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Fire Bolt

Mage Hand

Evocation

C onjuration

Level: Cantrip
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Level: Cantrip
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 minute

You hurl a mote of fire at a c reature or objec t within range.


Make a ranged spell attac k against the target. On a hit, the
target takes 1d10 fire damage. A flammable objec t hit by this
spell ignites if it isnt being worn or c arried. This spells damage
inc reases by 1d10 when you reac h 5th level (2d10), 11th level
(3d10), and 17th level (4d10).

A spec tral, floating hand appears at a point you c hoose within


range.
The hand lasts for the duration or until you dismiss it as an
ac tion. The hand vanishes if it is ever more than 30 feet away
from you or if you c ast this spell again. You c an use your ac tion
to c ontrol the hand. You c an use the hand to manipulate an
objec t, open an unloc ked foor or c ontainer, stow or retrieve an
item from an open c ontainer, or pour the c ontents out of a vial.
You c an move the hand up to 30 feet eac h time you use it.
The hand c ant attac k, ac tivate magic al items, or c arry more
than 10 pounds.

Message

Prestidigitation

Transmutation

Transmutation

Level: Cantrip
Casting time: 1 Action
Range: 120 feet
Components: V, S, M
Duration: 1 round

Level: Cantrip
Casting time: 1 Action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

(a short piec e of c opper wire) You point your finger toward a


c reature within range and whisper a message. The target (and
only the target) hears the message and c an reply in a whisper
that only you c an hear. You c an c ast this spell through solid
objec ts if you are familiar with the target and know it is beyond
the barrier. Magic al silenc e, 1 foot of stone, 1 inc h of c ommon
metal, a thin sheet of lead, or 3 feet of wood bloc ks the spell.
The spell doesnt have to follow a straight line and c an travel
freely around c orners or through openings.

This spell is a minor magic al tric k that novic e spellc asters use
for prac tic e. You c reate one of the following magic al effec ts
within range:
-You c reate an instantaneous, harmless sensory effec t, suc h as
a shower of sparks, a puff of wind, faint music al notes, or an odd
odor.
-You instantaneously light or snuff out a c andle, a torc h, or a
small c ampfire.
-You instantaneously c lean or soil an objec t no larger than 1
c ubic foot.
-You c hill, warm, or flavor up to 1 c ubic foot of nonliving
material for 1 hour.
-You make a c olor, a small mark, or a symbol appear on an
objec t or a surfac e for 1 hour.
-You c reate a nonmagic al trinket or an illusory image that c an
fit in your hand and that lasts until the end of your next turn. If
you c ast this spell multiple times, you c an have up to three of
its non-instantaneous effec ts ac tive at a time, and you c an
dismiss suc h an effec t as an ac tion.

Ray of Frost

Shocking Grasp

Evocation

Evocation

Level: Cantrip
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Level: Cantrip
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a c reature


within range. Make a ranged spell attac k against the target. On
a hit, it takes 1d8 c old damage, and its speed is reduc ed by 10
feet until the start of your next turn. The spells damage
inc reases by 1d8 when you reac h 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

Lightning springs from your hand to deliver a shoc k to a


c reature you try to touc h. Make a melee spell attac k against
the target. You have advantage on the attac k roll if the target
is wearing armor made of metal. On a hit, the target takes 1d8
lightning damage, and it c ant take reac tions until the start of
its next turn. The spells damage inc reases by 1d8 when you
reac h 5th level (2d8), 11th level (3d8), and 17th level (4d8).

True Strike

Burning Hands

Divination

Evocation

Level: Cantrip
Casting time: 1 Action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round

Level: 1
Casting time: 1 Action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

You extend your hand and point a finger at a target in range.


Your magic grants you a brief insight into the targets defenses.
On your next turn, you gain advantage on your first attac k roll
against the target, provided that this spell hasnt ended.

As you hold your hands with thumbs touc hing and fingers
spread, a thin sheet of flames shoots forth from your
outstretc hed fingertips. Eac h c reature in a 15-foot c one must
make a Dexterity saving throw. A c reature takes 3d6 fire
damage on a failed save, or half as muc h damage on a
suc c essful one.
The fire ignites any flammable objec ts in the area that arent
being worn or c arried.

At higher level
When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d6 for eac h slot level above 1st.

Charm Person

Comprehend Languages (Ritual)

Enchantment

Divination

Level: 1
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 hour

Level: 1
Casting time: 1 Action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

You attempt to c harm a humanoid you c an see within range.


It must make a Wisdom saving throw, and does so with
advantage if you or your c ompanions are fighting it. If it fails
the saving throw, it is c harmed by you until the spell ends or
until you or your c ompanions do anything harmful to it.The
c harmed c reature regards you as a friendly ac quaintanc e.
When the spell ends, the c reature knows it was c harmed by you.

For the duration, you understand the literal meaning of any


spoken language that you hear.
You also understand any spoken language that you hear. You
also understand any written language that you see, but you
must be touc hing the surfac e of whic h the words are written. It
takes about 1 minute to read one page of text.

At higher level
When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level
above 1st. The c reatures must be within 30 feet of eac h other
when you target them.

Detect Magic (Ritual)


Divination
Level: 1
Casting time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presenc e of magic within 30
feet of you. If you sense magic in this way, you c an use your
ac tion to see a faint aura around any visible c reature or objec t
in the area that bears magic , and you learn its sc hool of magic ,
if any.
The spell c an penetrate most barriers, but is bloc ked by 1 foot
of stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet
of wood or dirt.

This spell doesnt dec ode sec ret messages in a text or glyph,
suc h as an arc ane sigil, that isnt part of a written language.

Disguise Self
Illusion
Level: 1
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself i nc luding your c lothing, armor, weapons,
and other belongings on your person l ook different until the
spell ends or until you use your ac tion to dismiss it.
You c an seem 1 foot shorter or taller and c an appear thin, fat,
or in between. You c ant c hange your body type, so you must
adopt a form that has the same basic arrangement of limbs.
Otherwise, the extent of the illusion is up to you.
The c hanges wrought by this spell fail to hold up to physic al
inspec tion. For example, if you use this spell to add a hat to
your outfit, objec ts pass through the hat, and anyone who
touc hes it would feel nothing or would feel your head and hair.
If you use this spell to appear thinner than you are, the hand of
som eone who reac hes out to touc h you would bump into you
while it was seemingly still in midair. To disc ern that you are
disguised, a c reature c an use its ac tion to inspec t your
appearanc e and must suc c eed on an Intelligenc e
(Investigation) c hec k against your spell save DC.

Mage Armor

Magic Missile

Abjuration

Evocation

Level: 1
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: 8 hours

Level: 1
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

(a piec e of c ured leather) You touc h a willing c reature who isnt


wearing armor, and a protec tive magic al forc e surrounds it
until the spell ends. The targets base AC bec omes 13 + its
Dexterity modifier. The spell ends it if the target dons armor or
if you dismiss the spell as an ac tion.

You c reate three glowing dars of magic al forc e. Eac h dart hits a
c reature of your c hoic e that you c an see within range. A dart
deals 1d4 + 1 forc e damage to its target. THe darts all strike
simultaneously and you c an direc t them to hit one c reature or
several. At Higher Levels. When you c ast this spell using a spell
slot of 2nd level or higher, the spell c reates one more dart for
eac h slot above 1st.

Shield
Abjuration
Level: 1
Casting time: Special
Range: Self
Components: V, S
Duration: 1 round
Reac tion trigger: You are hit by an attac k or targeted by the
magic missile spell An invisible barrier of magic al forc e
appears and protec ts you. Until the start of your next turn, you
have a +5 bonus to AC, inc luding against the triggering attac k,
and you take no damage from magic missile.

Sleep
Enchantment
Level: 1
Casting time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: 1 minute
(a pinc h of find sand, rose petals, or a c ric ket) This spell sends
c reatures into a magic al slumber. Roll 5d8, the total is how
many hit points of c reatures this spell c an affec t. Creatures
within 20 feet ofa point you c hoose within range are affec ted in
asc ending order of their c urrent hit points (ignoring
unc onsc ious c reatures). S tarting with the c reature that has the
lowest c urrent hit points, eac h c reature affec ted by this spell
falls unc onsc ious until the spell ends, the sleeper takes
damage, or someone uses an ac tion to shake or slap the
sleeper awake. S ubtrac t eac h c reatures hit points from the
total before moving on to the c reature with the next lowest hit
points. A c reatures hit points must be equal to or less than the
remaining total for that c reature to be affec ted. Undead and
c reatures immune to being c harmed arent affec ted by this
spell. At Higher Levels. When you c ast this spell using a spell
slot of 2nd level or higher, roll an additional 2d8 for eac h slot
level above 1st.

Thunderwave

Darkvision

Evocation

Transmutation

Level: 1
Casting time: 1 Action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours

A wave of thunderous forc e sweeps out from you. Eac h c reature


in a 15-foot c ube originating from you must make a
Constitution saving throw. On a failed save, a c reature takes
2d8 thunder damage and is pushed 10 feet away from you. On a
suc c essful save, the c reature takes half as muc h damage and
isnt pushed. In addition, unsec ured objec ts that are
c ompletely within the area of effec t are automatic ally pushed
10 feet away from you by the spells effec t, and the spell emits
a thunderous boom audible out to 300 feet. At Higher Levels.
When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d8 for eac h slot level above 1st.

You touc h a willing c reature to grant it the ability to see in the


dark.
For the duration, that c reature has darkvision out to a range of
60 feet.

Flaming Sphere

Hold Person

C onjuration

Enchantment

Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

(a bit of tallow, a pinc h of brimstone, and a dusting of powdered


iron) A 5-foot-diameter sphere of fire appears in an unoc c upied
spac e of your c hoic e within range and lasts for the duration.
Any c reature that ends its turn within 5 feet of the sphere must
make a Dexterity saving throw. The c reature takes 2d6 fire
damage on a failed save, or half as muc h damage on a
suc c essful one. As a bonus ac tion, you c an move the sphere up
to 30 feet. If you ram the sphere into a c reature, that c reature
must make the saving throw against the spheres damage, and
the sphere stops moving this turn. When you move the sphere,
you c an direc t it over barriers up to 5 feet tall and jump it
ac ross pits up to 10 feet wide. The sphere ignites flammable
objec ts not being worn or c arried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet. At Higher
Levels. When you c ast this spell using a spell slot of 3rd level or
higher, the damage inc reases by 1d6 for eac h slot level above
2nd.

(a small, straight piec e of iron) Choose a humanoid that you


c an see within range. The target must suc c eed on a Wisdom
saving throw or be paralyz ed for the duration. At the end of
eac h of its turns, the target c an make another Wisdom saving
throw. On a suc c ess, the spell ends on the target. At Higher
Levels. When you c ast this spell using a spell slot of 3rd level or
higher, you c an target on additional humanoid for eac h slot
level above 2nd. The humanoids must be within 30 feet of eac h
other when you target them.

Invisibility

Levitate

Illusion

Transmutation

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour

Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes

(an eyelash enc ased in gum arabic ) A c reature you touc h


bec omes invisible until the spell ends. Anything the target is
wearing or c arrying is invisible as long as it is on the targets
person. The spell ends for a target that attac ks or c asts a spell.
At Higher Levels. When you c ast this spell using a spell slot of
3rd level or higher, you c an target one additional c reature for
eac h slot level above 2nd.

(either a small leather loop or a piec e of golden wire bent into


a c up shape with a long shank on one end) One c reature or
objec t of your c hoic e that you c an see within range rises
vertic ally, up to 20 feet, and remains suspended there for the
duration. The spell c an levitate a target that weighs up to 500
pounds. An unwilling c reature that suc c eeds on a Constitution
saving throw is unaffec ted. The target c an move only by
pushing or pulling against a fixed objec t or surfac e within reac h
(suc h as a wall or a c eiling), whic h allows it to move as if it
were c limbing. You c an c hange the targets altitude by up to 20
feet in either direc tion on your turn. If you are the target, you
c an move up or down as part of your move. Otherwise, you c an
use your ac tion to move the target, whic h must remain within
the spells range. When the spell ends, the target floats gently
to the ground if it is still aloft.

Mirror Image

Misty Step

Illusion

C onjuration

Level: 2
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute

Level: 2
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous

Three illusory duplic ates of yourself appear in your spac e. Until


the spell ends, the duplic ates move with you and mimic your
ac tions, shifting position so its impossible to trac k whic h
image is real. You c an use your ac tion to dismiss the illusory
duplic ates. Eac h time a c reature targets you with an attac k
during the spells duration, roll a d20 to determine whether the
attac k instead targets one of your duplic ates. If you have three
duplic ates, you must roll a 6 or higher to c hange the attac ks
target to a duplic ate. With two duplic ates, you must roll an 8 or
higher. With one duplic ate, you must roll an 11 or higher. A
duplic ates AC equals 10 + your Dexterity modifier. If an attac k
hits a duplic ate, the duplic ate is destroyed. A duplic ate c an be
destroyed only by an attac k that hits it. It ignores all other
damage and effec ts. The spell ends when all three duplic ates
are destroyed. A c reature is unaffec ted by this spell if it c ant
see, if it relies on senses other than sight, suc h as blindsight,
or if it c an perc eive illusions as false, as with truesight.

Briefly surrounded by silvery mist, you teleport up to 30 feet to


an unoc c upied spac e that you c an see.

Rope Trick

See invisibility

Transmutation

Divination

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: 1 hour

Level: 2
Casting time: 1 Action
Range: Self
Components: V, S, M
Duration: 1 hour

(powdered c orn extrac t and a twisted loop of parc hment) You


touc h a length of rope that is up to 60 feet long. One end of the
rope then rises into the air until the whole rope hangs
perpendic ular to the ground. At the upper end of the rope, an
invisible entranc e opens to an extradimensional spac e that
lasts until the spell ends. The extradimensional spac e c an be
reac hed by c limbing to the top of the rope. The spac e c an hold
as many as eight Medium or smaller c reatures. The rope c an be
pulled into the spac e, making the rope disappear from view
outside the spac e. Attac ks and spells c ant c ross through the
entranc e into or out of the extradimensional spac e, but those
inside c an see out of it as if through a 3-foot-by-5-foot window
c entered on the rope. Anything inside the extradimensional
spac e drops out when the spell ends.

(A pinc h of Talc and a small sprinkling of powdered silver) For


the duration, you see invisible c reatures and objec ts as if they
were visible, and you c an see into the Ethereal Plane. Ethereal
c reatures and objec ts appear ghostly and transluc ent.

Spider Climb
Transmutation
Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
(a drop of bitumen and a spider) Until the spell ends, one
willing c reature you touc h gains the ability to move up, down,
and ac ross vertic al surfac es and upside down along c eilings,
while leaving its hands free. The target also gains a c limbing
speed equal to its walking speed.

Web
C onjuration
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You c onjure a mass of thic k, stic ky webbing at a point of your
c hoic e within range.
The webs fill a 20-foot c ube from that point for the duration. The
webs are diffic ult terrain and lightly obsc ure their area.
If the webs arent anc hored between two solid masses (suc h as
walls or trees) or layered ac ross a floor, wall, or c eiling, the
c onjured web c ollapses on itself, and the spell ends at the start
of your next turn. Webs layered over a flat surfac e have a depth
of 5 feet.
Eac h c reature that starts its turn in the webs or that enters
them during its turn must make a Dexterity saving throw. On a
failed save, the c reature is restrained as long as it remains in
the webs or until it breaks free.
A c reature restrained by the webs c an use its ac tions to make a
S trength c hec k against your spell save DC. If it suc c eeds, it is
no longer restrained.
The webs are flammable. Any 5-foot c ube of webs exposed to
fire burns away in 1 round, dealing 2d4 fire damage to any
c reature that starts its turn in the fire.

Counterspell

Dispel Magic

Abjuration

Abjuration

Level: 3
Casting time: Special
Range: 60 feet
Components: S
Duration: Instantaneous

Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

1 reac tion, whic h you take when you see a c reature within 60
feet of you c asting a spell

Choose any c reature, objec t, or magic al effec t within range.


Any spell of 3rd level or lower on the target ends. For eac h spell
of 4th level or higher on the target, make an ability c hec k using
your spellc asting ability. The DC equals 10 + the spells level.
On a suc c essful c hec k, the spell ends.

You attempt to interrupt a c reature in the proc ess of c asting a


spell. If the c reature is c asting a spell of 3rd level or lower, its
spell fails and has no effec t. If it is c asting a spell of 4th level or
higher, make an ability c hec k using your spellc asting ability.
The DC equals 10+ the spells level. On a suc c ess, the
c reatures spell fails and has no effec t.

At higher level
When you c ast this spell using a spell slot of 4th level or higher,
the interrupted spell has no effec t if its level is less than or
equal to the level of the spell slot you used.

At higher level
When you c ast this spell using a spell slot of 4th level or higher,
you automatic ally end the effec ts of a spell on the target if the
spells level is equal to or less than the level of the spell slot
you used.

Fireball

Fly

Evocation

Transmutation

Level: 3
Casting time: 1 Action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous

Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes

(a tiny ball of bat guana and sulfur) A bright streak flashes from
your pointing finger to a point you c hoose within range then
blossoms with a low roar into an explosion of flame. Eac h
c reature in a 20-foot radius must make a Dexterity saving
throw. A target takes 8d6 fire damage on a failed save, or half
as muc h damage on a suc c essful one. The fire spreads around
c orners. It ignites flammable objec ts in the area that arent
being worn or c arried. At Higher Levels. When you c ast this spell
using a spell slot of 4th level of higher, the damage inc reases
by 1d6 for eac h slot level above 3rd.

(a wing feather from any bird) You touc h a willing c reature. The
target gains a flying speed of 60 feet for the duration. When the
spell ends, the target falls if it is still aloft, unless it c an stop
the fall. At Higher Levels. When you c ast this spell using a spell
slot of 4th level or higher, you c an target one additional
c reature for eac h slot level above 3rd.

Lightning Bolt

Major Image

Evocation

Illusion

Level: 3
Casting time: 1 Action
Range: Self (100-foot line)
Components: V, S, M
Duration: Instantaneous

Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes

(a bit of fur and a rod of amber, c rystal, or glass) A stroke of


lightning forming a line of 100 feet long and 5 feet wide blasts
out from you in a direc tion you c hoose. Eac h c reature in the
line must make a Dexterity saving throw. A c reature takes 8d6
lightning damage on a failed save, or half as muc h damage on
a suc c essful one. The lightning ignites flammable objec ts in the
area that arent being worn or c arried. At Higher Levels. When
you c ast this spell using a spell slot of 4th level or higher, the
damage inc reases by 1d6 for eac h slot above 3rd.

(a bit of fleec e) You c reate the image of an objec t, a c reature,


or some other visible phenomenon that is no larger than a 20foot c ube. The image appears at a spot that you c an see within
range and lasts for the duration. It seems c ompletely real,
inc luding sounds, smells, and temperature appropriate to the
thing depic ted. You c ant c reate suffic ient heat or c old to
c ause damage, a sound loud enough to deal thunder damage
or deafen a c reature, or a smell that might sic ken a c reature
(like a troglodytes stenc h). As long as you are within range of
the illusion, you c an use your ac tion to c ause the image to
move to any other spot within range. As the image c hanges
loc ation, you c an alter its appearanc e so that its movements
appear natural for the image. For example, if you c reate an
image of a c reature and move it, you c an alter the image so
that it appears to be walking. S imilarly, you c an c ause the
illusion to make different sounds at different times, even
making it c arry on a c onversation, for example. Physic al
interac tion with the image reveals it to be an illusion, bec ause
things c an pass through it. A c reature that uses its ac tion to
examine the image c an determine that it is an illusion with a
suc c essful Intelligenc e (Investigation) c hec k against your spell
save DC. If a c reature disc erns the illusion for what it is, the
c reature c an see through the image, and its other sensory
qualities bec ome faint to the c reature. At Higher Levels. When
you c ast this spell using a spell slot of 6th level or higher, the
spell lasts until dispelled, without requiring your c onc entration.

Arcane Eye

Banishment

Divination

Abjuration

Level: 4
Casting time: 1 Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour

Level: 4
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute

You c reate an invisible, magic al eye within range that hovers in


the air for the duration.
You mentally rec eive visual information from the eye, whic h has
normal vision and darkvision out to 30 feet. The eye c an look in
every direc tion.
As an ac tion, you c an move the eye up to 30 feet in any
direc tion. There is no limit to how far away from you the eye
c an move, but it c ant enter another plane of existenc e. A solid
barrier b loc ks the eyes movement, but the eye c an pass
through an opening as small as 1 inc h in diameter.

You attempt to send one c reature that you c an see within


range to another plac e of existenc e. The target must suc c eed
on a Charisma saving throw or be banished.
If the target is native to the plane of existenc e youre on, you
banish the target to a harmless demiplane. While there, the
target is inc apac itated. The target remains there until the spell
ends, at whic h point the target reappears in the spac e it left or
in the nearest unoc c upied spac e if that spac e is oc c upied.
If the target is native to a different plane of existenc e that the
one youre on, the target is banished with a faint popping noise,
returning to its home plane.
If the spell ends before 1 minute has passed, the target
reappears in the spac e it left or in the nearest unoc c upied
spac e if that spac e is oc c upied. Otherwise, the target doesnt
return.

At higher level
When you c ast this spell using a spell slot of 5th level or higher,
you c an target one additional c reature for eac h slot level
above 4th.

Blight

Fire Shield

Necromancy

Evocation

Level: 4
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Level: 4
Casting time: 1 Action
Range: Self
Components: V, S, M
Duration: 10 minutes

Nec romantic energy washes over a c reature of your c hoic e that


you c an see within range, draining moisture and vitality from it.
The target must make a Constitution saving throw. The target
takes 8d8 nec rotic damage on a failed save, or half as muc h
damagfe on a suc c essful one. This spell has no effec t on
undead or c onstruc ts.

(a bit of phosphorous or a firefly) Thin and wispy flames wreathe


your body for the duration, shedding bright light in a 10-foot
radius and dim light for an additional 10 feet, You c an end the
spell early by using an ac tion to dismiss it. The flames provide
you with a warm shield or a c hill shield, as you c hoose. The
warm shield grants you resistanc e to c old damage, and the
c hill shield grants you resistanc e to fire damage. In addition,
whenever a c reature within 5 feet of you hits you with a melee
attac k, the shield erupts with flame. The attac ker takes 2d8 fire
damage from a warm shield, or 2d8 c old damage from a c old
shield.

If you target a plant c reature or a magic al plant, it makes the


saving throw with disadvantage, and the spell deals maximum
damage to it.
If you target a nonmagic al plant that isnt a c reature, suc h as a
tree or shrub, it doesnt make a saving throw; it simply withers
and dies.

At higher level
When you c ast this spell using a spell slot of 5th level or higher,
the damage inc reases by 1d8 for eac h slot level above 4th.

Polymorph

Contact Other Plane (Ritual)

Transmutation

Divination

Level: 4
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour

Level: 5
Casting time: 1 Minute
Range: Self
Components: V
Duration: 1 minute

(a c aterpillar c oc oon) This spell transforms a c reature that you


c an see within range into a new form. An unwilling c reature
must make a Wsidom saving throw to avoid the effec t. A
shapec hanger automatic ally suc c eeds on this saving throw.
The transformation lasts for the duration, or until the target
drops to 0 hit points or dies. The new form c an be any beast
whose c hallenge rating is equal to or less than the targets (or
the targets level, if it doesnt have a c hallenge rating). The
targets game statistic s, inc luding mental ability sc ores, are
replac ed by the statistic s of the c hosen beast. It retains its
alignment and personality. The target assumes the hit points of
its new form. When it reverts to its normal form, the c reature
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 exc ess
damage c arries over to its normal form. As long as the exc ess
damage doesnt reduc e the c reatures normal form to 0 hit
points, it isnt knoc ked unc onsc ious. The c reature is limited in
the ac tions it c an perform by the nature of its new form, and it
c ant speak, c ast spells, or take any other ac tion that requires
hands or speec h. The targets gear melds into the new form.
The c reature c ant ac tivate, use, wield, or otherwise benefit
from any of its equipment. This spell have no affec t on a target
that has 0 hit points.

You mentally c ontac t a demigod, the spirit of a long-dead sage,


or some other mysterious entity from another plane.
Contac ting this extraplanar intelligenc e c an strain or even
break your mind. When you c ast this spell, make a DC 15
Intelligenc e saving throw. On a failure, you take 6d6 psyc hic
damage and are insane until you finish a long rest. While
insane, you c ant take ac tions, c ant understand what other
c reatures say, c ant read, and speak only in gibberish. A
greater restoration spell c ast on you ends this effec t.

Geas

Legend Lore

Enchantment

Divination

Level: 5
Casting time: 1 Minute
Range: 60 feet
Components: V
Duration: 30 days

Level: 5
Casting time: 10 Minutes
Range: Self
Components: V, S, M
Duration: Instantaneous

You plac e a magic al c ommand on a c reature that you c an see


within range, forc ing it to c arry out some servic e or refrain from
some ac tion or c ourse of ac tiity as you dec ide. If the c reature
c an understand you, it must suc c eed on a Wisdom saving throw
or bec ome c harmed by you for the duration. While the c reature
is c harmed by you, it takes 5d10 psyc hic damage eac h time it
ac ts in a manner direc tly c ounter to your instruc tions, but no
more than onc e eac h day. A c reature that c ant understand you
is unaffec ted by the spell. You c an issue any c ommand you
c hoose, short of an ac tivity that would result in c ertain death.
S hould you issue a suic idal c ommand, the spell ends. You c an
end the spell early by using an ac tion to dismiss it. A remove
c urse, greater restoration, or wish spell also ends it. At Higher
Levels. When you c ast this spell using a spell slot of 7th or 8th
level, the duration is 1 year. When you c ast this spell using a
spell slot of 9th level the spell lasts until it is ended by one of
the spells mentioned above.

(inc ense worth at least 250 gp, whic h teh spell c onsumes, and
four ivory strips worth at least 50 gp eac h) Name or desc ribe a
person, plac e, or objec t. The spell brings to your mind a brief
summary of the signific ant lore about the thing you named. The
lore might c onsist of c urrent tales, forgotten stories, or even
sec ret lore that has never been widely known. If the thing you
named isnt of legendary importanc e, you gain no information.
The more information you already have about the thing, the
more prec ise and detailed the information you rec eive is. The
information you learn is ac c urate but might be c ouc hed in
figurative language. For example, if you have a mysterious
magic axe on hand, the spell might yield this information: Woe
to the evildoer whose hand touc hes the axe, for even the haft
slic es the hand of the evil ones. Only a true Child of S tone,
lover and beloved of Moradin, may awaken the true powers of
the axe, and only with the sac red word Rudnogg on the lips.

On a suc c essful save, you c an ask the entity up to five


questions. You must ask your questions before the spell ends.
The DM answers eac h question with one word, suc h as yes, n o,
m aybe, n ever, i rrelevant, or u nc lear (if the entity doesnt know
the answer to the question). If a one-word answer would be
misleading, the DM might instead offer a short phrase as an
answer.

Modify Memory

Teleportation Circle

Enchantment

C onjuration

Level: 5
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

Level: 5
Casting time: 1 Minute
Range: 10 feet
Components: V, M
Duration: 1 round

You attempt to reshape another c reatures memories. One


c reature that you c an see must make a Wisdom saving throw. If
you are fighting the c reature, it has advantage on the saving
throw. On a failed save, the target bec omes c harmed by you for
the duration. The c harmed target is inc apac itated and unaware
of its surroundings, though it c an still hear you. If it takes any
damage or is targeted by another spell, this spell ends, and
none o f the targets m emories are modified. While this c harm
lasts, you c an affec t the targets memory of an event that it
experienc ed within the last 24 hours and that lasted no more
than 10 minutes. You c an permanently eliminate all memory o f
the event, allow the target to rec all the event with perfec t
c larity and exac ting detail, c hange its memory of the details of
the event, or c reate a memory of some other event. You must
speak to the target to desc ribe how its memories are affec ted,
and it must be able to understand your language for the
modified memories to take root. Its mind fills in any gaps in the
details of your desc ription. If the spell ends before you have
finished desc ribing the modified memories, the c reatures
memory isnt altered. Otherwise, the modified memories take
hold when the spell ends. A modified memory doesnt
nec essarily affec t how a c reature behaves, partic ularly if the
memory c ontradic ts the c reatures natural inc linations,
alignment, or beliefs. An illogic al modified memory, suc h as
implanting a memory o f how muc h the c reature enjoyed
dousing itself in ac id, is dismissed, perhaps as a bad dream.
The DM might deem a modified memory too nonsensic al to
affec t a c reature in a signific ant manner. A remove c urse or
greater restoration spell c ast on the target restores the
c reatures true memory. At Higher Levels. If you c ast this spell
using a spell slot o f 6th level or higher, you c an alter the
targets memories o f an event that took plac e up to 7 days ago
(6th level), 30 days ago (7th level), 1 year ago (8th level), or
any time in the c reatures past (9th level).

(rare c halks and inks infused with prec ious gems with 50 gp,
whic h the spell c onsumes) As you c ast the spell, you draw a 10foot-diameter c irc le on the ground insc ribed with sigils that link
your loc ation to a permanent teleportation c irc le of your
c hoic e whose sigil sequenc e you know and that is on the same
plane of existenc e as you. A shimmering portal opens within the
c irc le you drew and remains open until the end of your next
turn. Any c reature that enters the portal instantly appears
within 5 feet of the destination c irc le or in the nearest
unoc c upied spac e if that spac e is oc c upied. Many major
temples, guilds, and other important plac es have permanent
teleportation c irc les insc ribed somewhere within their
c onfines. Eac h suc h c irc le inc ludes a unique sigil sequenc e a
string of magic al runes arranged in a partic ular pattern. When
you first gain the ability to c ast this spell, you learn the sigil
sequenc es for two destinations on the Material Plane,
determined by the DM. You c an learn additional sigil sequenc es
during your adventures. You c an c ommit a new sigil sequenc e
to memory after studying it for 1 minute. You c an c reate a
permanent teleportation c irc le by c asting this spell in the
same loc ation every day for one year. You need not use the
c irc le to teleport when you c ast the spell in this way.

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