Bard All A4 en
Bard All A4 en
Bard All A4 en
This spell lets you convince a beast that you mean it no Up to three creatures of your choice that you can see within You extend your hand and trace a sigil of warding in the air.
harm. Choose a beast that you can see within range. It range must make Charisma saving throws. Whenever a Until the end of your next turn, you have resistance against
must see and hear you. If the beast's Intelligence is 4 or target that fails this saving throw makes an attack roll or a bludgeoning, piercing, and slashing damage dealt by
higher, the spell fails. Otherwise, the beast must succeed saving throw before the spell ends, the target must roll a d4 weapon attacks.
on a Wisdom saving throw or be charmed by you for the and subtract the number rolled from the attack roll or
spell's duration. If you or one of your companions harms saving throw.
the target, the spell ends.
At higher level: When you cast this spell using a spell slot of
At higher level: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature
2nd level or higher, you can affect one additional beast for for each slot level above 1st.
each slot level above 1st.
At higher level: When you cast this spell using a spell slot of
1 action 1 action
2nd level or higher, you can target one additional creature
for each slot level above 1st. The creatures must be within
1 hour 30 feet of each other when you target them. 1 hour
30 feet Self
You attempt to charm a humanoid you can see within For the duration, you understand the literal meaning of any
range. It must make a Wisdom saving throw, and does so spoken language that you hear. You also understand any
with advantage if you or your companions are fighting it. If it written language that you see, but you must be touching
fails the saving throw, it is charmed by you until the spell the surface on which the words are written. It takes about 1
ends or until you or your companions do anything harmful minute to read one page of text.
to it. The charmed creature regards you as a friendly
acquaintance. When the spell ends, the creature knows it This spell doesn’t decode secret messages in a text or a
was charmed by you. glyph, such as an arcane sigil, that isn’t part of a written
language.
A creature you touch regains a number of hit points equal You create up to four torch-sized lights within range, For the duration, you sense the presence of magic within 30
to 1d8 + your spellcasting ability modifier. This spell has no making them appear as torches, lanterns, or glowing orbs feet of you. If you sense magic in this way, you can use
effect on undead or constructs. that hover in the air for the duration. You can also combine your action to see a faint aura around any visible creature
the four lights into one glowing vaguely humanoid form of or object in the area that bears magic, and you learn its
At higher level: When you cast this spell using a spell slot of Medium size. Whichever form you choose, each light sheds school of magic, if any.
2nd level or higher, the healing increases by 1d8 for each dim light in a 10-foot radius. As a bonus action on your turn,
slot level above 1st. you can move the lights up to 60 feet to a new spot within The spell can penetrate most barriers, but it is blocked by 1
range. A light must be within 20 feet of another light created foot of stone, 1 inch of common metal, a thin sheet of lead,
by this spell, and a light winks out if it exceeds the spell’s or 3 feet of wood or dirt.
range.
Disguise Self Disguise Self Dissonant Whispers
1st-level illusion 1st-level illusion 1st-level enchantment
At higher level: When you cast this spell using a spell slot of 1 reaction, which you take when you or a creature
1 action
2nd level or higher, the damage increases by 1d6 for each within 60 feet of you falls
slot level above 1st.
Concentration, up to 1 minute 1 minute
60 feet 60 feet
Each object in a 20-foot cube within range is outlined in Choose up to five falling creatures within range. A falling
blue, green, or violet light (your choice). Any creature in the creature's rate of descent slows to 60 feet per round until
area when the spell is cast is also outlined in light if it fails a the spell ends. If the creature lands before the spell ends, it
Dexterity saving throw. For the duration, objects and takes no falling damage and can land on its feet, and the
affected creatures shed dim light in a 10-foot radius. spell ends for that creature.
For the duration, you have advantage on all Charisma A creature of your choice that you can see within range A willing creature you touch is imbued with bravery. Until
checks directed at one creature of your choice that isn't regains hit points equal to 1d4 + your spellcasting ability the spell ends, the creature is immune to being frightened
hostile toward you. When the spell ends, the creature modifier. This spell has no effect on undead or constructs. and gains temporary hit points equal to your spellcasting
realizes that you have used magic to influence its mood ability modifier at the start of each of its turns. When the
and becomes hostile toward you. A creature prone to At higher level: When you cast this spell using a spell slot of spell ends, the target loses any remaining temporary hit
violence might attack you. Another creature might seek 2nd level or higher, the healing increases by 1d4 for each points from this spell.
retribution in other ways (at the DM's discretion), depending slot level above 1st.
on the nature of your interaction with it. At higher level: When you cast this spell using a spell slot of
2nd level or higher, you can target one additional creature
for each slot level above 1st.
Identify Illusory Script Illusory Script
1st-level divination (Ritual) 1st-level illusion (Ritual) 1st-level illusion (Ritual)
Instantaneous 10 days
A creature with truesight can read the hidden message.
Touch Touch
V, S, M (a pearl worth at least 100 gp and an owl S, M (a lead-based ink worth at least 10gp, which
feather) this spell consumes)
You choose one object that you must touch throughout the You write on parchment, paper, or some other suitable
casting of the spell. If it is a magic item or some other writing material and imbue it with a potent illusion that lasts
magic-imbued object, you learn its properties and how to for the duration.
use them, whether it requires attunement to use, and how
many charges it has, if any. You learn whether any spells To you and any creatures you designate when you cast the
are affecting the item and what they are. If the item was spell, the writing appears normal, written in your hand, and
created by a spell, you learn which spell created it. conveys whatever meaning you intended when you wrote
the text. To all others, the writing appears as if it were
If you instead touch a creature throughout the casting, you written in an unknown or magical script that is unintelligible.
learn what spells, if any, are currently affecting it. Alternatively, you can cause the writing to appear to be an
entirely different message, written in a different hand and
language, though the language must be one you know.
You touch one object that is no larger than 10 feet in any You touch a creature. The target's speed increases by 10 A spectral, floating hand appears at a point you choose
dimension. Until the spell ends, the object sheds bright feet until the spell ends. within range. The hand lasts for the duration or until you
light in a 20-foot radius and dim light for an additional 20 dismiss it as an action. The hand vanishes if it is ever more
feet. The light can be colored as you like. Completely At higher level: When you cast this spell using a spell slot of than 30 feet away from you or if you cast this spell again.
covering the object with something opaque blocks the light. 2nd level or higher, you can target one additional creature
The spell ends if you cast it again or dismiss it as an action. for each spell slot above 1st. You can use your action to control the hand. You can use
the hand to manipulate an object, open an unlocked door
If you target an object held or worn by a hostile creature, or container, stow or retrieve an item from an open
that creature must succeed on a Dexterity saving throw to container, or pour the contents out of a vial. You can move
avoid the spell. the hand up to 30 feet each time you use it.
Instantaneous 1 round
This spell repairs a single break or tear in an object you You point your finger toward a creature within range and
touch, such as a broken key, a torn cloak, or a leaking whisper a message. The target (and only the target) hears
wineskin. As long as the break or tear is no longer than 1 the message and can reply in a whisper that only you can
foot in any dimension, you mend it, leaving no trace of the hear.
former damage.
You can cast this spell through solid objects if you are
This spell can physically repair a magic item or construct, familiar with the target and know it is beyond the barrier.
but the spell can’t restore magic to such an object. Magical silence, 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood blocks the spell. The
spell doesn't have to follow a straight line and can travel
freely around corners or through openings.
Minor Illusion Minor Illusion Prestidigitation
Illusion cantrip Illusion cantrip Transmutation cantrip
S, M (a bit of fleece) If a creature uses its action to examine the sound or image, V, S
the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your
You create a sound or an image of an object within range spell save DC. If a creature discerns the illusion for what it This spell is a minor magical trick that novice spellcasters
that lasts for the duration. The illusion also ends if you is, the illusion becomes faint to the creature. use for practice. You create one of the following magical
dismiss it as an action or cast this spell again. effects within range:
If you create a sound, its volume can range from a whisper You create an instantaneous, harmless sensory
to a scream. It can be your voice, someone else’s voice, a effect, such as a shower of sparks, a puff of wind,
lion’s roar, a beating of drums, or any other sound you faint musical notes, or an odd odor.
choose. The sound continues unabated throughout the
duration, or you can make discrete sounds at different You instantaneously light or snuff out a candle, a
times before the spell ends. torch, or a small campfire.
You instantaneously clean or soil an object no larger Physical interaction with the image reveals it to be an
1 action
than 1 cubic foot. illusion, because things can pass through it. A creature that
uses its action to examine the image can determine that it
You chill, warm, or flavor up to 1 cubic foot of Concentration, up to 10 minutes is an illusion with a successful Intelligence (Investigation)
nonliving material for 1 hour. check against your spell save DC. If a creature discerns
60 feet the illusion for what it is, the creature can see through the
You make a color, a small mark, or a symbol appear
image.
on an object or a surface for 1 hour.
V, S, M (a bit of fleece)
You can use your action to cause the image to move to any
spot within range. As the image changes location, you can
alter its appearance so that its movements appear natural
for the image. For example, if you create an image of a
creature and move it, you can alter the image so that it
appears to be walking.
Starting with the creature that has the lowest current hit
1 action 1 action
points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
1 minute damage, or someone uses an action to shake or slap the 10 minutes
sleeper awake. Subtract each creature’s hit points from the
90 feet total before moving on to the creature with the next lowest Self
hit points. A creature’s hit points must be equal to or less
V, S, M (a pinch of fine sand, rose petals, or a than the remaining total for that creature to be affected. V, S
cricket)
At higher level: When you cast this spell using a spell slot of
1 action 1 action
2nd level or higher, the damage increases by 1d8 for each
slot level above 1st.
Instantaneous Concentration, up to 1 round
V, S S
A wave of thunderous force sweeps out from you. Each You extend your hand and point a finger at a target in
creature in a 15-foot cube originating from you must make a range. Your magic grants you a brief insight into the
Constitution saving throw. On a failed save, a creature takes target's defenses. On your next turn, you gain advantage
2d8 thunder damage and is pushed 10 feet away from you. on your first attack roll against the target, provided that this
On a successful save, the creature takes half as much spell hasn't ended.
damage and isn’t pushed. In addition, unsecured objects
that are completely within the area of effect are
automatically pushed 10 feet away from you by the spell’s
effect, and the spell emits a thunderous boom audible out
to 300 feet.
This spell creates an invisible, mindless, shapeless force If you command the servant to perform a task that would You unleash a string of insults laced with subtle
that performs simple tasks at your command until the spell move it more than 60 feet away from you, the spell ends. enchantments at a creature you can see within range. If the
ends. The servant springs into existence in an unoccupied target can hear you (though it need not understand you), it
space on the ground within range. It has AC 10, 1 hit point, must succeed on a Wisdom saving throw or take 1d4
and a Strength of 2, and it can't attack. If it drops to 0 hit psychic damage and have disadvantage on the next attack
points, the spell ends. roll it makes before the end of its next turn.
You attempt to suppress strong emotions in a group of Choose a humanoid that you can see within range. The
people. Each humanoid in a 20-foot-radius sphere centered target must succeed on a Wisdom saving throw or be
on a point you choose within range must make a Charisma paralyzed for the duration. At the end of each of its turns,
saving throw; a creature can choose to fail this saving throw the target can make another Wisdom saving throw. On a
if it wishes. If a creature fails its saving throw, choose one of success, the spell ends on the target.
the following two effects. You can suppress any effect
causing a target to be charmed or frightened. When this At higher level: When you cast this spell using a spell slot of
spell ends, any suppressed effect resumes, provided that 3rd level or higher, you can target one additional humanoid
its duration has not expired in the meantime. for each slot level above 2nd. The humanoids must be
within 30 feet of each other when you target them.
V, S V, S V, S
You touch a creature and can end either one disease or For the duration, no sound can be created within or pass You touch a creature, and that creature must succeed on a
one condition afflicting it. The condition can be blinded, through a 20-foot-radius sphere centered on a point you Wisdom saving throw or become cursed for the duration of
deafened, paralyzed, or poisoned. choose within range. Any creature or object entirely inside the spell. When you cast this spell, choose the nature of the
the sphere is immune to thunder damage, and creatures curse from the following options:
are deafened while entirely inside it.
* Choose one ability score. While cursed, the target has
disadvantage on ability checks and saving throws made
with that ability score.
* While cursed, the target has disadvantage on attack rolls
against you.
* While cursed, the target must make a Wisdom saving A creature that can see the sensor (such as a creature
10 minutes
throw at the start of each of its turns. If it fails, it wastes its benefiting from "see invisibility (lvl 2)" or truesight sees a
action that turn doing nothing. luminous, intangible orb about the size of your fist.
* While the target is cursed, your attacks and spells deal an Concentration, up to 10 minutes
extra 1d8 necrotic damage to the target.
1 mile
A remove curse spell ends this effect. At the DM’s option,
you may choose an alternative curse effect, but it should V, S, M (a focus worth at least 100gp, either a
be no more powerful than those described above. The DM jeweled horn for hearing or a glass eye for seeing)
has final say on such a curse’s effect.
You create an invisible sensor within range in a location
At higher level: If you cast this spell using a spell slot of 4th familiar to you (a place you have visited or seen before) or
level or higher, the duration is concentration, up to 10 in an obvious location that is unfamiliar to you (such as
minutes. If you use a spell slot of 5th level or higher, the behind a door, around a corner, or in a grove of trees). The
duration is 8 hours. If you use a spell slot of 7th level or sensor remains in place for the duration, and it can’t be
higher, the duration is 24 hours. If you use a 9th level spell attacked or otherwise interacted with.
slot, the spell lasts until it is dispelled. Using a spell slot of
5th level or higher grants a duration that doesn’t require When you cast the spell, you choose seeing or hearing.
concentration. You can use the chosen sense through the sensor as if you
were in its space. As your action, you can switch between
seeing and hearing.
Cloud of Daggers Compulsion Compulsion
2nd-level Conjuration 4th-level enchantment 4th-level enchantment
60 feet 30 feet
V, S, M (a sliver of glass) V, S
You fill the air with spinning daggers in a cube 5 feet on Creatures of your choice that you can see within range and
each side, centered on a point you choose within range. A that can hear you must make a Wisdom saving throw. A
creature takes 4d4 slashing damage when it enters the target automatically succeeds on this saving throw if it can't
spell’s area for the first time on a turn or starts its turn there. be charmed. On a failed save, a target is affected by this
spell. Until the spell ends, you can use a bonus action on
At higher level: When you cast this spell using a spell slot of each of your turns to designate a direction that is horizontal
3rd level or higher, the damage increases by 2d4 for each to you. Each affected target must use as much of its
slot level above 2nd. movement as possible to move in that direction on its next
turn. It can take any action before it moves. After moving in
this way, it can make another Wisdom save to try to end the
effect.
Choose one creature, object, or magical effect within You project a phantasmal image of a creature’s worst fears. You touch a willing creature and put it into a cataleptic state
range. Any spell of 3rd level or lower on the target ends. Each creature in a 30-foot cone must succeed on a that is indistinguishable from death.
For each spell of 4th level or higher on the target, make an Wisdom saving throw or drop whatever it is holding and
ability check using your spellcasting ability. The DC equals become frightened for the duration. For the spell’s duration, or until you use an action to touch
10 + the spell’s level. On a successful check, the spell the target and dismiss the spell, the target appears dead to
ends. While frightened by this spell, a creature must take the all outward inspection and to spells used to determine the
Dash action and move away from you by the safest target’s status. The target is blinded and incapacitated, and
At higher level: When you cast this spell using a spell slot of available route on each of its turns, unless there is nowhere its speed drops to 0. The target has resistance to all
4th level or higher, you automatically end the effects of a to move. If the creature ends its turn in a location where it damage except psychic damage. If the target is diseased
spell on the target if the spell’s level is equal to or less than doesn’t have line of sight to you, the creature can make a or poisoned when you cast the spell, or becomes diseased
the level of the spell slot you used. Wisdom saving throw. On a successful save, the spell ends or poisoned while under the spell’s effect, the disease and
for that creature. poison have no effect until the spell ends.
As long as you are within range o f the illusion, you can use
1 action 1 action
your action to cause the image to move to any other spot
within range. As the image changes location, you can alter
Concentration, up to 1 minute Concentration, up to 10 minutes its appearance so that its movements appear natural for
the image. For example, if you create an image o f a
120 feet 120 feet creature and move it, you can alter the image so that it
appears to be walking. Similarly, you can cause the illusion
S, M (a glowing stick of incense or a crystal vial filled to make different sounds at different times, even making it
V, S, M (a bit of fleece)
with phosphorescent material)
carry on a conversation, for example.
You create a twisting pattern of colors that weaves through You create the image of an object, a creature, or some Physical interaction with the image reveals it to be an
the air inside a 30-foot cube within range. The pattern other visible phenomenon that is no larger than a 20-foot illusion, because things can pass through it. A creature that
appears for a moment and vanishes. Each creature in the cube. The image appears at a spot that you can see within uses its action to examine the image can determine that it
area who sees the pattern must make a Wisdom saving range and lasts for the duration. It seems completely real, is an illusion with a successful Intelligence (Investigation)
throw. On a failed save, the creature becomes charmed for including sounds, smells, and temperature appropriate to check against your spell save DC. If a creature discerns
the duration. While charmed by this spell, the creature is the thing depicted. You can’t create sufficient heat or cold the illusion for what it is, the creature can see through the
incapacitated and has a speed of 0. to cause damage, a sound loud enough to deal thunder image, and its other sensory qualities become faint to the
damage or deafen a creature, or a smell that might sicken a creature.
The spell ends for an affected creature if it takes any creature (like a troglodyte’s stench).
damage or if someone else uses an action to shake the
creature out of its stupor.
Major Image Nondetection Plant Growth
3rd-level illusion 3rd-level abjuration 3rd-level transmutation
At higher level: When you cast this spell using a spell slot o
1 action 1 action or 8 hours
f 6th level or higher, the spell lasts until dispelled, without
requiring your concentration.
8 hours Instantaneous
For the duration, you hide a target that you touch from This spell channels vitality into plants within a specific area.
divination magic. The target can be a willing creature or a There are two possible uses for the spell, granting either
place or an object no larger than 10 feet in any dimension. immediate or long-term benefits.
The target can’t be targeted by any divination magic or
perceived through magical scrying sensors. If you cast this spell using 1 action, choose a 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.
1 action 1 action
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 1 round 10 minutes
normal amount of food when harvested.
Unlimited 10 feet
You send a short message of twenty-five words or less to a You grant the semblance o f life and intelligence to a
creature with which you are familiar. The creature hears the corpse of your choice within range, allowing it to answer the
message in its mind, recognizes you as the sender if it questions you pose. The corpse must still have a mouth
knows you, and can answer in a like manner immediately. and can’t be undead. The spell fails if the corpse was the
The spell enables creatures with Intelligence scores of at target o f this spell within the last 10 days.
least 1 to understand the meaning of your message.
You can send the message across any distance and even
to other planes of existence, but if the target is on a
different plane than you, there is a 5 percent chance that
the message doesn’t arrive.
Until the spell ends, you can ask the corpse up to five
1 action
questions. The corpse knows only what it knew in life, Plants might be able to perform other tasks on your behalf,
including the languages it knew. Answers are usually brief, at the DM’s discretion. The spell doesn’t enable plants to
cryptic, or repetitive, and the corpse is under no 10 minutes uproot themselves and move about, but they can freely
compulsion to offer a truthful answer if you are hostile to it move branches, tendrils, and stalks.
or it recognizes you as an enemy. This spell doesn’t return Self (30-foot radius
the creature’s soul to its body, only its animating spirit. If a plant creature is in the area, you can communicate with
Thus, the corpse can’t learn new information, doesn’t V, S it as if you shared a common language, but you gain no
comprehend anything that has happened since it died, and magical ability to influence it.
can’t speculate about future events.
This spell can cause the plants created by the entangle
You imbue plants within 30 feet of you with limited
spell to release a restrained creature.
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.
90 feet 90 feet
You create a 20-foot-radius sphere of yellow, nauseating This spell assaults and twists creatures' minds, spawning
gas centered on a point within range. The cloud spreads delusions and provoking uncontrolled action. Each creature
around corners, and its area is heavily obscured. The cloud in a 10-foot radius sphere centered on a point you choose
lingers in the air for the duration. within range must succeed on a Wisdom saving throw
when you cast this spell or by affected by it.
Each creature that is completely within the cloud at the start
of its turn must make a Constitution saving throw against An affected target can't take reactions and must roll a d10
poison. On a failed save, the creature spends its action that at the start of each of its turns to determine its behaviour for
turn retching and reeling. Creatures that don’t need to that turn.
breathe or are immune to poison automatically succeed on
this saving throw.
At higher level: When you cast this spell using a spell slot of
5th level or higher, the radius of the sphere increases by 5
feet for each spell slot above 4th.
The charmed target must use its action before moving on You initially learn the surface thoughts of the creature—
1 action
each of its turns to make a melee attack against a creature what is most on its mind in that moment. As an action, you
other than itself that you mentally choose. The target can can either shift your attention to another creature’s thoughts
act normally on its turn if you choose no creature or if none Concentration, up to 1 minute or attempt to probe deeper into the same creature’s mind. If
are within its reach. you probe deeper, the target must make a Wisdom saving
Self throw. If it fails, you gain insight into its reasoning (if any), its
On your subsequent turns, you must use your action to emotional state, and something that looms large in its mind
maintain control over the target, or the spell ends. Also, the V, S, M (a copper piece) (such as something it worries over, loves, or hates). If it
target can make a Wisdom saving throw at the end of each succeeds, the spell ends. Either way, the target knows that
of its turns. On a success, the spell ends. you are probing into its mind, and unless you shift your
attention to another creature’s thoughts, the creature can
For the duration, you can read the thoughts of certain
use its action on its turn to make an Intelligence check
creatures. When you cast the spell and as your action on
contested by your Intelligence check; if it succeeds, the
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 spell ends.
the creature you choose has an Intelligence of 3 or lower or
doesn’t speak any language, the creature is unaffected.
Detect Thoughts Dominate Monster Dominate Monster
2nd-Level divination 8th-level enchantment 8th-level enchantment
Questions verbally directed at the target creature naturally While the creature is charmed, you have a telepathic link
1 action
shape the course of its thoughts, so this spell is particularly with it as long as the two of you are on the same plane of
effective as part of an interrogation. You can also use this existence. You can use this telepathic link to issue
spell to detect the presence of thinking creatures you can’t Concentration, up to 1 hour commands to the creature while you are conscious (no
see. When you cast the spell or as your action during the action required), which it does its best to obey. You can
duration, you can search for thoughts within 30 feet of you. 60 feet specify a simple and general course of action, such as
The spell can penetrate barriers, but 2 feet of rock, 2 "Attack that creature," "Run over there," or "Fetch that
inches of any metal other than lead, or a thin sheet of lead V, S object." If the creature completes the order and doesn't
blocks you. You can’t detect a creature with an Intelligence receive further direction from you, it defends and preserves
of 3 or lower or one that doesn’t speak any language. itself to the best of its ability.
You attempt to beguile a creature that you can see within
Once you detect the presence of a creature in this way, you range. It must succeed on a Wisdom saving throw or be You can use your action to take total and precise control of
can read its thoughts for the rest of the duration as charmed by you for the duration. If you or creatures that are the target. Until the end of your next turn, the creature takes
described above, even if you can’t see it, but it must still be friendly to you are fighting it, it has advantage on the saving only the actions you choose, and doesn't do anything that
within range. throw. you don't allow it to do. During this time, you can also
cause the creature to use a reaction, but this requires you
to use your own reaction as well.
At higher level: When you cast this spell with a 9th-level At the end of every 30 days, the creature can repeat its
1 action
spell slot, the duration is concentration, up to 8 hours. saving throw against this spell. If it succeeds on its saving
throw, the spell ends.
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.
V, S, M (a hummingbird feather) V V, S
You touch a willing creature and bestow a limited ability to Until the spell ends, when you make a Charisma check, you Until the spell ends, one willing creature you touch is
see into the immediate future. For the duration the target can replace the number you roll with a 15. Additionally, no immune to psychic damage, any effect that would sense its
can't be surprised and has advantage on attack rolls, ability matter what you say, magic that would determine if you are emotions or read its thoughts, divination spells, and the
checks, and saving throws. Additionally, other creatures telling the truth indicates that you are being truthful. charmed condition. The spell even foils wish spells and
have disadvantage on attack rolls against the target for the spells or effects of similar power used to affect the target's
duration. mind or to gain information about the target.
V, S V V
A wave of healing energy washes over the creature you You utter a word of power that can compel one creature You speak a word of power that can overwhelm the mind of
touch. The target regains all its hit points. If the creature is you can see within range to die instantly. If the creature you one creature you can see within range, leaving it
charmed, frightened, paralyzed, or stunned, the condition choose has 100 hit points or fewer, it dies. Otherwise, the dumbfounded. If the target has 150 hit points or fewer, it is
ends. If the creature is prone, it can use its reaction to spell has no effect. stunned. Otherwise, the spell has no effect.
stand up. This spell has no effect on undead or constructs.
The stunned target must make a Constitution saving throw
at the end of each of its turns. On a successful save, this
stunning effect ends.
1 action
Creature into Creature: If you turn a creature into another The target’s gear melds into the new form. The creature
kind of creature, the new form can be any kind you choose can’t activate, use, wield, or otherwise benefit from any of
Concentration, up to 1 hour whose challenge rating is equal to or less than the target’s its equipment.
(or its level, if the target doesn’t have a challenge rating).
30 feet The target’s game statistics, including mental ability scores, Object into Creature: You can turn an object into any kind
are replaced by the statistics of the new form. It retains its of creature, as long as the creature’s size is no larger than
V, S, M (a drop of mercury, a dollop of gum arabic, alignment and personality. the object’s size and the creature’s challenge rating is 9 or
and a wisp of smoke) lower. The creature is friendly to you and your companions.
The target assumes the hit points of its new form, and when It acts on each of your turns. You decide what action it
Choose one creature or nonmagical object that you can it reverts to its normal form, the creature returns to the takes and how it moves. The GM has the creature’s
see within range. You transform the creature into a different number of hit points it had before it transformed. If it reverts statistics and resolves all of its actions and movement.
creature, the creature into a nonmagical object, or the as a result of dropping to 0 hit points, any excess damage
object into a creature (the object must be neither worn nor carries over to its normal form. As long as the excess If the spell becomes permanent, you no longer control the
carried by another creature). The spell lasts for the damage doesn’t reduce the creature’s normal form to 0 hit creature. It might remain friendly to you, depending on how
duration, or until the target drops to 0 hit points or dies. If points, it isn’t knocked unconscious. you have treated it.
you concentrate on this spell for the full duration, the spell
lasts until it is dispelled. 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
This spell has no effect on a shapechanger or a creature take any other action that requires hands or speech, unless
with 0 hit points. An unwilling creature can make a Wisdom its new form is capable of such actions.
Creature into Object: If you turn a creature into an object, it If you would arrive in a place already occupied by an
1 action
transforms along with whatever it is wearing and carrying object or a creature, you and any creature travelling with
into that form, as long as the object’s size is no larger than you each take 4d6 force damage, and the spell fails to
the creature’s size. The creature’s statistics become those Instantaneous teleport you.
of the object, and the creature has no memory of time
spent in this form, after the spell ends and it returns to its 500 feet
normal form.
V
While on the Ethereal Plane, you can only affect and be At higher level: When you cast this spell using a spell slot of
1 action
affected by other creatures on that plane. Creatures that 8th level or higher, you can target up to three willing
aren't on the Ethereal Plane can't perceive you and can't creatures (including you) for each slot level above 7th. The
Up to 8 hours interact with you, unless a special ability or magic has creatures must be within 10 feet of you when you cast the
given them the ability to do so. spell.
Self
You ignore all objects and effects that aren't on the Ethereal
V, S Plane, allowing you to move through objects you perceive
on the plane you originated from.
You step into the border regions of the Ethereal Plane, in When the spell ends, you immediately return to the plan
the area where it overlaps with your current plane. You you originated from in the spot you currently occupy. If you
remain in the Border Ethereal for the duration or until you occupy the same spot as a solid object or creature when
use your action to dismiss the spell. During this time, you this happens, you are immediately shunted to the nearest
can move in any direction. If you move up or down, every unoccupied space that you can occupy and take force
foot of movement costs an extra foot. You can see and hear damage equal to twice the number of feet you are moved.
the plane you originated from, but everything there looks
gray, and you can't see anything more than 60 feet away. 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.
100 feet When you cast the spell, any creature that is completely Sight
inside the cage's area is trapped. Creatures only partially
V, S, M (ruby dust worth 1,500 gp) within the area, or those too large to fit inside the area, are V, S
pushed away from the center of the area until they are
completely outside the area.
An immobile, invisible, cube-shaped prison composed of You make terrain in a area up to 1 mile square look, sound,
magical force springs into existence around an area you A creature inside the cage can't leave it by nonmagical smell, and even feel like some other sort of terrain. The
choose within range. The prison can be a cage or a solid means. If the creature tries to use teleportation or terrain's general shape remains the same, however. Open
interplanar travel to leave the cage, it must first make a
box, as you choose. fields or a road could be made to resemble a swamp, hill,
Charisma saving throw. On a success, the creature can use crevasse, or some other difficult or impassable terrain. A
that magic to exit the cage. On a failure, the creature can't
A prison in the shape of a cage can be up to 20 feet on a pond can be made to seem like a grassy meadow, a
side and is made from 1/2-inch diameter bars spaced 1/2- exit the cage and wastes the use of the spell or effect. The precipice like a gental slope, or a rock-strewn gully like a
cage also extends into the Ethereal Plane, blocking
inch apart. wide and smooth road.
ethereal travel.
The illusion includes audible, visual, tactile, and olfactory You can see through its eyes and hear through its ears as if
1 action
elements, so it can turn clear ground into difficult terrain (or you were in its space. On your turn as a bonus action, you
vice versa) or otherwise impede movement through the can switch from using its senses to using your own, or back
area. Any piece of the illusory terrain (such as a rock or Concentration, up to 1 day again. While you are using its senses, you are blinded and
stick) that is removed from the spell's area disappears deafened in regard to your own surroundings.
immediately. 500 miles
Physical interaction with the image reveals it to be an
Creatures with truesight can see through the illusion to the V, S, M (a small replica of you made from materials illusion, because things can pass through it. A creature that
terrain's true form; however, all other elements of the illusion worth at least 5 gp) uses its action to examine the image can determine that it
remain, so while the creature is aware of the illusion's is an illusion with a successful Intelligence (Investigation)
presence, the creature can still physically interact with the You create an illusory copy of yourself that lasts for the check against your spell save DC. If a creature discerns
illusion. duration. The copy can appear at any location within range the illusion for what it is, the creature can see through the
that you have seen before, regardless of intervening image, and any noise it makes sounds hollow to the
obstacles. The illusion looks and sounds like you but is creature.
1 hour Instantaneous Coming back from the dead is an ordeal. The target takes a
-4 penalty to all attack rolls, saving throws, and ability
Touch Touch checks. Every time the target finishes a long rest, the
penalty is reduced by 1 until it disappears.
V, S, M (a diamond worth at least 1,000 gp, which
V, S, M (a prayer wheel and holy water)
the spell consumes) Casting this spell to restore life to a creature that has been
dead for one year or longer taxes you greatly. Until you
You touch a creature and stimulate its natural healing You touch a dead creature that has been dead for no more finish a long rest, you can't cast spells again, and you have
ability. The target regains 4d8 + 15 hit points. For the than a century, that didn't die of old age, and that isn't disadvantage on all attack rolls, ability checks, and saving
duration of the spell, the target regains 1 hit point at the undead. If its soul is free and willing, the target returns to throws.
start of each of its turns (10 hit points each minute). life with all its hit points.
The target's severed body members (fingers, legs, tails, This spell neutralizes any poisons and cures normal
and so on), if any, are restored after 2 minutes. If you have diseases afflicting the creature when it died. It doesn't
the severed part and hold it to the stump, the spell however, remove magical diseases, curses, and the like; if
instantaneously causes the limb to knit to the stump. such effects aren't removed prior to casting the spell, the
afflict the target on its return to life.
You decide what triggers the glyph when you cast the When you inscribe the glyph, choose one of the options
1 minute
spell. For glyphs inscribed on a surface, the most typical below for its effect. Once triggered, the glyph glows, filling
triggers include touching or stepping on the glyph, a 60-foot-radius sphere with dim light for 10 minutes, after
Until dispelled or triggered removing another object covering it, approaching within a which time the spell ends. Each creature in the sphere
certain distance of it, or manipulating the object that holds when the glyph activates is targeted by its effect, as is a
Touch it. For glyphs inscribed within an object, the most common creature that enters the sphere for the first time on a turn or
triggers are opening the object, approaching within a ends its turn there.
V, S, M (mercury, phosphorus, and powdered certain distance of it, or seeing or reading the glyph.
diamond and opal with a total value of at least 1,000
gp, which the spell consumes) Death: Each target must make a Constitution saving throw,
You can further refine the trigger so the spell is activated taking 10d10 necrotic damage on a failed save, or half as
only under certain circumstances or according to a much damage on a successful save.
When you cast this spell, you inscribe a harmful glyph creature's physical characteristics (such as height or
either on a surface (such as a section of floor, a wall, or a weight), or physical kind (for example, the ward could be Discord: Each target must make a Constitution saving
table) or within an object that can be closed to conceal the set to affect hags or shapechangers). You can also specify throw. On a failed save, a target bickers and argues with
glyph (such as a book, a scroll, or a treasure chest). If you creatures that don't trigger the glyph, such as those who other creatures for 1 minute. During this time, it is incapable
choose a surface, the glyph can cover an area of the say a certain password. of meaningful communication and has disadvantage on
surface no larger than 10 feet in diameter. If you choose an attack rolls and ability checks.
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.
Fear: Each target must make a Wisdom saving throw and Pain: Each target must make a Constitution saving throw
1 action
becomes frightened for 1 minute on a failed save. While and becomes incapacitated with excruciating pain for 1
frightened, the target drops whatever it is holding and must minute on a failed save.
move at least 30 feet away from the glyph on each of its Instantaneous
turns, if able. Sleep: Each target must make a Wisdom saving throw and
falls unconscious for 10 minutes on a failed save. A 10 feet
Hopelessness: Each target must make a Charisma saving creature awakens if it takes damage or if someone uses an
throw. On a failed save, the target is overwhelmed with action to shake or slap it awake. V
despair for 1 minute. During this time, it can't attack or
target any creature with harmful abilities, spells, or other Stunning: Each target must make a Wisdom saving throw
magical effects. and becomes stunned for 1 minute on a failed save. This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range, or a
Insanity: Each target must make an Intelligence saving single object that you can see within range, to a destination
throw. On a failed save, the target is driven insane for 1 you select. If you target an object, it must be able to fit
minute. An insane creature can't take actions, can't entirely inside a 10-foot cube, and it can't be held or carried
understand what other creatures say, can't read, and by an unwilling creature.
speaks only in gibberish. The GM controls its movement,
which is erratic. The destination you choose must be known to you, and it
must be on the same plane of existence as you. Your
familiarity with the destination determines whether you
arrive there successfully. The GM rolls d100 and consults
the table.
Teleport Teleport Teleport
7th-level conjuration 7th-level conjuration 7th-level conjuration
Similar Off On "Seen casually" is someplace you have seen more than Off Target: You and your group (or the target object)
Familiarity Mishap
Area Target Target once but with which you aren't very familiar. appear a random distance away from the destination in a
Permanent circle - - - 01-100 "Viewed once" is a place you have seen once, possibly random direction. Distance off target is 1d10 × 1d10
using magic. percent of the distance that was to be traveled. For
Associated
- - - 01-100 "Description" is a place whose location and appearance example, if you tried to travel 120 miles, landed off target,
object
you know through someone else's description, perhaps and rolled a 5 and 3 on the two d10s, then you would be off
Very familiar 01-05 06-13 14-24 25-100
from a map. target by 15 percent, or 18 miles. The GM determines the
Seen casually 01-33 34-43 44-53 54-100 "False destination" is a place that doesn't exist. Perhaps direction off target randomly by rolling a d8 and
Viewed once 01-43 44-53 54-73 74-100 you tried to scry an enemy's sanctum but instead viewed designating 1 as north, 2 as northeast, 3 as east, and so on
Description 01-43 44-53 54-73 74-100 an illusion, or you are attempting to teleport to a familiar around the points of the compass. If you were teleporting to
False destination 01-50 51-100 - - location that no longer exists. a coastal city and wound up 18 miles out at sea, you could
be in trouble.
Familiarity: "Permanent circle" means a permanent On Target: You and your group (or the target object)
teleportation circle whose sigil sequence you know. appear where you want to. Similar Area: You and your group (or the target object)
"Associated object" means that you possess an object wind up in a different area that's visually or thematically
taken from the desired destination within the last six similar to the target area. If you are heading for your home
months, such as a book from a wizard's library, bed linen laboratory, for example, you might wind up in another
from a royal suite, or a chunk of marble from a lich's secret wizard's laboratory or in an alchemical supply shop that
tomb. has many of the same tools and implements as your
"Very familiar" is a place you have been very often, a place laboratory. Generally, you appear in the closest similar
you have carefully studied, or a place you can see when place, but since the spell has no range limit, you could
you cast the spell. conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult The target must make a Wisdom saving throw. On a failed
1 action
journey. Each teleporting creature (or the target object) save, it pursues the course of action you described to the
takes 3d10 force damage, and the GM rerolls on the table best of its ability. The suggested course of action can
to see where you wind up (multiple mishaps can occur, Concentration, up to 8 hours continue for the entire duration. If the suggested activity
dealing damage each time). can be completed in a shorter time, the spell ends when
30 feet the subject finishes what it was asked to do.
V, M (a snake's tongue and either a bit of You can also specify conditions that will trigger a special
honeycomb or a drop of sweet oil) activity during the duration. For example, you might
suggest that a knight give her warhorse to the first beggar
You suggest a course of activity (limited to a sentence or she meets. If the condition isn't met before the spell
two) and magically influence a creature you can see within expires, the activity isn't performed.
A creature you touch becomes invisible until the spell ends. Objects come to life at your command. Choose up to ten its task is complete.
Anything the target is wearing or carrying is invisible as nonmagical objects within range that are not being worn or Size HP AC Str Dex Attack
long as it is on the target's person. The spell ends for a carried. Medium targets count as two objects, Large Tiny 20 18 4 18 +8 to hit, 1d4 + 4 damage
target that attacks or casts a spell. targets count as four objects, Huge targets count as eight Small 25 16 6 14 +6 to hit, 1d8 + 2 damage
objects. You can't animate any object larger than Huge. Medium 40 13 10 12 +5 to hit, 2d6 + 1 damage
At higher level: When you cast this spell using a spell slot of Each target animates and becomes a creature under your
Large 50 10 14 10 +6 to hit, 2d10 + 2 damage
3rd level or higher, you can target one additional creature control until the spell ends or until reduced to 0 hit points.
Huge 80 10 18 6 +8 to hit, 2d12 + 4 damage
for each slot level above 2nd.
Animate Objects Animate Objects Awaken
5th level transmutation 5th level transmutation 5th-level transmutation
An animated object is a construct with AC, hit points, At higher level: If you cast this spell using a spell slot of 6th
8 hours
attacks, Strength, and Dexterity determined by its size. Its level or higher, you can animate two additional objects for
Constitution is 10 and its Intelligence and Wisdom are 3, each slot level above 5th.
and its Charisma is 1. Its speed is 30 feet; if the object Instantaneous
The awakened beast or plant is charmed by you for 30 While the target is charmed, you have a telepathic link with
1 action
days or until you or your companions do anything harmful it as long as the two of you are on the same plane of
to it. When the charmed condition ends, the awakened existence. You can use this telepathic link to issue
creature chooses whether to remain friendly to you, based Concentration, up to 1 minute commands to the creature while you are conscious (no
on how you treated it while it was charmed. action required), which it does its best to obey. You can
60 feet specify a simple and general course of action, such as
"Attack that creature", "Run over there", or "Fetch that
V, S object". If the creature completes the order and doesn't
receive further direction from you, it defends and preserves
itself to the best of its ability.
charmed by you for the duration. If you or creatures that are the target. Until the end of your next turn, the creature takes
friendly to you are fighting it, it has advantage on the saving only the actions you choose, and doesn't do anything that
throw. you don't allow it to do. During this time you can also cause
the creature to use a reaction, but this requires you to use
your own reaction as well. Each time the target takes
damage, it makes a new Wisdom saving throw against the
spell. If the saving throw succeeds, the spell ends.
At higher level: When you cast this spell using a 6th-level If the target is asleep, the messenger appears in the
1 minute
spell slot, the duration is concentration, up to 10 minutes. target's dreams and can converse with the target as long
When you use a 7th-level spell slot, the duration is as it remains asleep, through the duration of the spell. The
concentration, up to 1 hour. When you use a spell slot of 8 hours messenger can also shape the environment of the dream,
8th level or higher, the duration is concentration, up to 8 creating landscapes, objects, and other images. The
hours. Special messenger can emerge from the trance at any time, ending
the effect of the spell early. The target recalls the dream
V, S, M (a handful of sand, a dab of ink, and a writing perfectly upon waking. If the target is awake when you cast
quill plucked from a sleeping bird) the spell, the messenger knows it, and can either end the
trance (and the spell) or wait for the target to fall asleep, at
which point the messenger appears in the target's dreams.
This spell shapes a creature's dreams. Choose a creature
known to you as the target of this spell. The target must be
You can make the messenger appear monstrous and
on the same plane of existence as you. Creatures that don't
sleep, such as elves, can't be contacted by this spell. You, terrifying to the target. If you do, the messenger can deliver
a message of no more than ten words and then the target
or a willing creature you touch, enters a trance state, acting
as a messenger. While in the trance, the messenger is must make a Wisdom saving throw. On a failed save,
echoes of the phantasmal monstrosity spawn a nightmare
aware of his or her surroundings, but can't take actions or
move. that lasts the duration of the target's sleep and prevents the
target from gaining any benefit from that rest. In addition,
when the target wakes up, it takes 3d6 psychic damage.
Dream Enhance Ability Enhance Ability
5th-level illusion 2nd-level transmutation 2nd-level transmutation
If you have a body part, lock of hair, clipping from a nail, or Cat's Grace: The target has advantage on Dexterity
1 action
similar portion of the target's body, the target makes its checks. It also doesn't take damage from falling 20 feet or
saving throw with disadvantage. less if it isn't incapacitated.
Concentration, up to 1 hour
V, S, M (fur or a feather from a beast) Fox's Cunning: The target has advantage on Intelligence
checks.
You touch a creature and bestow upon it a magical Owl's Wisdom: The target has advantage on Wisdom
enhancement. Choose one of the following effects; the checks.
Bear's Endurance: The target has advantage on 3rd level or higher, you can target one additional creature
Constitution checks. It also gains 2d6 temporary hit points, for each slot level above 2nd.
You weave a distracting string of words, causing creatures For the spell's duration, your eyes become an inky void
of your choice that you can see within range and that can imbued with dread power. One creature of your choice Sickened: The target has disadvantage on attack rolls and
hear you to make a Wisdom saving throw. Any creature that within 60 feet of you that you can see must succeed on a ability checks. At the end of each of its turns, it can make
can't be charmed succeeds on this saving throw Wisdom saving throw or be affected by one of the following another Wisdom saving throw. If it succeeds, the effect
automatically, and if you or your companions are fighting a effects of your choice for the duration. On each of your ends.
creature, it has advantage on the save. On a failed save, turns until the spell ends, you can use your action to target
the target has disadvantage on Wisdom (Perception) another creature but can't target a creature again if it has
checks made to perceive any creature other than you until succeeded on a saving throw against this casting of
the spell ends or until the target can no longer hear you. eyebite.
The spell ends if you are incapacitated or can no longer
speak.
You can end the spell early by using an action to dismiss it.
60 feet A "remove curse (lvl 3)", "greater restoration (lvl 5)", or "wish Touch
(lvl 9)" spell also ends it.
V, S, M, (incense and powdered diamond worth at
V least 200 gp, which the spell consumes)
At higher level: When you cast this spell using a spell slot of
7th or 8th level, the duration is 1 year. When you cast this
You place a magical command on a creature that you can spell using a spell slot of 9th level, the spell lasts until it is When you cast this spell, you inscribe a glyph that later
see within range, forcing it to carry out some service or ended by one of the spells mentioned above. unleashes a magical effect. You inscribe it either on a
refrain from some action or course of activity as you decide. surface (such as a table or a section of floor or wall) or
If the creature can understand you, it must succeed on a within an object that can be closed (such as a book, a
Wisdom saving throw or become charmed by you for the scroll, or a treasure chest) to conceal the glyph. The glyph
duration. While the creature is charmed by you, it takes can cover an area no larger than 10 feet in diameter. If the
5d10 psychic damage each time it acts in a manner surface or object is moved more than 10 feet from where
directly counter to your instructions, but no more than once you cast this spell, the glyph is broken, and the spell ends
each day. A creature that can't understand you is without being triggered.
unaffected by the spell.
The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save
DC to be found.
When you inscribe the glyph, choose "explosive runes" or a Spell Glyph: You can store a prepared spell of 3rd level or
You decide what triggers the glyph when you cast the "spell glyph". lower in the glyph by casting it as part of creating the
spell. For glyphs inscribed on a surface, the most typical glyph. The spell must target a single creature or an area.
triggers include touching or standing on the glyph, Explosive Runes: When triggered, the glyph erupts with The spell being stored has no immediate effect when cast
removing another object covering the glyph, approaching magical energy in a 20-foot-radius sphere centered on the in this way. When the glyph is triggered, the stored spell is
within a certain distance of the glyph, or manipulating the glyph. The sphere spreads around corners. Each creature cast. If the spell has a target, it targets the creature that
object on which the glyph is inscribed. For glyphs inscribed in the area must make a Dexterity saving throw. A creature triggered the glyph. If the spell affects an area, the area is
within an object, the most common triggers include takes 5d8 acid, cold, fire, lightning, or thunder damage on centered on that creature. If the spell summons hostile
opening that object, approaching within a certain distance a failed saving throw (your choice when you create the creatures or creates harmful objects or traps, they appear
of the object, or seeing or reading the glyph. Once a glyph glyph), or half as much damage on a successful one. as close as possible to the intruder and attack it. If the spell
is triggered, this spell ends. requires concentration, it lasts until the end of its full
duration.
You can further refine the trigger so the spell activates only
under certain circumstances or according to physical At higher level: When you cast this spell using a spell slot of
characteristics (such as height or weight), creature kind (for 4th level or higher, the damage of an *explosive runes*
example, the ward could be set to affect aberrations or glyph increases by 1d8 for each slot level above 3rd. If you
drow), or alignment. You can also set conditions for create a *spell glyph*, you can store any spell of up to the
creatures that don’t trigger the glyph, such as those who same level as the slot you use for the *glyph of warding*.
say a certain password.
Touch Touch
You or a creature you touch becomes invisible until the You imbue a creature you touch with positive energy to
spell ends. Anything the target is wearing or carrying is undo a debilitating effect. You can reduce the target's
invisible as long as it is on the target’s person. exhaustion level by one, or end one of the following effects
on the target:
When you cast this spell, you can specify individuals that Place a "suggestion (lvl 2)" in one location. You select
10 minutes
are unaffected by any or all of the effects that you choose. an area of up to 5 feet square, and any creature that
You can also specify a password that, when spoken aloud, enters or passes through the area recieves the
24 hours makes the speaker immune to these effects. "Guards and suggestion mentally.
wards" creates the following effects within the warded area.
Touch The whole warded area radiates magic. A "dispel magic (lvl
Place "dancing lights (cantrip)" in four corridors. You 3)" cast on a specific effect, if successful, removes only that
V, S, M (burning incense, a small measure of can designate a simple program that the lights repeat effect.
brimstone and oil, a knotled string, a small amount of
as long as guards and wards lasts.
umber hulk blood, and a small silver rod worth at
least 10 gp) You can create a permanently guarded and warded
Place "magic mouth (lvl 2)" in two locations. structure by casting this spell there every day for one year.
You create a ward that protects up to 2,500 square feet of Place "stinking cloud (lvl 3)" in two locations. The
floor space (an area 50 feet square, or one hundred 5-foot vapors appear in the places you designate; They
squares or twenty-five 10-foot squares). The warded area return within 10 minutes if dispersed by wind while
can be up to 20 feet tall, and shaped as you desire. You "guards and wards" lasts.
can ward several stories of a stronghold by dividing the
Place a constant "gust of wind (lvl 2)" in one corridor
area among them, as long as you can walk into each
or room.
contiguous area while you are casting the spell.
You make natural terrain in a 150-foot cube in range look, Choose a manufactured metal object, such as a metal
sound, and smell like some other sort of natural terrain. weapon or a suit of heavy or medium metal armor, that you
Thus, open fields or a road can be made to resemble a can see within range. You cause the object to glow red-hot.
swamp, hill, crevasse, or some other difficult or impassable Any creature in physical contact with the object takes 2d8
terrain. A pond can be made to seem like a grassy fire damage when you cast the spell. Until the spell ends,
meadow, a precipice like a gentle slope, or a rock-strewn you can use a bonus action on each of your subsequent
gully like a wide and smooth road. Manufactured turns to cause this damage again.
structures, equipment, and creatures within the area aren’t
changed in appearance. If a creature is holding or wearing the object and takes the
damage from it, the creature must succeed on a
Constitution saving throw or drop the object if it can. If it
doesn’t drop the object, it has disadvantage on attack rolls
and ability checks until the start of your next turn.
1 action 1 action
At higher level: When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d8 for each
Concentration, up to 1 minute Instantaneous
slot level above 2nd.
90 feet 60 feet
Choose a creature that you can see within range. The Choose an object that you can see within range. The object
target must succeed on a Wisdom saving throw or be can be a door, a box, a chest, a set of manacles, a
paralyzed for the duration. This spell has no effect on padlock, or another object that contains a mundane or
undead. At the end of each of its turns, the target can make magical means that prevents access.
another Wisdom saving throw. On a success, the spell
ends on the target. A target that is held shut by a mundane lock ar that is stuck
or barred becomes unlocked, unstuck, or unbarred. If the
At higher level: When you cast this spell using a spell slot of object has multiple locks, only one of them is unlocked.
6th level or higher, you can target one additional creature
for each slot level above 5th. The creatures must be within If you choose a target that is held shut with "arcane lock (lvl
30 feet of each other when you target them. 2)", that spell is suppressed for 10 minutes, during which
time the target can be opened and shut normally.
Knock Legend Lore Legend Lore
2nd-level transmutation 5th-level divination 5th-level divination
Self Self
Describe or name a specific kind of beast or plant. Describe or name a creature that is familiar to you. You
Concentrating on the voice of nature in your surroundings, sense the direction to the creature's location, as long as
you learn the direction and distance to the closest creature that creature is within 1,000 feet of you. If the creature is
or plant of that kind within 5 miles, if any are present. moving, you know the direction of its movement.
Self 30 feet
Describe or name an object that is familiar to you. You You implant a message within an object in range, a
sense the direction to the object's location, as long as that message that is uttered when a trigger condition is met.
object is within 1,000 feet of you. If the object is in motion, Choose an object that you can see that isn't being worn or
you know the direction of its movement. carried by another creature, then speak the message,
which must be 25 words or less, though it can be delivered
The spell can locate a specific object known to you, as long over as long as ten minutes. Finally, determine the
as you have seen it up close - within 30 feet — at least circumstance that will trigger the spell to deliver your
once. Alternatively, the spell can locate the nearest object message.
of a particular kind, such as a certain kind of apparel,
jewelry, furniture, tool, or weapon.
Magic Mouth Mass Cure Wounds Mass Suggestion
2nd-level illusion (ritual) 5th-level conjuration 6th-level enchantment
The triggering circumstance can be as general or as A wave of healing energy washes out from a point of your You suggest a course of activity (limited to a sentence or
detailed as you like, though it must be based on visual or choice within range. Choose up to six creatures in a 30- two) and magically influence up to twelve creatures of your
audible conditions that occur within 30 feet of the object. foot-radius sphere centered on that point. Each target choice that you can see within range and that can hear and
For example, you could instruct the mouth to speak when regains hit points equal to 3d8 + your spellcasting ability understand you. Creatures that can't be charmed are
any creature moves within 30 feet of the object or when a modifier. This spell has no effect on undead or constructs. immune to this effect. The suggestion must be worded in
silver bell rings within 30 feet. such a manner as to make the course of action sound
At higher level: When you cast this spell using a spell slot of reasonable. Asking the creature to stab itself, throw itself
6th level or higher, the healing increases by 1d8 for each onto a spear, immolate itself, or do some other obviously
slot level above 5th. harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed 1 action You can see through its eyes and hear through its ears as if
save, it pursues the course of action you described to the you were located where it is. On each of your turns as a
best of its ability. The suggested course of action can bonus action, you can switch from using its senses to using
Concentration, up to 1 hour
continue for the entire duration. If the suggested activity your own, or back again. While you are using its senses,
can be completed in a shorter time, the spell ends when you are blinded and deafened in regard to your own
the subject finishes what it was asked to do. Self surrounding.
1 action While this charm lasts, you can affect the target's memory A modified memory doesn’t necessarily affect how a
of an event that it experienced within the last 24 hours and creature behaves, particularly if the memory contradicts the
that lasted no more than 10 minutes. You can permanently creature's natural inclinations, alignment, or beliefs. An
Concentration, up to 1 minute eliminate all memory of the event, allow the target to recall illogical modified memory, such as implanting a memory of
the event with perfect clarity and exacting detail, change its how much the creature enjoyed dousing itself in acid, is
30 feet memory of the details of the event, or create a memory of dismissed, perhaps as a bad dream. The DM might deem a
some other event. modified memory too nonsensical to affect a creature in a
V, S significant manner.
You must speak to the target to describe how its memories
are affected, and it must be able to understand your A "remove curse (lvl 3)" or "greater restoration (lvl 5)" spell
You attempt to reshape another creature's memories. One language for the modified memories to take root. Its mind cast on the target restores the creature's true memory.
creature that you can see must make a Wisdom saving fills in any gaps in the details of your description. If the spell
throw. If you are fighting the creature, it has advantage on ends before you have finished describing the modified At higher level: If you cast this spell using a spell slot of 6th
the saving throw. On a failed save, the target becomes memories, the creature's memory isn’t altered. Otherwise, level or higher, you can alter the target’s memories of an
charmed by you for the duration. The charmed target is the modified memories take hold when the spell ends. event that took place up to 7 days ago (6th level), 30 days
incapacitated and unaware of its surroundings, though it ago (7th level), 1 year ago (8th level), or any time in the
can still hear you. If it takes any damage or is targeted by creature’s past (9th level).
another spell, this spell ends, and none of the target's
memories are modified.
Phantasmal Force Phantasmal Force Phantasmal Force
2nd-level illusion 2nd-level illusion 2nd-level illusion
1 action The target can use its action to examine the phantasm with An affected target is so convinced of the phantasm's reality
an Intelligence (Investigation) check against your spell save that it can even take damage from the illusion. A phantasm
DC. If the check succeeds, the target realizes that the created to appear as a creature can attack the target.
Concentration, up to 1 minute phantasm is an illusion, and the spell ends. Similarly. a phantasm created to appear as fire, a pool of
acid, or lava can burn the target. Each round on your turn,
60 feet While a target is affected by the spell, the target treats the the phantasm can deal 1d6 psychic damage to the target if
phantasm as if it were real. The target rationalizes any it is in the phantasm's area or within 5 feet of the phantasm,
V, S, M (a bit of fleece) illogical outcomes from interacting with the phantasm. For provided that the illusion is of a creature ar hazard that
example, a target attempting to walk across a phantasmal could logically deal damage, such as by attacking. The
bridge that spans a chasm falls once it steps onto the target perceives the damage as a type appropriate to the
You craft an illusion that takes root in the mind of a creature bridge. If the target survives the fall, it still believes that the illusion.
that you can see within range. The target must make an bridge exists and comes up with some other explanation for
Intelligence saving throw. On a failed save, you create a its fall--it was pushed, it slipped, or a strong wind might
phantasmal object, creature, or other visible phenomenon have knocked it off.
of your choice that is no larger than a 1O-foot cube and
that is perceivable only to the target for the duration. This
spell has no effect on undead or constructs.
1 hour A bound creature must follow your instructions to the best 1 action
of its ability. You might command the creature to
accompany you on an adventure, to guard a location, or to
24 hours deliver a message. The creature obeys the letter of your Concentration, up to 1 hour
The target assumes the hit points of its new form. When it 1 action When the condition you specify occurs, the illusion springs
reverts to its normal form, the creature returns to the into existence and performs in the manner you described.
number of hit points it had before it transformed. If it reverts Once the illusion finishes performing, it disappears and
as a result of dropping to 0 hit points, any excess damage Until dispelled remains dormant for 10 minutes. After this time, the illusion
carries over to its normal form. can be activated again. The triggering condition can be as
120 feet general or as detailed as you like, though it must be based
As long as the excess damage doesn't reduce the on visual or audible conditions that occur within 30 feet of
creature's normal form to 0 hit points, it isn't knocked V, S, M (a bit of fleece and jade dust worth at least the area. For example, you could create an illusion of
25 gp)
unconscious. yourself to appear and warn off others who attempt to open
a trapped door, or you could set the illusion to trigger only
The creature is limited in the actions it can perform by the You create an illusion of an object, a creature, or some when a creature says the correct word or phrase.
nature of its new form, and it can't speak, cast spells, or other visible phenomenon within range that activates when
take any other action that requires hands or speech. a specific condition occurs. The illusion is imperceptible Physical interaction with the image reveals it to be an
until then. It must be no larger than a 30-foot cube, and you illusion, because things can pass through it. A creature that
The target's gear melds into the new form. The creature decide when you cast the spell how the illusion behaves uses its action to examine the image can determine that it
can't activate, use, wield, or otherwise benefit from any of and what sounds it makes. This scripted performance can is an illusion with a successful Intelligence (Investigation)
its equipment. last up to 5 minutes. check against your spell save DC. If a creature discerns
the illusion for what it is, the creature can see through the
image, and any noise it makes sounds hollow to the
creature.
Raise Dead Raise Dead Scrying
5th-level necromancy 5th-level necromancy 5th-level divination
Touch Coming back from the dead is an ordeal. The target takes a Self
−4 penalty to all attack rolls, saving throws, and ability
V, S, M (a diamond worth at least 500 gp, which the checks. Every time the target finishes a long rest, the V, S, M (a focus worth at least 1,000 gp, such as a
spell consumes) crystal ball, a silver mirror, or a font filled with holy
penalty is reduced by 1 until it disappears.
water)
creature returns to life with 1 hit point. make a Wisdom saving throw, which is modified by how
well you know the target and the sort of physical
This spell also neutralizes any poisons and cures connection you have to it. If a target knows you're casting
nonmagical diseases that affected the creature at the time this spell, it can fail the saving throw voluntarily if it wants to
be observed.
it died. This spell doesn't, however, remove magical
diseases, curses, or similar effects; if these aren't first Knowledge Save Modifier
removed prior to casting the spell, they take effect when Secondhand (you have heard of the target) +5
the creature returns to life. The spell can’t return an undead Firsthand (you have met the target) 0
creature to life. Familiar (you know the target well) -5
if it succeeds, it is unaffected by this spell. appear thinner than you are, the hand of someone who
Instead of targeting a creature, you can choose a location
reaches out to touch you would bump into you while it was
you have seen before as the target of this spell. When you
seemingly still in midair.
do, the sensor appears at that location and doesn’t move.
For the duration, you see invisible creatures and objects as As you cast the spell, you draw a 10-foot-diameter circle on
if they were visible, and you can see into the Ethereal the ground inscribed with sigils that link your location to a You can create a permanent teleportation circle by casting
Plane. Ethereal creatures and objects appear ghostly and permanent teleportation circle of your choice, whose sigil this spell in the same location every day for one year. You
translucent. sequence you know and that is on the same plane of need not use the circle to teleport when you cast the spell
V, S V, S
You cause a tremor in the ground in a 10-foot radius. Each Choose an area of nonmagical flame that you can see and
creature other than you in that area must make a Dexterity that fits within a 5-foot cube within range. You can
saving throw. On a failed save, a creature takes 1d6 extinguish the fire in that area, and you create either
bludgeoning damage and is knocked prone. If the ground fireworks or smoke when you do so.
in that area is loose earth or stone, it becomes difficult
terrain until cleared. Fireworks: The target explodes with a dazzling display of
colors. Each creature within 10 feet of the target must
At higher level: When you cast this spell using a spell slot of succeed on a Constitution saving throw or become blinded
2nd level or higher, the damage increases by 1d6 for each until the end of your next turn.
slot level above 1st.
V, S S V
You cause up to ten words to form in a part of the sky you You create a burst of thunderous sound, which can be A strong wind (20 miles per hour) blows around you in a 10-
can see. The words appear to be made of cloud and heard 100 feet away. Each creature other than you within 5 foot radius and moves with you, remaining centered on you.
remain in place for the spell’s duration. The words dissipate feet of you must make a Constitution saving throw. On a The wind lasts for the spell’s duration.
when the spell ends. A strong wind can disperse the failed save, the creature takes 1d6 thunder damage.
clouds and end the spell early. It deafens you and other creatures in its area.
The spell’s damage increases by 1d6 when you reach 5th
It extinguishes unprotected flames in its area that are
level (2d6), 11th level (3d6), and 17th level (4d6).
torch-sized or smaller.