A Re y or Phosphorescent Moss Two Lodestones: Divination Cantrip Evocation Cantrip Transmutation Cantrip
A Re y or Phosphorescent Moss Two Lodestones: Divination Cantrip Evocation Cantrip Transmutation Cantrip
A Re y or Phosphorescent Moss Two Lodestones: Divination Cantrip Evocation Cantrip Transmutation Cantrip
Cleric Transmutation cantrip Cleric (Nature) 1st level Enchantment Cleric 1st level Enchantment
0 0 0
0 0 0
0 0 0
0 0 0
1 1 0
1 1 0
BLESS BURNING HANDS CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (15-foot cone) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S 1 hour
minute
As you hold your hands with thumbs touching You attempt to charm a humanoid you can see
a sprinkling of holy water and ngers spread, a thin sheet of ames shoots within range. It must make a Wisdom saving
forth from your outstretched ngertips. Each throw, and does so with advantage if you or your
You bless up to three creatures of your choice creature in a 15-foot cone must make a companions are ghting it. If it fails the saving
within range. Whenever a target makes an attack Dexterity saving throw. A creature takes 3d6 re throw, it is charmed by you until the spell ends or
roll or a saving throw before the spell ends, the damage on a failed save, or half as much damage until you or your companions do anything
target can roll a d4 and add the number rolled to on a successful one. harmful to it. The charmed creature regards you
the attack roll or saving throw. The re ignites any ammable objects in the area as a friendly acquaintance. When the spell ends,
At Higher Levels: When you cast this spell using that aren't being worn or carried. At Higher the creature knows it was charmed by you.
a spell slot of 2nd level or higher, you can target Levels: When you cast this spell using a spell slot At Higher Levels: When you cast this spell using
one additional creature for each slot level above of 2nd level or higher, the damage increases by a spell slot of 2nd level or higher, you can target
1st. 1d6 for each slot level above 1st. one additional creature for each slot level above
1st. The creatures must be within 30 feet of each
other when you target them.
Cleric (Life) 1st level Enchantment Cleric (Light) 1st level Evocation Cleric (Trickery) 1st level Enchantment
Cleric (Knowledge) 1st level Enchantment Cleric 1st level Transmutation Cleric (Life) 1st level Evocation
DETECT EVIL AND GOOD DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes minutes
For the duration, you know if there is an For the duration, you sense the presence of a yew leaf
aberration, celestial, elemental, fey, end, or magic within 30 feet of you. If you sense magic in
undead within 30 feet of you, as well as where this way, you can use your action to see a faint For the duration, you can sense the presence and
the creature is located. Similarly, you know if aura around any visible creature or object in the location of poisons, poisonous creatures, and
there is a place of object within 30 feet of you area that bears magic, and you learn its school of diseases within 30 feet of you. You also identify
that has been magically consecrated or magic, if any. the kind of poison, poisonous creature, or
desecrated. The spell can penetrate most The spell can penetrate most barriers, but is disease in each case.
barriers, but it is blocked by 1 foot of stone, 1 blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is
inch of common metal, a thin sheet of lead, or 3 metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common
feet of wood or dirt. dirt. metal, a thin sheet of lead, or 3 feet of wood or
dirt.
Cleric 1st level Divination Cleric 1st level Divination Cleric 1st level Divination
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
DISGUISE SELF DIVINE FAVOR FAERIE FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Concentration, up to 1 V Concentration, up to 1
minute minute
You make yourself, including your clothing, armor,
weapons, and other belongings on your person, look Your prayer empowers you with divine radiance. Each object in a 20-foot cube within range is
different until the spell ends or until you use your Until the spell ends, your weapon attacks deal outlined in blue, green, or violet light (your
action to dismiss it. You can seem 1 foot shorter or and extra 1d4 radiant damage on a hit. choice). Any creature in the area when the spell
taller and can appear thin, fat, or in between. You can't is cast is also outlined in light if it fails a Dexterity
change your body type, so you must adopt a form that
has the same basic arrangement of limbs. Otherwise, saving throw. For the duration, objects and
the extent of the illusion is up to you. affected creatures shed dim light in a 10-foot
The changes wrought by this spell fail to hold up to radius.
physical inspection. For example, if you use this spell Any attack roll against an affected creature or
to add a hat to your out t, objects pass through the object has advantage if the attacker can see it,
hat, and anyone who touches it would feel nothing or and the affected creature or object can't bene t
would feel your head and hair. If you use this spell to from being invisible.
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair. To discern that
you are disguised, a creature can use its action to
inspect your appearance and must succeed on an
Intelligence (Investigation) check against your spell
save DC.
Cleric (Trickery) 1st level Illusion Cleric (War) 1st level Evocation Cleric (Light) 1st level Evocation
Cleric (Death) 1st level Necromancy Cleric (Tempest) 1st level Conjuration Cleric 1st level Evocation
Cleric 1st level Evocation Cleric (Knowledge) 1st level Divination Cleric 1st level Necromancy
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
MAGIC MISSILE PROTECTION FROM EVIL AND PURIFY FOOD AND DRINK
CASTING TIME RANGE GOOD (RITUAL)
1 action 120 feet
CASTING TIME RANGE CASTING TIME RANGE
COMPONENTS DURATION 1 action Touch 1 action 10 feet
V, S Instantaneous
COMPONENTS DURATION COMPONENTS DURATION
You create three glowing darts of magical force. V, S, M Concentration, up to 10 V, S Instantaneous
Each dart hits a creature of your choice that you minutes
can see within range. A dart deals 1d4+1 force All nonmagical food and drink within a 5-foot-
damage to its target. The darts all strike holy water or powdered silver and iron, which the radius sphere centered on a point of your choice
simultaneously and you can direct them to hit spell consumes within range is puri ed and rendered free of
one creature or several. poison and disease.
At Higher Levels: When you cast this spell using Until the spell ends, one willing creature you
a spell slot of 2nd level or higher, the spell touch is protected against certain types of
creates one more dart for each slot above 1st. creatures - aberrations, celestials, elementals,
fey, ends, and undead.
The protection grants several bene ts.
Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.
Cleric (Arcana) 1st level Evocation Cleric 1st level Abjuration Cleric 1st level Transmutation
Cleric (Death) 1st level Necromancy Cleric 1st level Abjuration Cleric (War) 1st level Abjuration
Cleric (Nature) 1st level Divination Cleric (Tempest) 1st level Evocation Cleric 2nd level Abjuration
1 1 1
1 1 1
1 1 1
1 1 1
2 1 1
2 1 1
AUGURY (RITUAL) BARKSKIN BLINDNESS/DEAFNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V 1 minute
hour
specially marked sticks, bones, or similar tokens You can blind or deafen a foe. Choose one
worth at least 25 gp a handful of oak bark creature that you can see within range to make a
Constitution saving throw. If it fails, the target is
By casting gem-inlaid sticks, rolling dragon bones, You touch a willing creature. Until the spell ends, either blinded or deafened (your choice) for the
laying out ornate cards, or employing some other the target's skin has a rough, bark-like duration. At the end of each of its turns, the
divining tool, you receive an omen from an appearance, and the target's AC can't be less target can make a Constitution saving throw. On
otherworldly entity about the results of a speci c than 16, regardless of what kind of armor it is
course of action that you plan to take within the next a success, the spell ends.
wearing. At Higher Levels: When you cast this spell using
30 minutes. The DM chooses from the following
possible omens. a spell slot of 3rd level or higher, you can target
Weal, for good results Woe, for bad results Weal one additional creature for each slot level above
and woe, for both good and bad results Nothing, for 2nd.
results that aren't especially good or bad The spell
doesn't take into account any possible circumstances
that might change the outcome, such as the casting of
additional spells or the loss or gain of a companion. If
you cast the spell two or more times before
completing your next long rest, there is a cumulative
25 percent chance for each casting after the rst that
you get a random reading. The DM makes this roll in
secret.
Cleric (Knowledge) 2nd level Divination Cleric (Nature) 2nd level Transmutation Cleric (Death) 2nd level Necromancy
Cleric 2nd level Enchantment Cleric 2nd level Evocation Cleric 2nd level Transmutation
Cleric 2nd level Divination Cleric (Light) 2nd level Conjuration Cleric 2nd level Necromancy
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
GUST OF WIND HOLD PERSON LESSER RESTORATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous
minute minute
You touch a creature and can end either one
a legume seed a small, straight piece of iron disease or one condition af icting it. The
condition can be blinded, deafened, paralyzed, or
A line of strong wind 60 feet long and 10 feet Choose a humanoid that you can see within poisoned.
wide blasts from you in a direction you choose range. The target must succeed on a Wisdom
for the spell's duration. Each creature that starts saving throw or be paralyzed for the duration. At
its turn in the line must succeed on a Strength the end of each of its turns, the target can make
saving throw or be pushed 15 feet away from another Wisdom saving throw. On a success, the
you in a direction following the line. spell ends on the target.
Any creature in the line must spend 2 feet of At Higher Levels: When you cast this spell using
movement for every 1 foot it moves when a spell slot of 3rd level or higher, you can target
moving closer to you. The gust disperses gas or on additional humanoid for each slot level above
vapor, and it extinguishes candles, torches, and 2nd. The humanoids must be within 30 feet of
similar unprotected ames in the area. It causes each other when you target them.
protected ames, such as those of lanterns, to
dance wildly and has a 50 percent chance to
extinguish them. As a bonus action on each of
your turns before the spell ends, you can change
the direction in which the line blasts from you.
Cleric (Tempest) 2nd level Evocation Cleric 2nd level Enchantment Cleric (Life) 2nd level Abjuration
Cleric 2nd level Divination Cleric (War) 2nd level Transmutation Cleric (Trickery) 2nd level Illusion
Cleric (Arcana) 2nd level Illusion Cleric (Trickery) 2nd level Abjuration Cleric 2nd level Evocation
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
PROTECTION FROM POISON RAY OF ENFEEBLEMENT SCORCHING RAY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Concentration, up to 1 V, S Instantaneous
minute
You touch a creature. If it is poisoned, you You create three rays of re and hurl them at
neutralize the poison. If more than one poison A black beam of enervating energy springs from targets within range. You can hurl them at one
af icts the target, you neutralize on poison that your nger toward a creature within range. target or several.
you know is present, or you neutralize one at Make a ranged spell attack against the target. On Make a ranged spell attack for each ray. On a hit,
random. a hit, the target deals only half damage with the target takes 2d6 re damage. At Higher
For the duration, the target has advantage on weapon attacks that use Strength until the spell Levels: When you cast this spell using a spell slot
saving throws against being poisoned, and it has ends. of 3rd level or higher, you create one additional
resistance to poison damage. At the end of each of the target's turns, it can ray for each slot level above 2nd.
make a Constitution saving throw against the
spell. On a success, the spell ends.
Cleric 2nd level Abjuration Cleric (Death) 2nd level Necromancy Cleric (Light) 2nd level Evocation
Cleric (Tempest) 2nd level Evocation Cleric 2nd level Illusion Cleric (Nature) 2nd level Transmutation
Cleric (War) 2nd level Evocation Cleric (Knowledge) 2nd level Enchantment Cleric 2nd level Abjuration
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
ZONE OF TRUTH ANIMATE DEAD BEACON OF HOPE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 10 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 minutes V, S, M Instantaneous V, S Concentration, up to 1
minute
You create a magical zone that guards against a drop of blood, a piece of esh, and a pinch of bone
deception in a 15-foot-radius sphere centered dust This spell bestows hope and vitality. Choose any
on a point of your choice within range. Until the number of creatures within range. For the
spell ends, a creature that enters the spell's area This spell creates an undead servant. Choose a pile of bones duration, each target has advantage on Wisdom
for the rst time on a turn or starts its turn there or a corpse of a Medium or Small humanoid within range. saving throws and death saving throws, and
Your spell imbues the target with a foul mimicry of life, regains the maximum number of hit points
must make a Charisma saving throw. On a failed raising it as an undead creature. The target becomes a
save, a creature can't speak a deliberate lie while skeleton if you chose bones or a zombie if you chose a corpse
possible from any healing.
in the radius. You know whether each creature (the DM has the creature's game statistics).
succeeds or fails on its saving throw. On each of your turns, you can use a bonus action to mentally
An affected creature is aware of the spell and command any creature you made with this spell if the
can thus avoid answering questions to which it creature is within 60 feet of you (if you control multiple
would normally respond with a lie. Such creatures, you can command any or all of them at the same
creatures can be evasive in its answers as long as time, issuing the same command to each one). You decide
what action the creature will take and where it will move
it remains within the boundaries of the truth. during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to
follow it until its task is complete. The creature is under your
control for 24 hours, after which it stops obeying any
command you've given it. To maintain the control of the
creature for another 24 hours, you must cast this spell on the
creature again before the current 24-hour period ends. This
use of the spell reasserts your control over up to four
creatures you have animated with this spell, rather than
animating a new one. At Higher Levels: When you cast this
spell using a spell slot of 4th level or higher, you animate or
Cleric 2nd level Enchantment Cleric (Death) 3rd level Necromancy Cleric (Life) 3rd level Abjuration
Cleric 3rd level Necromancy Cleric (Trickery) 3rd level Transmutation Cleric (Tempest) 3rd level Conjuration
3 3 2
3 3 3
3 3 3
3 3 3
3 3 3
DAYLIGHT DISPEL MAGIC FEIGN DEATH (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S, M 1 hour
A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect a pinch of graveyard dirt
from a point you choose within range. The within range. Any spell of 3rd level or lower on
sphere is bright light and sheds dim light for an the target ends. For each spell of or higher on the You touch a willing creature and put it into a
additional 60 feet. target, make an ability check using your cataleptic state that is indistinguishable from
If you chose a point on an object you are holding spellcasting ability. The DC equals 10 + the death.
or one that isn't being worn or carried, the light spell's level. On a successful check, the spell For the spell's duration, or until you use an action
shines from the object with and moves with it. ends. to touch the target and dismiss the spell, the
Completely covering the affected object with an At Higher Levels: When you cast this spell using target appears dead to all outward inspection
opaque object, such as a bowl or a helm, blocks a spell slot of 4th level or higher, you and to spells used to determine the target's
the light. If any of this spell's area overlaps with automatically end the effects of a spell on the status. The target is blinded and incapacitated,
an area of darkness created by a spell of or target if the spell's level is equal to or less than and its speed drops to 0. The target has
lower, the spell that created the darkness is the level of the spell slot you used. resistance to all damage except psychic damage.
dispelled. If the target is diseased or poisoned when you
cast the spell, or becomes diseased or poisoned
while under the spell's effect, the disease and
poison have no effect until the spell ends.
Cleric (Light) 3rd level Evocation Cleric (Trickery) 3rd level Abjuration Cleric 3rd level Necromancy
Cleric 3rd level Evocation Cleric 3rd level Transmutation Cleric (Knowledge) 3rd level Abjuration
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
PLANT GROWTH PROTECTION FROM ENERGY REMOVE CURSE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action or 8 hours 150 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S Instantaneous
hour
This spell channels vitality into plants within a At your touch, all curses affecting one creature
speci c area. There are two possible uses for the For the duration, the willing creature you touch or object end. If the object is a cursed magic item,
spell, granting either immediate or long-term has resistance to one damage type of your its curse remains, but the spell breaks its owner's
bene ts. choice - acid, cold, re, lightning, or thunder. attunement to the object so it can be removed or
If you cast this spell using 1 action, choose a discarded.
point within range. All normal plants in a 100-
foot radius centered on that point become thick
and overgrown. A creature moving through the
area must spend 4 feet of movement for every 1
foot it moves. You can exclude one or more areas
of any size within the spell's area from being
affected. If you cast this spell over 8 hours, you
enrich the land. All plants in a half-mile radius
centered on a point within range become
enriched for 1 year. The plants yield twice the
normal amount of food when harvested.
Cleric (Nature) 3rd level Transmutation Cleric 3rd level Abjuration Cleric 3rd level Abjuration
Cleric (Life) 3rd level Necromancy Cleric 3rd level Evocation Cleric (Tempest) 3rd level Conjuration
Cleric (Knowledge) 3rd level Necromancy Cleric (War) 3rd level Conjuration Cleric 3rd level Divination
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
VAMPIRIC TOUCH WATER WALK (RITUAL) WIND WALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 hour V, S, M Concentration, up to 1
minute minute
a piece of cork
The touch of your shadow-wreathed hand can a tiny fan and a feather of exotic origin
siphon force from others to heal your wounds. This spell grants the ability to move across any
Make a melee spell attack against a creature liquid surface - such as water, acid, mud, snow, A wall of strong wind rises from the ground at a point
within your reach. On a hit, the target takes 3d6 quicksand, or lava - as if it were harmless solid you choose within range. You can make the wall up to
ground (creatures crossing molten lava can still 50 feet long, 15 feet high, and 1 foot thick. You can
necrotic damage, and you regain hit points equal shape the wall in any way you choose so long as it
to half the amount of necrotic damage dealt. take damage from the heat). Up to ten willing makes one continuous path along the ground. The wall
Until the spell ends, you can make the attack creatures you can see within range gain this lasts for the duration.
again on each of your turns as an action. ability for the duration. When the wall appears, each creature within its area
At Higher Levels: When you cast this spell using If your target a creature submerged in a liquid, must make a Strength saving throw. A creature takes
a spell slot of 4th level or higher, the damage the spell carries the target to the surface of the 3d8 bludgeoning damage on a failed save, or half as
increases by 1d6 for each slot level above 3rd. liquid at a rate of 60 feet per round. much damage on a successful one. The strong wind
keeps fog, smoke, and other gases at bay. Small or
smaller ying creatures or objects can't pass through
the wall. Loose, lightweight materials brought into the
wall y upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall are
de ected upward and automatically miss. (Boulders
hurled by giants or siege engines, and similar
projectiles, are unaffected.) Creatures in gaseous form
can't pass through it.
Cleric (Death) 3rd level Necromancy Cleric 3rd level Transmutation Cleric (Nature) 3rd level Evocation
Cleric (Knowledge) 4th level Divination Cleric 4th level Abjuration Cleric (Death) 4th level Necromancy
3 3 3
4 4 4
4 4 4
4 4 4
4 4 4
DIMENSION DOOR DIVINATION (RITUAL) DOMINATE BEAST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Instantaneous V, S Concentration, up to 1
minute
You teleport yourself from your current location incense and a sacri cial offering appropriate to your
to any other spot within range. You arrive at religion, together worth at least 25 gp, which the You attempt to beguile a beast that you can see within range.
exactly the spot desired. It can be a place you can It must succeed on a Wisdom saving throw or be charmed by
spell consumes you for the duration. If you or creatures that are friendly to
see, one you can visualize, or one you can you are ghting it, it has advantage on the saving throw.
describe by stating distance and direction, such Your magic and an offering put you in contact While the beast is charmed, you have a telepathic link with it
as 200 feet straight downward or upward to the with a god or a god's servants. You ask a single as long as the two of you are on the same plane of existence.
northwest at a 45-degree angle, 300 feet. question concerning a speci c goal, event, or You can use this telepathic link to issue commands to the
You can bring along objects as long as their activity to occur within 7 days. The DM offers a creature while you are conscious (no action required), which
weight doesn't exceed what you can carry. You truthful reply. The reply might be a short phrase, it does its best to obey. You can specify a simple and general
can also bring one willing creature of your size or a cryptic rhyme, or an omen. course of action, such as Attack that creature, Run over
smaller who is carrying gear up to its carrying The spell doesn't take into account any possible there, or Fetch that object. If the creature completes the
capacity. The creature must be within 5 feet of circumstances that might change the outcome, order and doesn't receive further direction from you, it
defends and preserves itself to the best of its ability. You can
you when you cast this spell. If you would arrive such as the casting of additional spells or the loss use your action to take total and precise control of the target.
in a place already occupied by an object or a or gain of a companion. If you cast this spell two Until the end of your next turn, the creature takes only the
creature, you and any creature traveling with or more times before nishing your next long actions you choose, and doesn't do anything that you don't
you each take 4d6 force damage, and the spell rest, there is a cumulative 25 percent chance for allow it to do. During this time, you can also cause the
fails to teleport you. each casting after the rst that you get a random creature to use a reaction, but this requires you to use your
reading. The DM makes this roll in secret. own reaction as well. Each time the target takes damage, it
makes a new Wisdom saving throw against the spell. If the
saving throw succeeds, the spell ends. At Higher Levels:
When you cast this spell with a 5th-level spell slot, the
duration is concentration, up to 10 minutes. When you use a
6th-level spell slot, the duration is concentration, up to 1
hour. When you use a spell slot of 7th level or higher, the
duration is concentration, up to 8 hours.
Cleric (Trickery) 4th level Conjuration Cleric 4th level Divination Cleric (Nature) 4th level Enchantment
Cleric (War) 4th level Abjuration Cleric (Nature) 4th level Conjuration Cleric (Light) 4th level Conjuration
Cleric (Tempest) 4th level Evocation Cleric (Arcana) 4th level Conjuration Cleric 4th level Divination
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
POLYMORPH STONE SHAPE STONESKIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1
hour hour
soft clay, which must be worked into roughly the
a caterpillar cocoon desired shape of the stone object diamond dust worth 100 gp, which the spell
This spell transforms a creature with at least 1 hit consumes
You touch a stone object of Medium size or
point that you can see within range into a new form. smaller or a section of stone no more than 5 feet This spell turns the esh of a willing creature you
An unwilling creature must make a Wisdom saving touch as hard as stone. Until the spell ends, the
throw to avoid the effect. A shapechanger in any dimension and form it into any shape that
automatically succeeds on this saving throw. suits your purpose. So, for example, you could target has resistance to nonmagical bludgeoning,
The transformation lasts for the duration, or until the shape a large rock into a weapon, idol, or coffer, piercing, and slashing damage.
target drops to 0 hit points or dies. The new form can or make a small passage through a wall, as long
be any beast whose challenge rating is equal to or less as the wall is less than 5 feet thick. You could also
than the target's (or the target's level, if it doesn't have shape a stone door or its frame to seal the door
a challenge rating). The target's game statistics, shut. The object you create can have up to two
including mental ability scores, are replaced by the hinges and a latch, but ner mechanical detail
statistics of the chosen beast. It retains its alignment
and personality. The target assumes the hit points of isn't possible.
its new form. When it reverts to its normal form, the
creature returns to the number of hit points it had
before it transformed. If it reverts as a result of
dropping to 0 hit points, any excess damage carries
over to its normal form. As long as the excess damage
doesn't reduce the creature's normal form to 0 hit
points, it isn't knocked unconscious. The creature is
limited in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or take any
other action that requires hands or speech. The
target's gear melds into the new form. The creature
can't activate, use, wield, or otherwise bene t from
Cleric (Trickery) 4th level Transmutation Cleric 4th level Transmutation Cleric (War) 4th level Abjuration
Cleric (Light) 4th level Evocation Cleric (Death) 5th level Abjuration Cleric (Death) 5th level Conjuration
4 4 4
5 5 4
5 5 4
5 5 5
5 5 5
DISPEL EVIL AND GOOD DOMINATE PERSON FLAME STRIKE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute minute
pinch of sulfur
holy water or powdered silver and iron You attempt to beguile a humanoid that you can see within
range. It must succeed on a Wisdom saving throw or be A vertical column of divine re roars down from
Shimmering energy surrounds and protects you from charmed by you for the duration. If you or creatures that are the heavens in a location you specify. Each
fey, undead, and creatures originating from beyond friendly to you are ghting it, it has advantage on the saving creature in a 10-foot radius, 40-foot-high
the Material Plane. For the duration, celestials, throw. cylinder centered on a point within range must
elementals, fey, ends, and undead have disadvantage While the target is charmed, you have a telepathic link with it
on attack rolls against you. You can end the spell early as long as the two of you are on the same plane of existence. make a Dexterity saving throw. A creature takes
by using either of the following special functions. You can use this telepathic link to issue commands to the 4d6 re damage and 4d6 radiant damage on a
Break Enchantment: As your action, you touch a creature while you are conscious (no action required), which failed save, or half as much damage on a
creature you can reach that is charmed, frightened, or it does its best to obey. You can specify a simple and general successful one.
possessed by a celestial, an elemental, a fey, a end, or course of action, such as Attack that creature, Run over At Higher Levels: When you cast this spell using
an undead. The creature you touch is no longer there, or Fetch that object. If the creature completes the a spell slot of 6th level or higher, the re damage
charmed, frightened, or possessed by such creatures. order and doesn't receive further direction from you, it or the radiant damage (your choice) increases by
Dismissal: As your action, make a melee spell attack defends and preserves itself to the best of its ability. You can 1d6 for each slot level above 5th.
against a celestial, an elemental, a fey, a end, or an use your action to take total and precise control of the target.
undead you can reach. On a hit, you attempt to drive Until the end of your next turn, the creature takes only the
the creature back to its home plane. The creature actions you choose, and doesn't do anything that you don't
must succeed on a Charisma saving throw or be sent allow it to do. During this time you can also cause the
back to its home plane (if it isn't there already). If they creature to use a reaction, but this requires you to use your
aren't on their home plane, undead are sent to the own reaction as well. Each time the target takes damage, it
Shadowfell, and fey are sent to the Feywild. makes a new Wisdom saving throw against the spell. If the
saving throw succeeds, the spell ends. At Higher Levels:
When you cast this spell using a 6th-level spell slot, the
duration is concentration, up to 10 minutes. When you use a
7th-level spell slot, the duration is concentration, up to 1
hour. When you use a spell slot of 8th level or higher, the
duration is concentration, up to 8 hours.
Cleric 5th level Abjuration Cleric (Trickery) 5th level Enchantment Cleric (War) 5th level Evocation
Cleric (War) 5th level Enchantment Cleric (Tempest) 5th level Conjuration Cleric (Knowledge) 5th level Divination
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
MASS CURE WOUNDS MODIFY MEMORY PLANAR BINDING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S, M 24 hours
minute
A wave of healing energy washes out from a a jewel worth at least 1,000 gp, which the spell
point of your choice within range. Choose up to You attempt to reshape another creature's memories. One
creature that you can see must make a Wisdom saving throw. consumes
six creatures in a 30-foot-radius sphere centered If you are ghting the creature, it has advantage on the
on that point. Each target regains hit points With this spell, you attempt to bind a celestial, an elemental,
saving throw. On a failed save, the target becomes charmed a fey, or a end to your service. The creature must be within
equal to 3d8 + your spellcasting ability modi er. by you for the duration. The charmed target is incapacitated
This spell has no effect on undead or constructs. range for the entire casting of the spell. (Typically, the
and unaware of its surroundings, though it can still hear you. creature is rst summoned into the center of an inverted
At Higher Levels: When you cast this spell using If it takes any damage or is targeted by another spell, this magic circle in order to keep it trapped while this spell is
a spell slot of 6th level or higher, the healing spell ends, and none of the target's memories are modi ed. cast.) At the completion of the casting, the target must make
increases by 1d8 for each slot level above 5th. While this charm lasts, you can affect the target's memory of a Charisma saving throw. On a failed save, it is bound to serve
an event that it experienced within the last 24 hours and that you for the duration. If the creature was summoned or
lasted no more than 10 minutes. You can permanently created by another spell, that spell's duration is extended to
eliminate all memory of the event, allow the target to recall match the duration of this spell.
the event with perfect clarity and exacting detail, change its A bound creature must follow your instructions to the best of
memory of the details of the event, or create a memory of its ability. You might command the creature to accompany
some other event. You must speak to the target to describe you on an adventure, to guard a location, or to deliver a
how its memories are affected, and it must be able to message. The creature obeys the letter of your instructions,
understand your language for the modi ed memories to take but if the creature is hostile to you, it strives to twist your
root. Its mind lls in any gaps in the details of your words to achieve its own objectives. If the creature carries
description. If the spell ends before you have nished out your instructions completely before the spell ends, it
describing the modi ed memories, the creature's memory travels to you to report this fact if you are on the same plane
isn't altered. Otherwise, the modi ed memories take hold of existence. If you are on a different plane of existence, it
when the spell ends. A modi ed memory doesn't necessarily returns to the place where you bound it and remains there
affect how a creature behaves, particularly if the memory until the spell ends. At Higher Levels: When you cast this
contradicts the creature's natural inclinations, alignment, or spell using a spell slot of a higher level, the duration increases
beliefs. An illogical modi ed memory, such as implanting a to 10 days with a 6th-level slot, to 30 days with a 7th-level
memory of how much the creature enjoyed dousing itself in slot, to 180 days with an 8th-level slot, and to a year and a
acid, is dismissed, perhaps as a bad dream. The DM might day with a 9th-level spell slot.
Cleric (Life) 5th level Evocation Cleric (Trickery) 5th level Enchantment Cleric (Arcana) 5th level Abjuration
5 5 5
5 5 5
5 5 5
6 6 5
6 6 5
FIND THE PATH FORBIDDANCE (RITUAL) HARM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 10 minutes Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 1 day V, S Instantaneous
day
a sprinkling of holy water, rare incense, and You unleash a virulent disease on a creature that
a set of divinatory tools - such as bones, ivory sticks, powdered ruby worth at least 1,000 gp you can see within range. The target must make
cards, teeth, or carved runes - worth 100 gp and an a Constitution saving throw. On a failed save, it
object from the location you wish to nd You create a ward against magical travel that protects takes 14d6 necrotic damage, or half as much
up to 40,000 square feet of oor space to a height of damage on a successful save. The damage can't
This spell allows you to nd the shortest, most 30 feet above the oor. For the duration, creatures reduce the target's hit points below 1. If the
direct physical route to a speci c xed location can't teleport into the area or use portals, such as
those created by the gate spell, to enter the area. The target fails the saving throw, its hit point
that you are familiar with on the same plane of spell proofs the area against planar travel, and maximum is reduced for 1 hour by an amount
existence. If you name a destination on another therefore prevents creatures from accessing the area equal to the necrotic damage it took. Any effect
plan of existence, a destination that moves (such by way of the Astral Plane, Ethereal Plane, Feywild, that removes a disease allows a creature's hit
as a mobile fortress), or a destination that isn't Shadowfell, or the plane shift spell. point maximum to return to normal before that
speci c (such as a green dragon's lair), the spell In addition, the spell damages types of creatures that time passes.
fails. you choose when you cast it. Choose one or more of
For the duration, as long as you are on the same the following - celestials, elementals, fey, ends, and
plane of existence as the destination, you know undead. When a chosen creature enters the spell's
area for the rst time on a turn or starts its turn there,
how far it is and in what direction it lies. While the creature takes 5d10 radiant or necrotic damage
you are traveling there, whenever you are (your choice when you cast this spell). When you cast
presented with a choice of paths along the way, this spell, you can designate a password. A creature
you automatically determine which path is the that speaks the password as it enters the area takes
shortest and most direct route (but not no damage from the spell. The spell's area can't
necessarily the safest route) to the destination. overlap with the area of another forbiddance spell. If
you cast forbiddance every day for 30 days in the
same location, the spell lasts until it is dispelled, and
the material components are consumed on the last
casting.
Cleric 6th level Divination Cleric 6th level Abjuration Cleric 6th level Necromancy
Cleric 6th level Divination Cleric 6th level Conjuration Cleric 7th level Conjuration
6 6 6
6 6 6
6 6 6
6 6 6
7 6 6
7 6 6
DIVINE WORD ETHEREALNESS FIRE STORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 action Self 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Up to 8 hours V, S Instantaneous
You utter a divine word, imbued with the power You step into the border regions of the Ethereal Plane, in the A storm made up of sheets of roaring ame
that shaped the world at the dawn of creation. area where it overlaps with your current plane. You remain in appears in a location you choose within range.
Choose any number of creatures you can see the Border Ethereal for the duration or until you use your The area of the storm consists of up to ten 10-
action to dismiss the spell. During this time, you can move in
within range. Each creature that can hear you any direction. If you move up or down, every foot of foot cubes, which you can arrange as you wish.
must make a Charisma saving throw. On a failed movement costs an extra foot. You can see and hear the plan Each cube must have at least one face adjacent
save, a creature suffers an effect based on its you originated from, but everything there looks gray, and you to the face of another cube. Each creature in the
current hit points. can't see anything more than 60 feet away. area must make Dexterity saving throw. It takes
50 hit points or fewer - deafened for 1 minute While on the Ethereal Plane, you can only affect and be 7d10 re damage on a failed save, or half as
40 hit points or fewer - deafened and blinded affected by other creatures on that plane. Creatures that much damage on a successful one.
for 10 minutes 30 hit points or fewer - blinded, aren't on the Ethereal Plane can't perceive you and can't The re damages objects in the area and ignites
deafened, and stunned for 1 hour 20 hit points interact with you, unless a special ability or magic has given ammable objects that aren't being worn or
them the ability to do so. You ignore all objects and effects
or fewer - killed instantly Regardless of its that aren't on the Ethereal Plane, allowing you to move carried. If you choose, plant life in the area is
current hit points, a celestial, an elemental, a fey, through objects you perceive on the plan you originated unaffected by this spell.
or a end that fails its save is forced back to its from. When the spell ends, you immediately return to the
plane of origin (if it isn't there already) and can't plane you originated from in the spot you currently occupy. If
return to your current plane for 24 hours by any you occupy the same spot as a solid object or creature when
means short of a wish spell. this happens, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
damage equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are on the
Ethereal Plane or a plane that doesn't border it, such as one
of the Outer Planes. At Higher Levels: When you cast this
spell using a spell slot of 8th level or higher, you can target up
to three willing creatures (including you) for each slot level
above 7th. The creatures must be within 10 feet of you when
you cast the spell.
Cleric 7th level Evocation Cleric 7th level Transmutation Cleric 7th level Evocation
7 7 7
7 7 7
7 7 7
8 8 7
8 8 7
EARTHQUAKE HOLY AURA ASTRAL PROJECTION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action Self 1 hour 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Special
minute minute
for each creature you affect with this spell, you must
a pinch of dirt, a piece of rock, and a lump of clay a tiny reliquary worth at least 1,000 gp containing a provide one jacinth worth at least 1,000 gp and one
You create a seismic disturbance at a point on the ground sacred relic, such as a scrap of cloth from a saint's ornately carved bar of silver worth at least 100 gp,
that you can see within range. For the duration, an intense robe or a piece of parchment from a religious text all of which the spell consumes
tremor rips through the ground in a 100-foot- radius circle
centered on that point and shakes creatures and structures Divine light washes out from you and coalesces You and up to eight willing creatures within range project
in contact with the ground in that area. in a soft radiance in a 30-foot radius around you. your astral bodies into the Astral Plane (the spell fails and the
The ground in the area becomes dif cult terrain. Each Creatures of your choice in that radius when you casting is wasted if you are already on that plane). The
creature on the ground that is concentrating must make a cast this spell shed dim light in a 5-foot radius material body you leave behind is unconscious and in a state
Constitution saving throw. On a failed save, the creature's and have advantage on all saving throws, and of suspended animation, it doesn't need food or air and
concentration is broken. When you cast this spell and at the other creatures have disadvantage on attack doesn't age.
end of each turn you spend concentrating on it, each creature Your astral body resembles your mortal form in almost every
on the ground in the area must make a Dexterity saving
rolls against them until the spell ends. In way, replicating your game statistics and possessions. The
throw. On a failed save, the creature is knocked prone. This addition, when a end or an undead hits an principal difference is the addition of a silvery cord that
spell can have additional effects depending on the terrain in affected creature with a melee attack, the aura extends from between your shoulder blades and trails behind
the area, as determined by the DM. Fissures. Fissures open ashes with brilliant light. The attacker must you, fading to invisibility after 1 foot. This cord is your tether
throughout the spell's area at the start of your next turn after succeed on a Constitution saving throw or be to your material body. As long as the tether remains intact,
you cast the spell. A total of 1d6 such ssures open in blinded until the spell ends. you can nd your way home. If the cord is cut-something that
locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 can happen only when an effect speci cally states that it
feet wide, and extends from one edge of the spell's area to does-your soul and body are separated, killing you instantly.
the opposite side. A creature standing on a spot where a Your astral form can freely travel through the Astral Plane
ssure opens must succeed on a Dexterity saving throw or and can pass through portals there leading to any other
fall in. A creature that successfully saves moves with the plane. If you enter a new plane or return to the plane you
ssure's edge as it opens. A ssure that opens beneath a were on when casting this spell, your body and possessions
structure causes it to automatically collapse (see below). are transported along the silver cord, allowing you to re-
Structures. The tremor deals 50 bludgeoning damage to any enter your body as you enter the new plane. Your astral form
structure in contact with the ground in the area when you is a separate incarnation. Any damage or other effects that
Cleric 8th level Evocation Cleric 8th level Abjuration Cleric 9th level Necromancy
Cleric 9th level Conjuration Cleric 9th level Evocation Cleric 9th level Necromancy
9 8 8
9 8 8
9 9 9
9 9 9