1284,8 @@ Make a check with the hand's Strength contested by the Strength (Athletics) chec *2nd-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes) - **Duration:** Until dispelled You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. @@ -1345,11 +1297,8 @@ While affected by this spell, the object is more difficult to break or force ope *7th-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) - **Duration:** Concentration, up to 1 minute You create a sword-shaped plane of force that hovers within range. It lasts for the duration. @@ -1361,11 +1310,8 @@ When the sword appears, you make a melee spell attack against a target of your c *2nd-level illusion* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small square of silk) - **Duration:** 24 hours You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. @@ -1381,11 +1327,8 @@ When you cast the spell, choose one or both of the following effects. The effect *9th-level necromancy* **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) - **Duration:** Special You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. @@ -1405,11 +1348,8 @@ If you are returned to your body prematurely, your companions remain in their as *2nd-level divination (ritual)* **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) - **Duration:** Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: @@ -1431,11 +1371,8 @@ If you cast the spell two or more times before completing your next long rest, t *5th-level transmutation* **Casting Time:** 8 hours - **Range:** Touch - **Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes) - **Duration:** Instantaneous After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. @@ -1449,11 +1386,8 @@ The awakened beast or plant is charmed by you for 30 days or until you or your c *1st-level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of blood) - **Duration:** Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. @@ -1465,11 +1399,8 @@ Up to three creatures of your choice that you can see within range must make Cha *4th-level abjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (an item distasteful to the target) - **Duration:** Concentration, up to 1 minute You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. @@ -1485,11 +1416,8 @@ If the target is native to a different plane of existence than the one you're on *2nd-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a handful of oak bark) - **Duration:** Concentration, up to 1 hour You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. @@ -1499,11 +1427,8 @@ You touch a willing creature. Until the spell ends, the target's skin has a roug *3rd-level abjuration* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. @@ -1513,11 +1438,8 @@ This spell bestows hope and vitality. Choose any number of creatures within rang *3rd-level necromancy* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: @@ -1539,11 +1461,8 @@ A *remove curse* spell ends this effect. At the GM's option, you may choose an a *4th-level conjuration* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a piece of tentacle from a giant octopus or a giant squid) - **Duration:** Concentration, up to 1 minute 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. @@ -1557,11 +1476,8 @@ A creature restrained by the tentacles can use its action to make a Strength or *6th-level evocation* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. @@ -1573,11 +1489,8 @@ When a creature enters the wall's area for the first time on a turn or starts it *1st-level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a sprinkling of holy water) - **Duration:** Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. @@ -1589,11 +1502,8 @@ You bless up to three creatures of your choice within range. Whenever a target m *4th-level necromancy* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. @@ -1609,11 +1519,8 @@ If you target a nonmagical plant that isn't a creature, such as a tree or shrub, *2nd-level necromancy* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. @@ -1625,11 +1532,8 @@ You can blind or deafen a foe. Choose one creature that you can see within range *3rd-level transmutation* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. @@ -1641,11 +1545,8 @@ While on the Ethereal Plane, you can see and hear the plane you originated from, *2nd-level illusion* **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. @@ -1655,11 +1556,8 @@ Your body becomes blurred, shifting and wavering to all who can see you. For the *2nd-­level evocation* **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­foot radius and can't become invisible until the spell ends. @@ -1671,11 +1569,8 @@ The next time you hit a creature with a weapon attack before this spell ends, th *1st-level evocation* **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S - **Duration:** Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. @@ -1691,11 +1586,8 @@ The fire ignites any flammable objects in the area that aren't being worn or car *3rd-level conjuration* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). @@ -1711,11 +1603,8 @@ If you are outdoors in stormy conditions when you cast this spell, the spell giv *2nd-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. @@ -1729,11 +1618,8 @@ Alternatively, you can make a target indifferent about creatures of your choice *6th-level evocation* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) - **Duration:** Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. @@ -1747,11 +1633,8 @@ A target must make a Dexterity saving throw. The target takes 10d8 lightning dam *1st-level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. @@ -1763,11 +1646,8 @@ You attempt to charm a humanoid you can see within range. It must make a Wisdom *Necromancy cantrip* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. @@ -1781,11 +1661,8 @@ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level *6th-level necromancy* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (the powder of a crushed black pearl worth at least 500 gp) - **Duration:** Instantaneous A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. @@ -1797,11 +1674,8 @@ A sphere of negative energy ripples out in a 60-foot radius sphere from a point *3rd-level divination* **Casting Time:** 10 minutes - **Range:** 1 mile - **Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) - **Duration:** Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. @@ -1815,11 +1689,8 @@ A creature that can see the sensor (such as a creature benefiting from *see invi *8th-level necromancy* **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) - **Duration:** Instantaneous 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. @@ -1833,11 +1704,8 @@ The clone is physically identical to the original and has the same personality, *5th-level conjuration* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes 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 disperses the fog, ending the spell. Its area is heavily obscured. @@ -1853,11 +1721,8 @@ The fog moves 10 feet away from you at the start of each of your turns, rolling *1st-level illusion* **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - **Duration:** 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). @@ -1871,11 +1736,8 @@ Starting with the creature that has the lowest current hit points, each creature *1st-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. @@ -1901,11 +1763,8 @@ A flying creature stays aloft, provided that it is able to do so. If it must mov *5th-level divination (ritual)* **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (incense and a vial of holy or unholy water) - **Duration:** 1 minute 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. @@ -1919,11 +1778,8 @@ If you cast the spell two or more times before finishing your next long rest, th *5th-level divination (ritual)* **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. @@ -1947,11 +1803,8 @@ For example, you could determine the location of powerful undead in the area, th *1st-level divination (ritual)* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a pinch of soot and salt) - **Duration:** 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. @@ -1963,11 +1816,8 @@ This spell doesn't decode secret messages in a text or a glyph, such as an arcan *4th-­level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute 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 can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. @@ -1979,11 +1829,8 @@ A target isn't compelled to move into an obviously  deadly hazard, such *5th-level evocation* **Casting Time:** 1 action - **Range:** Self (60-foot cone) - **Components:** V, S, M (a small crystal or glass cone) - **Duration:** Instantaneous 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. @@ -1997,11 +1844,8 @@ A creature killed by this spell becomes a frozen statue until it thaws. *4th-level enchantment* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (three nut shells) - **Duration:** Concentration, up to 1 minute This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. @@ -2027,11 +1871,8 @@ At the end of each of its turns, an affected target can make a Wisdom saving thr *3rd-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour 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: @@ -2057,11 +1898,8 @@ The GM has the creatures' statistics. *7th-level conjuration* **Casting Time:** 1 minute - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour 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. @@ -2077,11 +1915,8 @@ The GM has the celestial's statistics. *5th-level conjuration* **Casting Time:** 1 minute - **Range:** 90 feet - **Components:** V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) - **Duration:** Concentration, up to 1 hour 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. @@ -2099,11 +1934,8 @@ The GM has the elemental's statistics. *6th-level conjuration* **Casting Time:** 1 minute - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour 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. @@ -2121,11 +1953,8 @@ The GM has the fey creature's statistics. *4th-level conjuration* **Casting Time:** 1 minute - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: @@ -2151,11 +1980,8 @@ The GM has the creatures' statistics. *4th-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (one holly berry per creature summoned) - **Duration:** Concentration, up to 1 hour You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: @@ -2181,11 +2007,8 @@ The GM has the creatures' statistics. *5th-level divination (ritual)* **Casting Time:** 1 minute - **Range:** Self - **Components:** V - **Duration:** 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect. @@ -2197,11 +2020,9 @@ On a successful save, you can ask the entity up to five questions. You must ask *5th-level necromancy* **Casting Time:** 1 action - **Range:** Touch Component: V, S - **Duration:** 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. @@ -2227,11 +2048,8 @@ Since this spell induces a natural disease in its target, any effect that remove *6th-level evocation* **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) - **Duration:** 10 days Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid. @@ -2245,11 +2063,8 @@ The contingent spell takes effect only on you, even if it can normally target ot *2nd-level evocation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (ruby dust worth 50 gp, which the spell consumes) - **Duration:** Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched. @@ -2259,11 +2074,8 @@ A flame, equivalent in brightness to a torch, springs forth from an object that *4th-level transmutation* **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (a drop of water and a pinch of dust) - **Duration:** Concentration, up to 10 minutes 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. @@ -2289,11 +2101,8 @@ The first time each turn that an object enters the vortex, the object takes 2d8 *8th-level transmutation* **Casting Time:** 10 minutes - **Range:** Self (5-mile radius) - **Components:** V, S, M (burning incense and bits of earth and wood mixed in water) - **Duration:** Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. @@ -2341,11 +2150,8 @@ When you change the weather conditions, find a current condition on the followin *3rd-­level abjuration* **Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous 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 spell's level. On a success, the creature's spell fails and has no effect. @@ -2357,11 +2163,8 @@ You attempt to interrupt a creature in the process of casting a spell. If the cr *3rd-level conjuration* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. @@ -2371,11 +2174,8 @@ You create 45 pounds of food and 30 gallons of water on the ground or in contain *1st-level transmutation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) - **Duration:** Instantaneous You either create or destroy water. @@ -2391,11 +2191,8 @@ You either create or destroy water. *6th-level necromancy* **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) - **Duration:** Instantaneous 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 GM has game statistics for these creatures.) @@ -2411,11 +2208,8 @@ The creature is under your control for 24 hours, after which it stops obeying an *5th-level illusion* **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S, M (a tiny piece of matter of the same type of the item you plan to create) - **Duration:** Special 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. @@ -2442,11 +2236,8 @@ Using any material created by this spell as another spell's material component c *1st-level evocation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous 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. @@ -2460,11 +2251,8 @@ A creature you touch regains a number of hit points equal to 1d8 + your spellcas *Evocation cantrip* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) - **Duration:** Concentration, up to 1 minute 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. @@ -2476,11 +2264,8 @@ As a bonus action on your turn, you can move the lights up to 60 feet to a new s *2nd-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, M (bat fur and a drop of pitch or piece of coal) - **Duration:** Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. @@ -2494,11 +2279,8 @@ If any of this spell's area overlaps with an area of light created by a spell of *2nd-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (either a pinch of dried carrot or an agate) - **Duration:** 8 hours 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. @@ -2508,11 +2290,8 @@ You touch a willing creature to grant it the ability to see in the dark. For the *3rd-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 hour 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. @@ -2526,11 +2305,8 @@ If any of this spell's area overlaps with an area of darkness created by a spell *4th-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours You touch a creature and grant it a measure of protection from death. @@ -2544,11 +2320,8 @@ If the spell is still in effect when the target is subjected to an effect that w *7th-level evocation* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a tiny ball of bat guano and sulfur) - **Duration:** Concentration, up to 1 minute 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. @@ -2566,11 +2339,8 @@ The fire damages objects in the area and ignites flammable objects that aren't b *8th-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** 1 hour 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. @@ -2582,11 +2352,8 @@ Each time you cast this spell, you can create a new demiplane, or have the shado *1st-level divination* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes 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. @@ -2598,11 +2365,8 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *1st-level divination (ritual)* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes 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. @@ -2614,11 +2378,8 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *1st-level divination (ritual)* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a yew leaf) - **Duration:** Concentration, up to 10 minutes 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. @@ -2630,11 +2391,8 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i *2nd-level divination* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a copper piece) - **Duration:** Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. @@ -2652,11 +2410,8 @@ Once you detect the presence of a creature in this way, you can read its thought *4th-level conjuration* **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V - **Duration:** Instantaneous 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." @@ -2670,11 +2425,8 @@ If you would arrive in a place already occupied by an object or a creature, you *1st-level illusion* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 hour You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. @@ -2688,11 +2440,8 @@ To discern that you are disguised, a creature can use its action to inspect your *6th-level transmutation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a lodestone and a pinch of dust) - **Duration:** Instantaneous 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*. @@ -2710,11 +2459,8 @@ This spell automatically disintegrates a Large or smaller nonmagical object or a *5th-level abjuration* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (holy water or powdered silver and iron) - **Duration:** Concentration, up to 1 minute 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. @@ -2730,11 +2476,8 @@ You can end the spell early by using either of the following special functions. *3rd-level abjuration* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. @@ -2746,11 +2489,8 @@ Choose one creature, object, or magical effect within range. Any spell of 3rd le *4th-level divination (ritual)* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) - **Duration:** Instantaneous Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. @@ -2764,11 +2504,8 @@ If you cast the spell two or more times before finishing your next long rest, th *1st-level evocation* **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. @@ -2778,11 +2515,8 @@ Your prayer empowers you with divine radiance. Until the spell ends, your weapon *7th-level evocation* **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous 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: @@ -2800,11 +2534,8 @@ You utter a divine word, imbued with the power that shaped the world at the dawn *4th-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. @@ -2822,11 +2553,8 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *8th-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour 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. @@ -2844,11 +2572,8 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *5th-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute 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. @@ -2866,11 +2591,8 @@ Each time the target takes damage, it makes a new Wisdom saving throw against th *5th-level illusion* **Casting Time:** 1 minute - **Range:** Special - **Components:** V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) - **Duration:** 8 hours This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. @@ -2886,11 +2608,8 @@ If you have a body part, lock of hair, clipping from a nail, or similar portion *Transmutation cantrip* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous Whispering to the spirits of nature, you create one of the following effects within range: @@ -2907,11 +2626,8 @@ Whispering to the spirits of nature, you create one of the following effects wit *8th-level evocation* **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) - **Duration:** Concentration, up to 1 minute 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. @@ -2935,11 +2651,8 @@ A fissure that opens beneath a structure causes it to automatically collapse (se *Evocation cantrip* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -2951,11 +2664,8 @@ The spell creates more than one beam when you reach higher levels: two *2nd-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (fur or a feather from a beast) - **Duration:** Concentration, up to 1 hour. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. @@ -2979,11 +2689,8 @@ You touch a creature and bestow upon it a magical enhancement. Choose one of the *2nd-level transmutation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a pinch of powdered iron) - **Duration:** Concentration, up to 1 minute 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. @@ -2999,11 +2706,8 @@ If the target is a creature, everything it is wearing and carrying changes size *1st-level conjuration* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute 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. @@ -3017,11 +2721,8 @@ When the spell ends, the conjured plants wilt away. *2nd-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute 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 can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. @@ -3031,11 +2732,8 @@ You weave a distracting string of words, causing creatures of your choice that y *7th-level transmutation* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. @@ -3055,11 +2753,8 @@ This spell has no effect if you cast it while you are on the Ethereal Plane or a *1st-level transmutation* **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes 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. @@ -3069,11 +2764,8 @@ This spell allows you to move at an incredible pace. When you cast this spell, a *6th-level necromancy* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of *eyebite*. @@ -3091,11 +2783,8 @@ For the spell's duration, your eyes become an inky void imbued with dread power. *4th-level transmutation* **Casting Time:** 10 minutes - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -3109,11 +2798,8 @@ Creatures or magic items can't be created or transmuted by this spell. You also *1st-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. @@ -3125,11 +2811,8 @@ Any attack roll against an affected creature or object has advantage if the atta *4th-level conjuration* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread) - **Duration:** 8 hours 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. @@ -3143,11 +2826,8 @@ At the start of each of your turns, the hound attempts to bite one creature with *1st-level necromancy* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small amount of alcohol or distilled spirits) - **Duration:** 1 hour Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. @@ -3159,11 +2839,8 @@ Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 tempo *3rd-level illusion* **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S, M (a white feather or the heart of a hen) - **Duration:** Concentration, up to 1 minute You project a phantasmal image of a creature's 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. @@ -3175,11 +2852,8 @@ While frightened by this spell, a creature must take the Dash action and move aw *1st-level transmutation* **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls - **Range:** 60 feet - **Components:** V, M (a small feather or piece of down) - **Duration:** 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. @@ -3189,11 +2863,8 @@ Choose up to five falling creatures within range. A falling creature's rate of d *8th-level enchantment* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres) - **Duration:** Instantaneous 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. @@ -3209,11 +2880,8 @@ The spell can also be ended by *greater restoration*, *heal*, or *wish*. *1st-­level conjuration (ritual)* **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) - **Duration:** Instantaneous 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. @@ -3235,11 +2903,8 @@ Finally, when you cast a spell with a range of touch, your familiar c *2nd-level conjuration* **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous 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: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM 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. @@ -3257,11 +2922,8 @@ You can't have more than one steed bonded by this spell at a time. As an action, *6th-level divination* **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find) - **Duration:** Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. @@ -3273,11 +2935,8 @@ For the duration, as long as you are on the same plane of existence as the desti *2nd-level divination* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -3291,11 +2950,8 @@ You don't learn the location of each trap, but you do learn the general nature o *7th-level necromancy* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -3307,11 +2963,8 @@ A humanoid killed by this spell rises at the start of your next turn as a zombie *3rd-level evocation* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a tiny ball of bat guano and sulfur) - **Duration:** Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. @@ -3325,11 +2978,8 @@ The fire spreads around corners. It ignites flammable objects in the area that a *Evocation cantrip* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. @@ -3341,11 +2991,8 @@ This spell's damage increases by 1d10 when you  reach 5th level (2d10), *4th-level evocation* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a bit of phosphorus or a firefly) - **Duration:** 10 minutes 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. @@ -3359,11 +3006,8 @@ In addition, whenever a creature within 5 feet of you hits you with a melee atta *7th-level evocation* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. @@ -3375,11 +3019,8 @@ The fire damages objects in the area and ignites flammable objects that aren't b *2nd-level evocation* **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (leaf of sumac) - **Duration:** Concentration, up to 10 minutes 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. @@ -3395,11 +3036,8 @@ The flaming blade sheds bright light in a 10-foot radius and dim light for an ad *5th-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (pinch of sulfur) - **Duration:** Instantaneous 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. @@ -3411,11 +3049,8 @@ A vertical column of divine fire roars down from the heavens in a location you s *2nd-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) - **Duration:** Concentration, up to 1 minute 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. @@ -3431,11 +3066,8 @@ When you move the sphere, you can direct it over barriers up to 5 feet tall and *6th-level transmutation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of lime, water, and earth) - **Duration:** Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. @@ -3451,11 +3083,8 @@ If you maintain your concentration on this spell for the entire possible duratio *1st-level conjuration (ritual)* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of mercury) - **Duration:** 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. @@ -3469,11 +3098,8 @@ If you move more than 100 feet from the disk (typically because it can't move ar *3rd-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a wing feather from any bird) - **Duration:** Concentration, up to 10 minutes 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. @@ -3485,11 +3111,8 @@ You touch a willing creature. The target gains a flying speed of 60 feet for the *1st-level conjuration* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour 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. @@ -3501,11 +3124,8 @@ You create a 20-foot radius sphere of fog centered on a point within range. The *6th-level abjuration (ritual)* **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) - **Duration:** 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell. @@ -3521,11 +3141,8 @@ The spell's area can't overlap with the area of another *forbiddance* spell. If *7th-level evocation* **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S, M (ruby dust worth 1,500 gp) - **Duration:** 1 hour 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. @@ -3545,11 +3162,8 @@ This spell can't be dispelled by *dispel magic*. *9th-level divination* **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a hummingbird feather) - **Duration:** 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. @@ -3561,11 +3175,8 @@ This spell immediately ends if you cast it again before its duration ends. *4th-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a leather strap, bound around the arm or a similar appendage) - **Duration:** 1 hour You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. @@ -3577,11 +3188,8 @@ The target can also spend 5 feet of movement to automatically escape from nonmag *6th-level evocation* **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (a small crystal sphere) - **Duration:** Instantaneous 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. @@ -3599,11 +3207,8 @@ You can refrain from firing the globe after completing the spell, if you wish. A *3rd-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a bit of gauze and a wisp of smoke) - **Duration:** Concentration, up to 1 hour You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. @@ -3617,11 +3222,8 @@ While in the form of a misty cloud, the target can't talk or manipulate objects, *9th-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a diamond worth at least 5,000 gp) - **Duration:** Concentration, up to 1 minute 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. @@ -3637,11 +3239,8 @@ When you cast this spell, you can speak the name of a specific creature (a pseud *5th-level enchantment* **Casting Time:** 1 minute - **Range:** 60 feet - **Components:** V - **Duration:** 30 days You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. @@ -3657,11 +3256,8 @@ You can end the spell early by using an action to dismiss it. A *remove curse*, *2nd-level necromancy (ritual)* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) - **Duration:** 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. @@ -3673,11 +3269,8 @@ The spell also effectively extends the time limit on raising the target from the *4th-level transmutation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. @@ -3693,11 +3286,8 @@ The GM might allow you to choose different targets. For example, if you transfor *8th-level transmutation* **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** 1 hour 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. @@ -3707,11 +3297,8 @@ Until the spell ends, when you make a Charisma check, you can replace the number *6th-level abjuration* **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S, M (a glass or crystal bead that shatters when the spell ends) - **Duration:** Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. @@ -3725,11 +3312,8 @@ Any spell of 5th level or lower cast from outside the barrier can't affect creat *3rd-level abjuration* **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) - **Duration:** Until dispelled or triggered 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. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. @@ -3755,9 +3339,7 @@ When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. **Casting Time:** 1 action **Range: Touch** - **Components:** V, S, M (a sprig of mistletoe) - **Duration:** Instantaneous 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. @@ -3769,11 +3351,8 @@ The berries lose their potency if they have not  been consumed within 2 *1st-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a bit of pork rind or butter) - **Duration:** 1 minute 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. @@ -3785,11 +3364,8 @@ When the grease appears, each creature standing in its area must succeed on a De *4th-level illusion* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. @@ -3799,11 +3375,8 @@ You or a creature you touch becomes invisible until the spell ends. Anything the *5th-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) - **Duration:** Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: @@ -3821,11 +3394,8 @@ You imbue a creature you touch with positive energy to undo a debilitating effec *6th-level abjuration* **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) - **Duration:** 24 hours 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. @@ -3861,11 +3431,8 @@ You can create a permanently guarded and warded structure by casting this spell *Divination cantrip* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute 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. @@ -3875,11 +3442,8 @@ You touch one willing creature. Once before the spell ends, the target can roll *1st-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 round 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. @@ -3891,11 +3455,8 @@ A flash of light streaks toward a creature of your choice within range. Make a r *2nd-level evocation* **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S, M (a legume seed) - **Duration:** Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. @@ -3913,11 +3474,8 @@ As a bonus action on each of your turns before the spell ends, you can change th *5th-level evocation* **Casting Time:** 24 hours - **Range:** Touch - **Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) - **Duration:** Until dispelled 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. @@ -3951,11 +3509,8 @@ Second, you can bind an extra effect to the area. Choose the effect from the fol *4th-level illusion* **Casting Time:** 10 minutes - **Range:** 300 feet - **Components:** V, S, M (a stone, a twig, and a bit of green plant) - **Duration:** 24 hours You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. @@ -3967,11 +3522,8 @@ The tactile characteristics of the terrain are unchanged, so creatures entering *6th-level necromancy* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. @@ -3981,11 +3533,8 @@ You unleash a virulent disease on a creature that you can see within range. The *3rd-level transmutation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a shaving of licorice root) - **Duration:** Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. @@ -3997,11 +3546,8 @@ When the spell ends, the target can't move or take actions until after its next *6th-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. @@ -4013,11 +3559,8 @@ Choose a creature that you can see within range. A surge of positive energy wash *1st-level evocation* **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous 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. @@ -4029,11 +3572,8 @@ A creature of your choice that you can see within range regains hit points equal *2nd-level transmutation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a piece of iron and a flame) - **Duration:** Concentration, up to 1 minute 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. @@ -4047,11 +3587,8 @@ If a creature is holding or wearing the object and takes the damage from it, the *1st-­level evocation* **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -4063,11 +3600,8 @@ You point your finger, and the creature that damaged you is momentarily surround *6th-level conjuration* **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) - **Duration:** Instantaneous You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. @@ -4079,11 +3613,8 @@ A creature that partakes of the feast gains several benefits. The creature is cu *1st-level enchantment* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute 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. @@ -4095,11 +3626,8 @@ A willing creature you touch is imbued with bravery. Until the spell ends, the c *1st-level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (tiny tarts and a feather that is waved in the air) - **Duration:** Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. @@ -4111,11 +3639,8 @@ At the end of each of its turns, and each time it takes damage, the target can m *5th-level enchantment* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a small, straight piece of iron) - **Duration:** Concentration, up to 1 minute 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. @@ -4127,11 +3652,8 @@ Choose a creature that you can see within range. The target must succeed on a Wi *2nd-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a small, straight piece of iron) - **Duration:** Concentration, up to 1 minute 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. @@ -4143,11 +3665,8 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi *8th-level abjuration* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text) - **Duration:** Concentration, up to 1 minute 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. @@ -4157,11 +3676,8 @@ Divine light washes out from you and coalesces in a soft radiance in a 30-foot r *1st-­level divination* **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** V - **Duration:** Concentration, up to 1 hour 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. @@ -4173,11 +3689,8 @@ You choose a creature you can see within range and mystically mark it as your qu *3rd-level illusion* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) - **Duration:** Concentration, up to 1 minute 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. @@ -4191,11 +3704,8 @@ The spell ends for an affected creature if it takes any damage or if someone els *4th-level evocation* **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (a pinch of dust and a few drops of water) - **Duration:** Instantaneous 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. @@ -4209,11 +3719,8 @@ Hailstones turn the storm's area of effect into difficult terrain until the end *1st-level divination (ritual)* **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a pearl worth at least 100 gp and an owl feather) - **Duration:** Instantaneous 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. @@ -4225,11 +3732,8 @@ If you instead touch a creature throughout the casting, you learn what spells, i *1st-level illusion (ritual)* **Casting Time:** 1 minute - **Range:** Touch - **Components:** S, M (a lead-based ink worth at least 10 gp, which the spell consumes) - **Duration:** 10 days You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. @@ -4245,11 +3749,8 @@ A creature with truesight can read the hidden message. *9th-level abjuration* **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) - **Duration:** Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. @@ -4285,11 +3786,8 @@ You can use a particular special component to create only one prison at a time. *8th-level conjuration* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute 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. @@ -4303,11 +3801,8 @@ The cloud moves 10 feet directly away from you in a direction that you choose at *1st-level necromancy* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. @@ -4319,11 +3814,8 @@ Make a melee spell attack against a creature you can reach. On a hit, the target *5th-level conjuration* **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) - **Duration:** Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. @@ -4337,11 +3829,8 @@ When the area appears, each creature in it must make a Constitution saving throw *6th-level conjuration (ritual)* **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a sapphire worth 1,000 gp) - **Duration:** Until dispelled 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. @@ -4357,11 +3846,8 @@ If another creature is holding or carrying the item, crushing the sapphire doesn *2nd-level illusion* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (an eyelash encased in gum arabic) - **Duration:** Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. @@ -4373,11 +3859,8 @@ A creature you touch becomes invisible until the spell ends. Anything the target *6th-level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. @@ -4391,11 +3874,8 @@ A dancing creature must use all its movement to dance without leaving its space *1st-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a grasshopper's hind leg) - **Duration:** 1 minute You touch a creature. The creature's jump distance is tripled until the spell ends. @@ -4407,11 +3887,8 @@ You touch a creature. The creature's jump distance is tripled until the spell en *2nd-level transmutation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous 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. @@ -4429,11 +3906,8 @@ When you cast the spell, a loud knock, audible from as far away as 300 feet, ema *5th-level divination* **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) - **Duration:** Instantaneous Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. @@ -4445,11 +3919,8 @@ The information you learn is accurate but might be couched in figurative languag *2nd-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. @@ -4459,11 +3930,8 @@ You touch a creature and can end either one disease or one condition afflicting *2nd-level transmutation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) - **Duration:** Concentration, up to 10 minutes One creature or loose 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. @@ -4477,11 +3945,8 @@ When the spell ends, the target floats gently to the ground if it is still aloft *Evocation cantrip* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (a firefly or phosphorescent moss) - **Duration:** 1 hour 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. @@ -4493,11 +3958,8 @@ If you target an object held or worn by a hostile creature, that creature must s *3rd-level evocation* **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) - **Duration:** Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. @@ -4511,11 +3973,8 @@ The lightning ignites flammable objects in the area that aren't being worn or ca *2nd-level divination (ritual)* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a bit of fur from a bloodhound) - **Duration:** Instantaneous 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. @@ -4525,11 +3984,8 @@ Describe or name a specific kind of beast or plant. Concentrating on the voice o *4th-level divination* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a bit of fur from a bloodhound) - **Duration:** Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. @@ -4543,11 +3999,8 @@ This spell can't locate a creature if running water at least 10 feet wide blocks *2nd-level divination* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a forked twig) - **Duration:** Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's 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. @@ -4561,11 +4014,8 @@ This spell can't locate an object if any thickness of lead, even a thin sheet, b *1st-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pinch of dirt) - **Duration:** 1 hour You touch a creature. The target's speed increases by 10 feet until the spell ends. @@ -4579,11 +4029,8 @@ You touch a creature. The target's speed increases by 10 feet until the spell en *1st-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a piece of cured leather) - **Duration:** 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. @@ -4593,11 +4040,8 @@ You touch a willing creature who isn't wearing armor, and a protective magical f *Conjuration cantrip* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 minute 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. @@ -4611,11 +4055,8 @@ The hand can't attack, activate magic items, or carry more than 10 pounds. *3rd-level abjuration* **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) - **Duration:** 1 hour 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. @@ -4637,11 +4078,8 @@ When you cast this spell, you can elect to cause its magic to operate in the rev *6th-level necromancy* **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) - **Duration:** Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. @@ -4663,11 +4101,8 @@ When the spell ends, the container is destroyed. *1st-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -4679,11 +4114,8 @@ You create three glowing darts of magical force. Each dart hits a creature of yo *2nd-level illusion (ritual)* **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes) - **Duration:** Until dispelled You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. @@ -4697,11 +4129,8 @@ The triggering circumstance can be as general or as detailed as you like, though *2nd-level transmutation* **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour 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. @@ -4713,11 +4142,8 @@ You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic *7th-level conjuration* **Casting Time:** 1 minute - **Range:** 300 feet - **Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) - **Duration:** 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. @@ -4731,11 +4157,8 @@ You can create any floor plan you like, but the space can't exceed 50 cubes, eac *3rd-level illusion* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bit of fleece) - **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). @@ -4751,11 +4174,8 @@ Physical interaction with the image reveals it to be an illusion, because things *5th-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -4767,11 +4187,8 @@ A wave of healing energy washes out from a point of your choice within range. Ch *9th-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous 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. @@ -4781,11 +4198,8 @@ A flood of healing energy flows from you into injured creatures around you. You *3rd-level evocation* **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous 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. @@ -4797,11 +4211,8 @@ As you call out words of restoration, up to six creatures of your choice that yo *6th-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - **Duration:** 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. @@ -4819,11 +4230,8 @@ If you or any of your companions damage a creature affected by this spell, the s *8th-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes 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. @@ -4837,11 +4245,8 @@ When the spell ends, the target reappears in the space it left or, if that space *3rd-level transmutation (ritual)* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours 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. @@ -4855,11 +4260,8 @@ Minor physical damage to the stone doesn't harm you, but its partial destruction *Transmutation cantrip* **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (two lodestones) - **Duration:** Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. @@ -4871,11 +4273,8 @@ This spell can physically repair a magic item or construct, but the spell can't *Transmutation cantrip* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a short piece of copper wire) - **Duration:** 1 round 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. @@ -4887,11 +4286,8 @@ You can cast this spell through solid objects if you are familiar with the targe *9th-level evocation* **Casting Time:** 1 action - **Range:** 1 mile - **Components:** V, S - **Duration:** Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. @@ -4903,11 +4299,8 @@ The spell damages objects in the area and ignites flammable objects that aren't *8th-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 24 hours Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. @@ -4917,11 +4310,8 @@ Until the spell ends, one willing creature you touch is immune to psychic damage *Illusion cantrip* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a bit of fleece) - **Duration:** 1 minute 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. @@ -4937,11 +4327,8 @@ If a creature uses its action to examine the sound or image, the creature can de *7th-level illusion* **Casting Time:** 10 minutes - **Range:** Sight - **Components:** V, S - **Duration:** 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. @@ -4957,11 +4344,8 @@ Creatures with truesight can see through the illusion to the terrain's true form *2nd-level illusion* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. @@ -4979,11 +4363,8 @@ A creature is unaffected by this spell if it can't see, if it relies on senses o *5th-level illusion* **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** Concentration, up to 1 hour 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. @@ -4997,11 +4378,8 @@ You can see through its eyes and hear through its ears as if you were located wh *2nd-level conjuration* **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. @@ -5011,11 +4389,8 @@ Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied *5th-level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. @@ -5035,11 +4410,8 @@ A *remove curse* or *greater restoration* spell cast on the target restores the *2nd-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) - **Duration:** Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot radius, 40-foot high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. @@ -5057,11 +4429,8 @@ On each of your turns after you cast this spell, you can use an action to move t *6th-level transmutation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (an iron blade and a small bag containing a mixture of soils-clay, loam, and sand) - **Duration:** Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. @@ -5081,11 +4450,8 @@ Similarly, this spell doesn't directly affect plant growth. The moved earth carr *3rd-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) - **Duration:** 8 hours For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors. @@ -5099,11 +4465,8 @@ For the duration, you hide a target that you touch from divination magic. The ta *2nd-level abjuration* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) - **Duration:** Concentration, up to 1 hour A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. @@ -5113,11 +4476,8 @@ A veil of shadows and silence radiates from you, masking you and your companions *5th-level transmutation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a pinch of sesame seeds) - **Duration:** 1 hour A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. @@ -5129,11 +4489,8 @@ When the opening disappears, any creatures or objects still in the passage creat *4th-level illusion* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. @@ -5145,11 +4502,8 @@ You tap into the nightmares of a creature you can see within range and create an *3rd-level illusion (ritual)* **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. @@ -5161,11 +4515,8 @@ For the duration, you or a creature you choose can ride the steed. The creature *6th-level conjuration* **Casting Time:** 10 minutes - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). @@ -5185,11 +4536,8 @@ A creature enlisted to join your group counts as a member of it, receiving a ful *5th-level abjuration* **Casting Time:** 1 hour - **Range:** 60 feet - **Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes) - **Duration:** 24 hours With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. @@ -5203,11 +4551,8 @@ A bound creature must follow your instructions to the best of its ability. You m *7th-level conjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) - **Duration:** Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. @@ -5221,11 +4566,8 @@ You can use this spell to banish an unwilling creature to another plane. Choose *3rd-level transmutation* **Casting Time:** 1 action or 8 hours - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. @@ -5241,11 +4583,8 @@ If you cast this spell over 8 hours, you enrich the land. All plants in a half-m *Conjuration cantrip* **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. @@ -5257,11 +4596,8 @@ This spell's damage increases by 1d12 when you  reach 5th level (2d12), *4th-level transmutation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a caterpillar cocoon) - **Duration:** Concentration, up to 1 hour This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. @@ -5279,11 +4615,8 @@ The target's gear melds into the new form. The creature can't activate, use, wie *9th-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. @@ -5293,11 +4626,8 @@ You utter a word of power that can compel one creature you can see within range *8th-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. @@ -5309,11 +4639,8 @@ The stunned target must make a Constitution saving throw at the end of each of i *2nd-level evocation* **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. @@ -5325,11 +4652,8 @@ Up to six creatures of your choice that you can see within range each regain hit *Transmutation cantrip* **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within **Range:** @@ -5353,11 +4677,8 @@ If you cast this spell multiple times, you can have up to three of its non-insta *7th-level evocation* **Casting Time:** 1 action - **Range:** Self (60-foot cone) - **Components:** V, S - **Duration:** Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. @@ -5383,11 +4704,8 @@ Eight multicolored rays of light flash from your hand. Each ray is a different c *9th-level abjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 10 minutes The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer. @@ -5419,11 +4737,8 @@ The wall can be destroyed, also one layer at a time, in order from red to violet *4th-level abjuration* **Casting Time:** 10 minutes - **Range:** 120 feet - **Components:** V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) - **Duration:** 24 hours 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. @@ -5449,11 +4764,8 @@ When you cast the spell, you decide what sort of security the spell provides, ch *Conjuration cantrip* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. @@ -5467,11 +4779,8 @@ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level *6th-level illusion* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bit of fleece and jade dust worth at least 25 gp) - **Duration:** Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. @@ -5487,11 +4796,8 @@ Physical interaction with the image reveals it to be an illusion, because things *7th-level illusion* **Casting Time:** 1 action - **Range:** 500 miles - **Components:** V, S, M (a small replica of you made from materials worth at least 5 gp) - **Duration:** Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. @@ -5509,11 +4815,8 @@ creature that uses its action to examine the image can determine that it is an i *3rd-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. @@ -5523,11 +4826,8 @@ For the duration, the willing creature you touch has resistance to one damage ty *1st-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes) - **Duration:** Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. @@ -5539,11 +4839,8 @@ The protection grants several benefits. Creatures of those types have disadvanta *2nd-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. @@ -5555,11 +4852,8 @@ For the duration, the target has advantage on saving throws against being poison *1st-level transmutation (ritual)* **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Instantaneous All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. @@ -5573,11 +4867,8 @@ All nonmagical food and drink within a 5-foot radius sphere centered on a point *5th-level necromancy* **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) - **Duration:** Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. @@ -5593,11 +4884,8 @@ Coming back from the dead is an ordeal. The target takes a -4 penalty to all att *2nd-level necromancy* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. @@ -5609,11 +4897,8 @@ At the end of each of the target's turns, it can make a Constitution saving thro *Evocation cantrip* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. @@ -5625,11 +4910,8 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *7th-level transmutation* **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a prayer wheel and holy water) - **Duration:** 1 hour You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). @@ -5641,11 +4923,8 @@ The target's severed body members (fingers, legs, tails, and so on), if any, are *5th-level transmutation* **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) - **Duration:** Instantaneous You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. @@ -5681,11 +4960,8 @@ The reincarnated creature recalls its former life and experiences. It retains th *3rd-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. @@ -5695,11 +4971,8 @@ At your touch, all curses affecting one creature or object end. If the object is *4th-level evocation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) - **Duration:** Concentration, up to 1 minute 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. @@ -5715,11 +4988,8 @@ A *disintegrate* spell targeting the globe destroys it without harming anything *Abjuration cantrip* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a miniature cloak) - **Duration:** Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. @@ -5729,11 +4999,8 @@ You touch one willing creature. Once before the spell ends, the target can roll *7th-level necromancy* **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) - **Duration:** Instantaneous You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. @@ -5751,11 +5018,8 @@ Casting this spell to restore life to a creature that has been dead for one year *7th-level transmutation* **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S, M (a lodestone and iron filings) - **Duration:** Concentration, up to 1 minute This spell reverses gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. @@ -5769,11 +5033,8 @@ At the end of the duration, affected objects and creatures fall back down. *3rd-level necromancy* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (diamonds worth 300 gp, which the spell consumes) - **Duration:** Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. @@ -5783,11 +5044,8 @@ You touch a creature that has died within the last minute. That creature returns *2nd-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (powdered corn extract and a twisted loop of parchment) - **Duration:** 1 hour You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. @@ -5805,11 +5063,8 @@ Anything inside the extradimensional space drops out when the spell ends. *Evocation cantrip* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. @@ -5821,11 +5076,8 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *1st-level abjuration* **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S, M (a small silver mirror) - **Duration:** 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. @@ -5837,11 +5089,8 @@ If the warded creature makes an attack, casts a spell that affects an enemy, or *2nd-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. @@ -5855,11 +5104,8 @@ Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire dam *5th-level divination* **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) - **Duration:** Concentration, up to 10 minutes You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. @@ -5888,11 +5134,8 @@ Instead of targeting a creature, you can choose a location you have seen before *4th-level conjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) - **Duration:** Instantaneous 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). @@ -5906,11 +5149,8 @@ After 60 days, there is a cumulative 5 percent chance per day that the spell's e *2nd-level divination* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a pinch of talc and a small sprinkling of powdered silver) - **Duration:** 1 hour For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. @@ -5920,11 +5160,8 @@ For the duration, you see invisible creatures and objects as if they were visibl *5th-level illusion* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 8 hours This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. @@ -5940,11 +5177,8 @@ A creature can use its action to inspect a target and make an Intelligence (Inve *3rd-level evocation* **Casting Time:** 1 action - **Range:** Unlimited - **Components:** V, S, M (a short piece of fine copper wire) - **Duration:** 1 round You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. @@ -5956,11 +5190,8 @@ You can send the message across any distance and even to other planes of existen *7th-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) - **Duration:** Until dispelled By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. @@ -5974,11 +5205,8 @@ You can set a condition for the spell to end early. The condition can be anythin *9th-level transmutation* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell) - **Duration:** Concentration, up to 1 hour You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. @@ -5998,11 +5226,8 @@ During this spell's duration, you can use your action to assume a different form *2nd-level evocation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a chip of mica) - **Duration:** Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. @@ -6016,11 +5241,8 @@ A nonmagical object that isn't being worn or carried also takes the damage if it *1st-level abjuration* **Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the *magic missile* spell - **Range:** Self - **Components:** V, S - **Duration:** 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from *magic missile*. @@ -6030,11 +5252,8 @@ An invisible barrier of magical force appears and protects you. Until the start *1st-level abjuration* **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S, M (a small parchment with a bit of holy text written on it) - **Duration:** Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. @@ -6044,11 +5263,8 @@ A shimmering field appears and surrounds a creature of your choice within range, *Transmutation cantrip* **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) - **Duration:** 1 minute The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. @@ -6058,11 +5274,8 @@ The wood of a club or quarterstaff you are holding is imbued with nature's power *Evocation cantrip* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. @@ -6074,11 +5287,8 @@ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level ( *2nd-level illusion (ritual)* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. @@ -6088,11 +5298,8 @@ For the duration, no sound can be created within or pass through a 20-foot radiu *1st-level illusion* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a bit of fleece) - **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. @@ -6106,11 +5313,8 @@ Physical interaction with the image reveals it to be an illusion, because things *7th-level illusion* **Casting Time:** 12 hours - **Range:** Touch - **Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - **Duration:** Until dispelled You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. @@ -6126,11 +5330,8 @@ If you cast this spell again, any currently active duplicates you created with t *1st-level enchantment* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) - **Duration:** 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). @@ -6146,11 +5347,8 @@ Undead and creatures immune to being charmed aren't affected by this spell. *3rd-level conjuration* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a pinch of dust and a few drops of water) - **Duration:** Concentration, up to 1 minute Until the spell ends, freezing rain and sleet fall in a 20-foot tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. @@ -6164,11 +5362,8 @@ If a creature starts its turn in the spell's area and is concentrating on a spel *3rd-level transmutation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a drop of molasses) - **Duration:** Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. @@ -6184,11 +5379,8 @@ A creature affected by this spell makes another Wisdom saving throw at the end o *Necromancy cantrip* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. @@ -6198,11 +5390,8 @@ You touch a living creature that has 0 hit points. The creature becomes stable. *1st-level divination (ritual)* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. @@ -6212,11 +5401,8 @@ You gain the ability to comprehend and verbally communicate with beasts for the *3rd-level necromancy* **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (burning incense) - **Duration:** 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. @@ -6228,11 +5414,8 @@ Until the spell ends, you can ask the corpse up to five questions. The corpse kn *3rd-level transmutation* **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S - **Duration:** 10 minutes You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. @@ -6250,11 +5433,8 @@ This spell can cause the plants created by the *entangle* spell to release a res *2nd-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a drop of bitumen and a spider) - **Duration:** Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. @@ -6264,11 +5444,8 @@ Until the spell ends, one willing creature you touch gains the ability to move u *2nd-level transmutation* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) - **Duration:** Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. @@ -6280,11 +5457,8 @@ The transformation of the ground is camouflaged to look natural. Any creature th *3rd-level conjuration* **Casting Time:** 1 action - **Range:** Self (15-foot radius) - **Components:** V, S, M (a holy symbol) - **Duration:** Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. @@ -6298,11 +5472,8 @@ When you cast this spell, you can designate any number of creatures you can see *2nd-level evocation* **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. @@ -6318,11 +5489,8 @@ The weapon can take whatever form you choose. Clerics of deities who are associa *3rd-level conjuration* **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a rotten egg or several skunk cabbage leaves) - **Duration:** Concentration, up to 1 minute You create a 20-foot radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. @@ -6336,11 +5504,8 @@ A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. *4th-level transmutation* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) - **Duration:** Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible. @@ -6350,11 +5515,8 @@ You touch a stone object of Medium size or smaller or a section of stone no more *4th-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) - **Duration:** Concentration, up to 1 hour This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. @@ -6364,11 +5526,8 @@ This spell turns the flesh of a willing creature you touch as hard as stone. Unt *9th-level conjuration* **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S - **Duration:** Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. @@ -6388,11 +5547,8 @@ Each round you maintain concentration on this spell, the storm produces differen *2nd-level enchantment* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) - **Duration:** Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. @@ -6408,11 +5564,8 @@ If you or any of your companions damage the target, the spell ends. *6th-level evocation* **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S, M (a magnifying glass) - **Duration:** Concentration, up to 1 minute A beam of brilliant light flashes out from your hand in a 5-foot wide, 60-foot long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. @@ -6426,11 +5579,8 @@ For the duration, a mote of brilliant radiance shines in your hand. It sheds bri *8th-level evocation* **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (fire and a piece of sunstone) - **Duration:** Instantaneous Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. @@ -6444,11 +5594,8 @@ This spell dispels any darkness in its area that was created by a spell. *7th-level abjuration* **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) - **Duration:** Until dispelled or triggered When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. @@ -6484,11 +5631,8 @@ When you inscribe the glyph, choose one of the options below for its effect. Onc *5th-level transmutation* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. @@ -6508,11 +5652,8 @@ You can exert fine control on objects with your telekinetic grip, such as manipu *5th-level divination (ritual)* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (pieces of eggshell from two different kinds of creatures) - **Duration:** 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. @@ -6524,11 +5665,8 @@ Until the spell ends, the targets can communicate telepathically through the bon *7th-level conjuration* **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V - **Duration:** Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. @@ -6567,11 +5705,8 @@ The destination you choose must be known to you, and it must be on the same plan *5th-level conjuration* **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) - **Duration:** 1 round As you cast the spell, you draw a 10-foot diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. @@ -6585,11 +5720,8 @@ You can create a permanent teleportation circle by casting this spell in the sam *Transmutation cantrip* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within **Range:** @@ -6611,11 +5743,8 @@ You manifest a minor wonder, a sign of supernatural power, within range. You cre *1st-level evocation* **Casting Time:** 1 action - **Range:** Self (15-foot cube) - **Components:** V, S - **Duration:** Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. @@ -6629,11 +5758,8 @@ In addition, unsecured objects that are completely within the area of effect are *9th-level transmutation* **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. @@ -6645,11 +5771,8 @@ This spell ends if one of the actions you use during this period, or any effects *3rd-level evocation (ritual)* **Casting Time:** 1 minute - **Range:** Self (10-foot radius hemisphere) - **Components:** V, S, M (a small crystal bead) - **Duration:** 8 hours 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. @@ -6663,11 +5786,8 @@ Until the spell ends, you can command the interior to become dimly lit or dark. *3rd-level divination* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (a small clay model of a ziggurat) - **Duration:** 1 hour This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. @@ -6677,11 +5797,8 @@ This spell grants the creature you touch the ability to understand any spoken la *6th-level conjuration* **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** 1 round This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement. @@ -6691,11 +5808,8 @@ This spell creates a magical link between a Large or larger inanimate plant with *5th-level conjuration* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. @@ -6707,11 +5821,8 @@ You can use this transportation ability once per round for the duration. You mus *9th-level transmutation* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) - **Duration:** Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. @@ -6737,11 +5848,8 @@ If the spell becomes permanent, you no longer control the creature. It might rem *9th-level necromancy* **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) - **Duration:** Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. @@ -6755,11 +5863,8 @@ The spell can even provide a new body if the original no longer exists, in which *6th-level divination* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) - **Duration:** 1 hour This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. @@ -6769,11 +5874,8 @@ This spell gives the willing creature you touch the ability to see things as the *Divination cantrip* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Concentration, up to 1 round You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended. @@ -6785,11 +5887,8 @@ You extend your hand and point a finger at a target in range. Your magic grants *1st-level conjuration (ritual)* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a piece of string and a bit of wood) - **Duration:** 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. @@ -6805,11 +5904,8 @@ If you command the servant to perform a task that would move it more than 60 fee *3rd-level necromancy* **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. @@ -6821,11 +5917,8 @@ The touch of your shadow-wreathed hand can siphon life force from others to heal *Enchantment cantrip* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. @@ -6839,11 +5932,8 @@ This spell's damage increases by 1d4 when you reach 5th level (2d4), 11t *4th-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a small piece of phosphorus) - **Duration:** Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. @@ -6859,11 +5949,8 @@ One side of the wall, selected by you when you cast this spell, deals 5d8 fire d *5th-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) - **Duration:** Concentration, up to 10 minutes An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). @@ -6875,11 +5962,8 @@ Nothing can physically pass through the wall. It is immune to all damage and can *6th-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a small piece of quartz) - **Duration:** Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. @@ -6895,11 +5979,8 @@ The wall is an object that can be damaged and thus breached. It has AC 12 and 30 *5th-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a small block of granite) - **Duration:** Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. @@ -6919,11 +6000,8 @@ If you maintain your concentration on this spell for its whole duration, the wal *6th-level conjuration* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a handful of thorns) - **Duration:** Concentration, up to 10 minutes You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. @@ -6939,11 +6017,8 @@ A creature can move through the wall, albeit slowly and painfully. For every 1 f *2nd-level abjuration* **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) - **Duration:** 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. @@ -6955,11 +6030,8 @@ The spell ends if you drop to 0 hit points or if you and the target become separ *3rd-level transmutation (ritual)* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a short reed or piece of straw) - **Duration:** 24 hours This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. @@ -6969,11 +6041,8 @@ This spell grants up to ten willing creatures you can see within range the abili *3rd-level transmutation (ritual)* **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of cork) - **Duration:** 1 hour This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. @@ -6985,11 +6054,8 @@ If you target a creature submerged in a liquid, the spell carries the target to *2nd-level conjuration* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a bit of spiderweb) - **Duration:** Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. @@ -7009,11 +6075,8 @@ The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 *9th-level illusion* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to one minute Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature. @@ -7023,11 +6086,8 @@ Drawing on the deepest fears of a group of creatures, you create illusory creatu *6th-level transmutation* **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S, M (fire and holy water) - **Duration:** 8 hours You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. @@ -7039,11 +6099,8 @@ If a creature is in cloud form and flying when the effect ends, the creature des *3rd-level evocation* **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a tiny fan and a feather of exotic origin) - **Duration:** Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. @@ -7057,11 +6114,8 @@ The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flyin *9th-level conjuration* **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Instantaneous *Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. @@ -7089,11 +6143,8 @@ The stress of casting this spell to produce any effect other than duplicating an *6th-level conjuration* **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V - **Duration:** Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. @@ -7111,11 +6162,8 @@ You must designate a sanctuary by casting this spell within a location, such as *2nd-level enchantment* **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 10 minutes You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.