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5e Wizard Spells
5e Wizard Spells
Wizard Conjuration cantrip Wizard Abjuration cantrip Wizard (SCAG) Evocation cantrip
Wizard Necromancy cantrip Wizard (XGE) Transmutation cantrip Wizard (XGE) Conjuration cantrip
Wizard (XGE) Evocation cantrip Wizard (SCAG) Evocation cantrip Wizard (XGE) Transmutation cantrip
Wizard (XGE) Conjuration cantrip Wizard Evocation cantrip Wizard (SCAG) Evocation cantrip
Wizard Illusion cantrip Wizard (XGE) Transmutation cantrip Wizard Conjuration cantrip
Wizard Transmutation cantrip Wizard Evocation cantrip Wizard (XGE) Transmutation cantrip
Wizard Evocation cantrip Wizard (SCAG) Conjuration cantrip Wizard (XGE) Evocation cantrip
TOLL THE DEAD TRUE STRIKE ABSORB ELEMENTS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 reaction, which you take Self
when you take acid, cold,
COMPONENTS DURATION COMPONENTS DURATION re, lightning, or thunder
V, S Instantaneous S Concentration, up to 1 damage
round
You point at one creature you can see within COMPONENTS DURATION
range, and the sound of a dolorous bell lls the You extend your hand and point a nger at a S 1 round
air around it for a moment. The target must target in range. Your magic grants you a brief
succeed on a Wisdom saving throw or take ld8 insight into the target's defenses. On your next The spell captures some of the incoming energy,
necrotic damage. If the target is missing any of turn, you gain advantage on your rst attack roll lessening its effect on you and storing it for your
its hit points, it instead takes 1d12 necrotic against the target, provided that this spell hasn't next melee attack. You have resistance to the
damage. ended. triggering damage type until the start of your
The spell's damage increases by one die when next turn. Also, the rst time you hit with a
you reach 5th level (2d8 or 2d12), 11th level melee attack on your next turn, the target takes
(3d8 or 3d12), and 17th level (4d8 or 4d12). an extra 1d6 damage of the triggering type, and
the spell ends.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each slot level
above 1st.
Wizard (XGE) Necromancy cantrip Wizard Divination cantrip Wizard (XGE) 1st level Abjuration
Wizard 1st level Abjuration Wizard 1st level Evocation Wizard (XGE) 1st level Transmutation
Wizard (XGE) 1st level Necromancy Wizard 1st level Enchantment Wizard 1st level Evocation
COLOR SPRAY COMPREHEND LANGUAGES (RITUAL) DETECT MAGIC (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 round V, S, M 1 hour V, S Concentration, up to 10
minutes
a pinch of powder or sand that is colored red, yellow, a pinch of soot and salt
and blue For the duration, you sense the presence of
For the duration, you understand the literal magic within 30 feet of you. If you sense magic in
A dazzling array of ashing, colored light springs meaning of any spoken language that you hear. this way, you can use your action to see a faint
from your hand. Roll 6d10, the total is how many You also understand any spoken language that aura around any visible creature or object in the
hit points of creatures this spell can effect. you hear. You also understand any written area that bears magic, and you learn its school of
Creatures in a 15-foot cone originating from you language that you see, but you must be touching magic, if any.
are affected in ascending order of their current the surface of which the words are written. It The spell can penetrate most barriers, but is
hit points (ignoring unconscious creatures and takes about 1 minute to read one page of text. blocked by 1 foot of stone, 1 inch of common
creatures that can't see). This spell doesn't decode secret messages in a metal, a thin sheet of lead, or 3 feet of wood or
Starting with the creature that has the lowest text or glyph, such as an arcane sigil, that isn't dirt.
current hit points, each creature affected by this part of a written language.
spell is blinded until the spell ends. Subtract each
creature's hit points from the total before
moving on to the creature with the next lowest
hit points. A creature's hit points must be equal
to or less than the remaining total for the
creature to be affected.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, roll an
additional 2d10 for each slot level above 1st.
Wizard 1st level Illusion Wizard 1st level Divination Wizard 1st level Divination
Wizard 1st level Illusion Wizard (XGE) 1st level Evocation Wizard 1st level Transmutation
Wizard 1st level Necromancy Wizard 1st level Transmutation Wizard 1st level Conjuration
FIND FAMILIAR (RITUAL) [2/2] FOG CLOUD GREASE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 10 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M 1 minute
hour
10 gp worth of charcoal, incense, and herbs that a bit of pork rind or butter
must be consumed by re in a brass brazier You create a 20-foot-radius sphere of fog
centered on a point within range. The sphere Slick grease covers the ground in a 10-foot
are deaf and blind with regard to your own senses. spreads around corners, and its area is heavily square centered on a point within range and
As an action, you can temporarily dismiss your obscured. It lasts for the duration or until a wind turns it into dif cult terrain for the duration.
familiar. It disappears into a pocket dimension where of moderate or greater speed (at least 10 miles When the grease appears, each creature
it awaits you summons. Alternatively, you can dismiss per hour) disperses it. standing in its area must succeed on a Dexterity
it forever. As an action while it is temporarily saving throw or fall prone. A creature that enters
dismissed, you can cause it to reappear in any At Higher Levels: When you cast this spell using
unoccupied space within 30 feet of you. a spell slot of 2nd level or higher, the radius of the area or ends its turn there must also succeed
You can't have more than one familiar at a time. If you the fog increases by 20 feet for each slot level on a Dexterity saving throw or fall prone.
cast this spell while you already have a familiar, you above 1st.
instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms
into the chosen creature.
Finally, when you cast a spell with a range of touch,
your familiar can deliver the spell as if it had cast the
spell. Your familiar must be within 100 feet of you, and
it must use its reaction to deliver the spell when you
cast it. If the spell requires an attack roll, you use your
attack modi er for the roll.
Wizard 1st level Conjuration Wizard 1st level Conjuration Wizard 1st level Conjuration
Wizard (XGE) 1st level Conjuration Wizard 1st level Divination Wizard 1st level Illusion
Wizard 1st level Transmutation Wizard 1st level Transmutation Wizard 1st level Abjuration
MAGIC MISSILE PROTECTION FROM EVIL AND GOOD RAY OF SICKNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 10 V, S Instantaneous
minutes
You create three glowing darts of magical force. A ray of sickening greenish energy lashes out
Each dart hits a creature of your choice that you holy water or powdered silver and iron, which the toward a creature within range. Make a ranged
can see within range. A dart deals 1d4+1 force spell consumes spell attack against the target. On a hit, the
damage to its target. The darts all strike target takes 2d8 poison damage and must make
simultaneously and you can direct them to hit Until the spell ends, one willing creature you a Constitution saving throw. On a failed save, it is
one creature or several. touch is protected against certain types of also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using creatures - aberrations, celestials, elementals, At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the spell fey, ends, and undead. a spell slot of 2nd level or higher, the damage
creates one more dart for each slot above 1st. The protection grants several bene ts. increases by 1d8 for each slot level above 1st.
Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.
Wizard 1st level Evocation Wizard 1st level Abjuration Wizard 1st level Necromancy
Wizard 1st level Abjuration Wizard 1st level Illusion Wizard 1st level Enchantment
Wizard (XGE) 1st level Abjuration Wizard (XGE) 1st level Abjuration Wizard 1st level Enchantment
TENSER'S FLOATING DISK (RITUAL) THUNDERWAVE UNSEEN SERVANT (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (15-foot cube) 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Instantaneous V, S, M 1 hour
a drop of mercury A wave of thunderous force sweeps out from a piece of string and a bit of wood
you. Each creature in a 15-foot cube originating
This spell creates a circular, horizontal plane of force, from you must make a Constitution saving This spell creates an invisible, mindless, shapeless
3 feet in diameter and 1 inch thick, that oats 3 feet throw. On a failed save, a creature takes 2d8 force that performs simple tasks at your command
above the ground in an unoccupied space of your thunder damage and is pushed 10 feet away until the spell ends. The servant springs into existence
choice that you can see within range. The disk remains in an unoccupied space on the ground within range. It
for the duration, and can hold up to 500 pounds. If from you. On a successful save, the creature has AC 10, 1 hit point, and a Strength of 2, and it can't
more weight is placed on it, the spell ends, and takes half as much damage and isn't pushed. attack. If it drops to 0 hit points, the spell ends.
everything on the disk falls to the ground. In addition, unsecured objects that are Once on each of your turns as a bonus action, you can
The disk is immobile while you are within 20 feet of it. completely within the area of effect are mentally command the servant to move up to 15 feet
If you move more than 20 feet away from it, the disk automatically pushed 10 feet away from you by and interact with an object. The servant can perform
follows you so that it remains within 20 feet of you. It the spell's effect, and the spell emits a simple tasks that a human servant could do, such as
can more across uneven terrain, up or down stairs, thunderous boom audible out to 300 feet. fetching things, cleaning, mending, folding clothes,
slopes and the like, but it can't cross an elevation lighting res, serving food, and pouring wine. Once
change of 10 feet or more. For example, the disk can't At Higher Levels: When you cast this spell using you give the command, the servant performs the task
move across a 10-foot-deep pit, nor could it leave such a spell slot of 2nd level or higher, the damage to the best of its ability until it completes the task,
a pit if it was created at the bottom. increases by 1d8 for each slot level above 1st. then waits for your next command.
If you move more than 100 feet from the disk If you command the servant to perform a task that
(typically because it can't move around an obstacle to would move it more than 60 feet away from you, the
follow you), the spell ends. spell ends.
Wizard 1st level Conjuration Wizard 1st level Evocation Wizard 1st level Conjuration
Wizard 1st level Evocation Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation
Wizard 2nd level Transmutation Wizard 2nd level Abjuration Wizard 2nd level Necromancy
BLUR CLOUD OF DAGGERS CONTINUAL FLAME
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Until dispelled
minute minute
ruby dust worth 50 gp, which the spell consumes
Your body becomes blurred, shifting and a sliver of glass
wavering to all who can see you. For the A ame, equivalent in brightness to a torch,
duration, any creature has disadvantage on You ll the air with spinning daggers in a cube 5 springs forth from an object that you touch. The
attack rolls against you. An attacker is immune feet on each side, centered on a point you choose effect looks like a regular ame, but it creates no
to this effect if it doesn't rely on sight, as with within range. A creature takes 4d4 slashing heat and doesn't use oxygen. A continual ame
blindsight, or can see through illusions, as with damage when it enters the spell's area for the can be covered or hidden but not smothered or
truesight. rst time on a turn or starts its turn there. quenched.
At Higher Levels: when you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 2d4 for each slot level above 2nd.
Wizard 2nd level Illusion Wizard 2nd level Conjuration Wizard 2nd level Evocation
Wizard 2nd level Enchantment Wizard 2nd level Evocation Wizard 2nd level Transmutation
Wizard 2nd level Divination Wizard 2nd level Divination Wizard (XGE) 2nd level Transmutation
DUST DEVIL EARTHBIND ENLARGE/REDUCE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 300 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a pinch of dust Choose one creature you can see within range. a pinch of powdered iron
Yellow strips of magical energy loop around the
Choose an unoccupied 5-foot cube of air that you can creature. The target must succeed on a Strength You cause a creature or an object you can see within
see within range. An elemental force that resembles a saving throw, or its ying speed (if any) is range to grow larger or smaller for the duration.
dust devil appears in the cube and lasts for the spell's reduced to 0 feet for the spell's duration. An Choose either a creature or an object that is neither
duration. worn nor carried. If the target is unwilling, it can make
Any creature that ends its turn within 5 feet of the airborne creature affected by this spell safely a Constitution saving throw. On a success, the spell
dust devil must make a Strength saving throw. On a descends at 60 feet per round until it reaches the has no effect.
failed save, the creature takes 1d8 bludgeoning ground or the spell ends. If the target is a creature, everything it is wearing and
damage and is pushed 10 feet away from the dust carrying changes size with it. Any item dropped by an
devil. On a successful save, the creature takes half as affected creature returns to normal size at once.
much damage and isn't pushed. Enlarge. The target's size doubles in all dimensions,
As a bonus action, you can move the dust devil up to and its weight is multiplied by eight. This growth
30 feet in any direction. If the dust devil moves over increases its size by one category - from Medium to
sand, dust, loose dirt, or light gravel, it sucks up the Large, for example. If there isn't enough room for the
material and forms a 10-foot-radius cloud of debris target to double its size, the creature or object attains
around itself that lasts until the start of your next turn. the maximum possible size in the space available. Until
The cloud heavily obscures its area. the spell ends, the target also has advantage on
At Higher Levels: When you cast this spell using a Strength checks and Strength saving throws. The
spell slot of 3rd level or higher, the damage increases target's weapons also grow to match its new size.
by 1d8 for each slot level above 2nd. While these weapons are enlarged, the target's attack
with them deal 1d4 extra damage.
Reduce. The
Wizard (XGE) 2nd level Conjuration Wizard (XGE) 2nd level Transmutation Wizard 2nd level Transmutation
Wizard 2nd level Transmutation Wizard 2nd level Conjuration Wizard 2nd level Necromancy
Wizard 2nd level Evocation Wizard 2nd level Enchantment Wizard 2nd level Illusion
KNOCK LEVITATE LOCATE OBJECT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
Choose an object that you can see within range.
The object can be a door, a box, a chest, a set of either a small leather loop or a piece of golden wire a forked twig
manacles, a padlock, or another object that bent into a cup shape with a long shank on one end
contains a mundane or magical means that Describe or name an object that is familiar to
prevents access. One creature or object of your choice that you you. You sense the direction to the object's
A target that is held shut by a mundane lock or can see within range rises vertically, up to 20 location, as long as that object is within 1,000
that is stuck or barred becomes unlocked, feet, and remains suspended there for the feet of you. If the object is in motion, you know
unstuck, or unbarred. If the object has multiple duration. The spell can levitate a target that the direction of its movement.
locks, only one of them is unlocked. weighs up to 500 pounds. An unwilling creature The spell can locate a speci c object known to
If you choose a target that is held shut with that succeeds on a Constitution saving throw is you, as long as you have seen it up close - within
arcane lock, that spell is suppressed for 10 unaffected. 30 feet - at least once. Alternatively, the spell can
minutes, during which time the target can be The target can move only by pushing or pulling locate the nearest object of a particular kind,
opened and shut normally. against a xed object or surface within reach such as a certain kind of apparel, jewelry,
When you cast the spell, a loud knock, audible (such as a wall or a ceiling), which allows it to furniture, tool, or weapon.
from as far away as 300 feet, emanates from the move as if it were climbing. You can change the This spell can't locate an object if any thickness
target object. target's altitude by up to 20 feet in either of lead, even a thin sheet, blocks a direct path
direction on your turn. If you are the target, you between you and the object.
can move up or down as part of your move.
Otherwise, you can use your action to move the
target, which must remain within the spell's
range.
When the spell ends, the target oats gently to
the ground if it is still aloft.
Wizard 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Divination
MAGIC MOUTH (RITUAL) [1/2] MAGIC MOUTH (RITUAL) [2/2] MAGIC WEAPON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 minute 30 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V, S Concentration, up to 1
hour
a small bit of honeycomb and jade dust worth at a small bit of honeycomb and jade dust worth at
least 10 gp, which the spell consumes least 10 gp, which the spell consumes You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon
You implant a message within an object in range, a 30 feet of the object. For example, you could with a +1 bonus to attack rolls and damage rolls.
message that is uttered when a trigger condition is instruct the mouth to speak when any creature At Higher Levels: When you cast this spell using
met. Choose an object that you can see and that isn't moves within 30 feet of the object or when a a spell slot of 4th level or higher, the bonus
being worn or carried by another creature. Then silver bell rings within 30 feet of it. increases to +2. When you use a spell slot of 6th
speak the message, which must be 25 words or less,
though it can be delivered over as long as 10 minutes. level or higher, the bonus increases to +3.
Finally, determine the circumstance that will trigger
the spell to deliver your message.
When that circumstance occurs, a magical mouth
appears on the object and recites the message in your
voice and at the same volume you spoke. If the object
you chose has a mouth or something that looks like a
mouth (for example, the mouth of a statue), the
magical mouth appears there so that words appear to
come from the object's mouth. When you cast this
spell, you can have the spell end after it delivers its
message, or it can remain and repeats its message
whenever the trigger occurs.
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual
or audible conditions that occur within
Wizard 2nd level Illusion Wizard 2nd level Illusion Wizard 2nd level Transmutation
Wizard (XGE) 2nd level Transmutation Wizard 2nd level Evocation Wizard (XGE) 2nd level Divination
MIRROR IMAGE MISTY STEP NYSTUL'S MAGIC AURA [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V Instantaneous V, S, M 24 hours
Three illusory duplicates of yourself appear in your Brie y surrounded by silvery mist, you teleport a small square of silk
space. Until the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you
you and mimic your actions, shifting position so it's can see. You place an illusion on a creature or an object you
impossible to track which image is real. You can use touch so that divination spells reveal false information
your action to dismiss the illusory duplicates. about it. The target can be a willing creature or an
Each time a creature targets you with an attack during object that isn't being carried or worn by another
the spell's duration, roll a d20 to determine whether creature.
the attack instead targets one of your duplicates. When you cast the spell, choose one or both of the
If you have three duplicates, you must roll a 6 or following effects. The effect lasts for the duration. If
higher to change the attack's target to a duplicate. you cast this spell on the same creature or object
With two duplicates, you must roll an 8 or higher. With every day for 30 days, placing the same effect on it
one duplicate, you must roll an 11 or higher. each time, the illusion lasts until it is dispelled.
A duplicate's AC equals 10 + your Dexterity modi er. False Aura: You change the way the target appears to
If an attack hits a duplicate, the duplicate is destroyed. spells and magical effects, such as detect magic, that
A duplicate can be destroyed only by an attack that detect magical auras. You can make a nonmagical
hits it. It ignores all other damage and effects. The object appear magical, a magical object appear
spell ends when all three duplicates are destroyed. nonmagical, or change the object's magical aura so
A creature is unaffected by this spell if it can't see, if it that it appears to belong to a speci c school of magic
relies on senses other than sight, such as blindsight, or that you choose. When you use this effect on an
if it can perceive illusions as false, as with truesight. object, you can make the false magic apparent to any
creature that handles the item.
Mask: You change the way the target appears to
spells and magical effects that
Wizard 2nd level Illusion Wizard 2nd level Conjuration Wizard 2nd level Illusion
NYSTUL'S MAGIC AURA [2/2] PHANTASMAL FORCE [1/2] PHANTASMAL FORCE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a small square of silk
a bit of eece a bit of eece
detect creature types, such as a paladin's Divine
Sense or the trigger of a symbol spell. You choose You craft an illusion that takes root in the mind of a survives the fall, it still believes that the bridge
a creature type and other spells and magical creature that you can see within range. The target exists and comes up with some other explanation
effects treat the target as if it were a creature of must make an Intelligence saving throw. On a failed for its fall - it was pushed, it slipped, or a strong
that type or of that alignment. save, you create a phantasmal object, creature, or wind might have knocked it off.
other visible phenomenon of your choice that is no An affected target is so convinced of the
larger than a 10-foot cube and that is perceivable only
to the target for the duration. This spell has no effect phantasm's reality that it can even take damage
on undead or constructs. from the illusion. A phantasm created to appear
The phantasm includes sound, temperature, and other as a creature can attack the target. Similarly, a
stimuli, also evident only to the creature. phantasm created to appear as re, a pool of
The target can use its action to examine the phantasm acid, or lava can burn the target. Each round on
with an Intelligence (Investigation) check against your your turn, the phantasm can deal 1d6 psychic
spell save DC. If the check succeeds, the target damage to the target if it is in the phantasm's
realizes that the phantasm is an illusion, and the spell area or within 5 feet of the phantasm, provided
ends.
While a target is affected by the spell, the target that the illusion is of a creature or hazard that
treats the phantasm as if it were real. The target could logically deal damage, such as by attacking.
rationalizes any illogical outcomes from interacting The target perceives the damage as a type
with the phantasm. For example, a target attempting appropriate to the illusion.
to walk across a phantasmal bridge that spans a chasm
falls once it steps onto the bridge. If the target
Wizard 2nd level Illusion Wizard 2nd level Illusion Wizard 2nd level Illusion
Wizard (XGE) 2nd level Transmutation Wizard 2nd level Necromancy Wizard 2nd level Transmutation
SCORCHING RAY SEE INVISIBILITY SHADOW BLADE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 1 hour V, S Concentration, up to 1
minute
You create three rays of re and hurl them at A pinch of Talc and a small sprinkling of powdered
targets within range. You can hurl them at one silver You weave together threads of shadow to create a
target or several. sword of solidi ed gloom in your hand. This magic
Make a ranged spell attack for each ray. On a hit, For the duration, you see invisible creatures and sword lasts until the spell ends. It counts as a simple
the target takes 2d6 re damage. objects as if they were visible, and you can see melee weapon with which you are pro cient. It deals
into the Ethereal Plane. Ethereal creatures and 2d8 psychic damage on a hit and has the nesse, light,
At Higher Levels: When you cast this spell using and thrown properties (range 20/60). In addition,
a spell slot of 3rd level or higher, you create one objects appear ghostly and translucent. when you use the sword to attack a target that is in
additional ray for each slot level above 2nd. dim light or darkness, you make the attack roll with
advantage.
If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists,
you can use a bonus action to cause the sword to
reappear in your hand.
At Higher Levels: When you cast this spell using a
3rd- or 4th-level spell slot, the damage increases to
3d8. When you cast it using a 5th- or 6th-level spell
slot, the damage increases to 4d8. When you cast it
using a spell slot of 7th level or higher, the damage
increases to 5d8.
Wizard 2nd level Evocation Wizard 2nd level Divination Wizard (XGE) 2nd level Illusion
Wizard 2nd level Evocation Wizard (XGE) 2nd level Transmutation Wizard (XGE) 2nd level Evocation
Wizard 2nd level Transmutation Wizard 2nd level Enchantment Wizard 2nd level Enchantment
WARDING WIND WEB ANIMATE DEAD [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M Concentration, up to 1 V, S, M Instantaneous
minutes hour
a drop of blood, a piece of esh, and a pinch of bone
A strong wind (20 miles per hour) blows around a bit of spider web dust
you in a 10-foot radius and moves with you,
remaining centered on you. The wind lasts for You conjure a mass of thick, sticky webbing at a point This spell creates an undead servant. Choose a pile of
the spell's duration. of your choice within range. The webs ll a 20-foot bones or a corpse of a Medium or Small humanoid
The wind has the following effects: cube from that point for the duration. The webs are within range. Your spell imbues the target with a foul
dif cult terrain and lightly obscure their area. mimicry of life, raising it as an undead creature. The
• It deafens you and other creatures in its area. If the webs aren't anchored between two solid masses target becomes a skeleton if you chose bones or a
• It extinguishes unprotected ames in its area (such as walls or trees) or layered across a oor, wall, zombie if you chose a corpse (the DM has the
that are torch-sized or smaller. or ceiling, the conjured web collapses on itself, and the creature's game statistics).
• It hedges out vapor, gas, and fog that can be spell ends at the start of your next turn. Webs layered On each of your turns, you can use a bonus action to
dispersed by strong wind. over a at surface have a depth of 5 feet. mentally command any creature you made with this
• The area is dif cult terrain for creatures other Each creature that starts its turn in the webs or that spell if the creature is within 60 feet of you (if you
than you. enters them during its turn must make a Dexterity control multiple creatures, you can command any or
• The attack rolls of ranged weapon attacks have saving throw. On a failed save, the creature is all of them at the same time, issuing the same
restrained as long as it remains in the webs or until it command to each one). You decide what action the
disadvantage if the attacks pass in or out of the breaks free. creature will take and where it will move during its
wind. A creature restrained by the webs can use its actions next turn, or you can issue a general command, such as
to make a Strength check against your spell save DC. If to guard a particular chamber or corridor. If you issue
it succeeds, it is no longer restrained. no commands, the creature only defends itself against
The webs are ammable. Any 5-foot cube of webs hostile creatures. Once given an order, the creature
exposed to re burns away in 1 round, dealing 2d4 re continues to follow it until its task is complete.
damage to any creature that starts its turn in the re. The creature is under your control for 24 hours, after
which it stops obeying
Wizard (XGE) 2nd level Evocation Wizard 2nd level Conjuration Wizard 3rd level Necromancy
Wizard 3rd level Necromancy Wizard 3rd level Necromancy Wizard 3rd level Necromancy
Wizard 3rd level Transmutation Wizard (XGE) 3rd level Enchantment Wizard 3rd level Divination
CLAIRVOYANCE [2/2] COUNTERSPELL DISPEL MAGIC
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 1 mile 1 reaction 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 S Instantaneous V, S Instantaneous
minutes
You attempt to interrupt a creature in the Choose any creature, object, or magical effect
a focus worth at least 100 gp, either a jeweled horn process of casting a spell. If the creature is within range. Any spell of 3rd level or lower on
for hearing or a glass eye for scrying casting a spell of 3rd level or lower, its spell fails the target ends. For each spell of 4th level or
and has no effect. If it is casting a spell of 4th higher on the target, make an ability check using
st. level or higher, make an ability check using your your spellcasting ability. The DC equals 10 + the
A creature that can see the sensor (such as a spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell
creature bene tting from see invisibility or spell's level. On a success, the creature's spell ends.
truesight) sees a luminous, intangible orb about fails and has no effect. At Higher Levels: When you cast this spell using
the size of your st. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you
a spell slot of 4th level or higher, the interrupted automatically end the effects of a spell on the
spell has no effect if its level is less than or equal target if the spell's level is equal to or less than
to the level of the spell slot you used. the level of the spell slot you used.
Wizard 3rd level Divination Wizard 3rd level Abjuration Wizard 3rd level Abjuration
Wizard (XGE) 3rd level Enchantment Wizard (XGE) 3rd level Transmutation Wizard 3rd level Illusion
Wizard 3rd level Necromancy Wizard 3rd level Evocation Wizard (XGE) 3rd level Transmutation
FLY GASEOUS FORM GLYPH OF WARDING [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 1 V, S, M Until dispelled or
minutes hour triggered
a wing feather from any bird a bit of gauze and a wisp of smoke incense and powdered diamond worth at least 200
You touch a willing creature. The target gains a You transform a willing creature you touch, along with
gp, which the spell consumes
ying speed of 60 feet for the duration. When everything it's wearing and carrying, into a misty cloud When you cast this spell, you inscribe a glyph that
the spell ends, the target falls if it is still aloft, for the duration. The spell ends if the creature drops harms other creatures, either upon a surface (such as
unless it can stop the fall. to 0 hit points. An incorporeal creature isn't affected. a table or a section of oor or wall) or within an object
While in this form, the target's only method of that can be closed (such as a book, a scroll, or a
At Higher Levels: When you cast this spell using movement is a ying speed of 10 feet. The target can treasure chest) to conceal the glyph. If you choose a
a spell slot of 4th level or higher, you can target enter and occupy the space of another creature. The surface, the glyph can cover an area of the surface no
one additional creature for each slot level above target has resistance to nonmagical damage, and it has larger than 10 feet in diameter. If you choose an
3rd. advantage on Strength, Dexterity, and Constitution object, that object must remain in its place, if the
saving throws. The target can pass through small object is moved more than 10 feet from where you
holes, narrow openings, and even mere cracks, though cast this spell, the glyph is broken and the spell ends
it treats liquids as though they were solid surfaces. without being triggered.
The target can't fall and remains hovering in the air The glyph is nearly invisible and requires a successful
even when stunned or otherwise incapacitated. Intelligence (Investigation) check against your spell
While in the form of a misty cloud, the target can't talk save DC to be found.
or manipulate objects, and any objects it was carrying You decide what triggers the glyph when you cast the
or holding can't be dropped, used, or otherwise spell. For glyphs inscribed on a surface, the most
interacted with. The target can't attack or cast spells. typical triggers include touching or standing on the
glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or
manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an
Wizard 3rd level Transmutation Wizard 3rd level Transmutation Wizard 3rd level Abjuration
Wizard 3rd level Abjuration Wizard 3rd level Abjuration Wizard 3rd level Transmutation
Wizard 3rd level Illusion Wizard 3rd level Evocation Wizard (XGE) 3rd level Necromancy
LIGHTNING BOLT MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (100-foot line) 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 hour V, S, M 1 hour
a bit of fur and a rod of amber, crystal, or glass holy water or powdered silver and iron worth at holy water or powdered silver and iron worth at
A stroke of lightning forming a line of 100 feet least 100 gp, which the spell consumes least 100 gp, which the spell consumes
long and 5 feet wide blasts out from you in a You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the
direction you choose. Each creature in the line magical energy centered on a point on the ground that duration increases by 1 hour for each slot level
must make a Dexterity saving throw. A creature you can see within range. Glowing runes appear above 3rd.
takes 8d6 lightning damage on a failed save, or wherever the cylinder intersects with the oor or
half as much damage on a successful one. other surface.
The lightning ignites ammable objects in the Choose one or more of the following types of
creatures - celestials, elementals, fey, ends, or
area that aren't being worn or carried. undead. The circle affects a creature of the chosen
At Higher Levels: When you cast this spell using type in the following ways.
a spell slot of 4th level or higher, the damage • The creature can't willingly enter the cylinder by
increases by 1d6 for each slot above 3rd. nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it must
rst succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls
against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature. When you
cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature
of the speci ed type from leaving the cylinder and
protecting targets outside it.
At Higher Levels: When you cast this spell
Wizard 3rd level Evocation Wizard 3rd level Abjuration Wizard 3rd level Abjuration
Wizard 3rd level Illusion Wizard 3rd level Illusion Wizard (XGE) 3rd level Evocation
Wizard 3rd level Abjuration Wizard 3rd level Illusion Wizard 3rd level Abjuration
REMOVE CURSE SENDING SLEET STORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Unlimited 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 1 round V, S, M Concentration, up to 1
minute
At your touch, all curses affecting one creature A short piece of ne copper wire
or object end. If the object is a cursed magic item, a pinch of dust and a few drops of water
its curse remains, but the spell breaks its owner's You send a short message of twenty- ve words
attunement to the object so it can be removed or or less to a creature with you are familiar. The Until the spell ends, freezing rain and sleet fall in
discarded. creature hears the message in its mind, a 20-foot-tall cylinder with a 40-foot radius
recognizes you as the sender if it knows you, and centered on a point you choose within range.
can answer in a like manner immediately. The The area is heavily obscured, and exposed ames
spell enables creatures with Intelligence scores in the area are doused.
of at least 1 to understand the meaning of your The ground in the area is covered with slick ice,
message. making it dif cult terrain. When a creature
You can send the message across any distance enters the spell's area for the rst time on a turn
and even to other planes of existence, but if the or starts its turn there, it must make a Dexterity
target is on a different plane than you, there is a saving throw. On a failed save, it falls prone.
5 percent chance that the message doesn't If a creature is concentrating in the spell's area,
arrive. the creature must make a successful
Constitution saving throw against your spell
save DC or lose concentration.
Wizard 3rd level Abjuration Wizard 3rd level Evocation Wizard 3rd level Conjuration
Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Conjuration
TINY SERVANT [1/2] TINY SERVANT [2/2] TONGUES
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours V, S 8 hours V, M 1 hour
You touch one Tiny, nonmagical object that isn't each slot level above 3rd. a small clay model of a ziggurat
attached to another object or a surface and isn't being
carried by another creature. The target animates and This spell grants the creature you touch the
sprouts little arms and legs, becoming a creature ability to understand any spoken language it
under your control until the spell ends or the creature hears. Moreover, when the target speaks, any
drops to 0 hit points. See the stat block (XGE p169) for creature that knows at least one language and
its statistics. can hear the target understands what it says.
As a bonus action, you can mentally command the
creature if it is within 120 feet of you. (If you control
multiple creatures with this spell, you can command
any or all of them at the same time, issuing the same
command to each one.) You decide what action the
creature will take and where it will move during its
next turn, or you can issue a simple, general command,
such as to fetch a key, stand watch, or stack some
books. If you issue no commands, the servant does
nothing other than defend itself against hostile
creatures. Once given an order, the servant continues
to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to
its original form, and any remaining damage carries
over to that form.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, you can animate two
additional objects for
Wizard (XGE) 3rd level Transmutation Wizard (XGE) 3rd level Transmutation Wizard 3rd level Divination
Wizard 3rd level Necromancy Wizard (XGE) 3rd level Evocation Wizard (XGE) 3rd level Evocation
Wizard 3rd level Transmutation Wizard 4th level Divination Wizard 4th level Abjuration
BLIGHT CHARM MONSTER CONFUSION [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour V, S, M Concentration, up to 1
minute
Necromantic energy washes over a creature of You attempt to charm a creature you can see
your choice that you can see within range, within range. It must make a Wisdom saving three nut shells
draining moisture and vitality from it. The target throw, and it does so with advantage if you or
must make a Constitution saving throw. The your companions are ghting it. If it fails the This spell assaults and twists creatures' minds,
target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell spawning delusions and provoking uncontrolled
actions. Each creature in a 10-foot-radius sphere
save, or half as much damage on a successful ends or until you or your companions do centered on a point you choose within range must
one. This spell has no effect on undead or anything harmful to it. The charmed creature is succeed on a Wisdom saving throw when you cast this
constructs. friendly to you. When the spell ends, the spell or be affected by it.
If you target a plant creature or a magical plant, creature knows it was charmed by you. An affected target can't take reactions and must roll a
it makes the saving throw with disadvantage, At Higher Levels: When you cast this spell using d10 at the start of each of its turns to determine its
and the spell deals maximum damage to it. a spell slot of 5th level or higher, you can target behavior for that turn.
If you target a nonmagical plant that isn't a one additional creature for each slot level above 1: The creature uses all its movement to move in a
creature, such as a tree or shrub, it doesn't make random direction. To determine the direction, roll a d8
4th. The creatures must be within 30 feet of and assign a direction to each die face. The creature
a saving throw, it simply withers and dies. each other when you target them. doesn't take an action this turn.
At Higher Levels: When you cast this spell using 2-6: The creature doesn't move or take actions this
a spell slot of 5th level or higher, the damage turn.
increases by 1d8 for each slot level above 4th. 7-8: The creature uses its action to make a melee
attack against a randomly determined creature within
its reach. If there is no creature within its reach, the
creature does nothing this turn.
9-10: The creature can act and move normally. At the
end of its turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for that
Wizard 4th level Necromancy Wizard (XGE) 4th level Enchantment Wizard 4th level Enchantment
Wizard 4th level Enchantment Wizard 4th level Conjuration Wizard 4th level Transmutation
Wizard 4th level Transmutation Wizard 4th level Transmutation Wizard 4th level Conjuration
ELEMENTAL BANE EVARD'S BLACK TENTACLES FABRICATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 10 minutes 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous
minute minute
You convert raw materials into products of the same
Choose one creature you can see within range, a piece of tentacle from a giant octopus or a giant material. For example, you can fabricate a wooden
and choose one of the following damage types - squid bridge from a clump of trees, a rope from a patch of
acid, cold, re, lightning, or thunder. The target hemp, and clothes from ax or wool.
must succeed on a Constitution saving throw or Squirming, ebony tentacles ll a 20-foot square Choose raw materials that you can see within range.
be affected by the spell for its duration. The rst on ground that you can see within range. For the You can fabricate a Large or smaller object (contained
duration, these tentacles turn the ground in the within a 10-foot cube, or eight connected 5-foot
time each turn the affected target takes damage cubes), given a suf cient quantity of raw material. If
of the chosen type, the target takes an extra 2d6 area into dif cult terrain. you are working with metal, stone, or another mineral
damage of that type. Moreover, the target loses When a creature enters the affected area for the substance, however, the fabricated object can be no
any resistance to that damage type until the spell rst time on a turn or starts its turn there, the larger than Medium (contained within a single 5-foot
ends. creature must succeed on a Dexterity saving cube). The quality of objects made by the spell is
At Higher Levels: When you cast this spell using throw or take 3d6 bludgeoning damage and be commensurate with the quality of the raw materials.
a spell slot of 5th level or higher, you can target restrained by the tentacles until the spell ends. A Creatures or magic items can't be created or
creature that starts its turn in the area and is transmuted by this spell. You also can't use it to create
one additional creature for each slot level above items that ordinarily require a high degree of
4th. The creatures must be within 30 feet of already restrained by the tentacles takes 3d6 craftsmanship, such as jewelry, weapons, glass, or
each other when you target them. bludgeoning damage. armor, unless you have pro ciency with the type of
A creature restrained by the tentacles can use its artisan's tools used to craft such objects.
action to make a Strength or Dexterity check (its
choice) against your spell save DC. On a success,
it frees itself.
Wizard (XGE) 4th level Transmutation Wizard 4th level Conjuration Wizard 4th level Evocation
Wizard 4th level Evocation Wizard 4th level Illusion Wizard 4th level Illusion
Wizard 4th level Evocation Wizard 4th level Illusion Wizard 4th level Transmutation
Wizard 4th level Transmutation Wizard (XGE) 4th level Evocation Wizard 4th level Transmutation
STONESKIN STORM SPHERE SUMMON GREATER DEMON [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 150 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 1
hour minute hour
diamond dust worth 100 gp, which the spell A 20-foot-radius sphere of whirling air springs into a vial of blood from a humanoid killed within the
consumes existence centered on a point you choose within past 24 hours
range. The sphere remains for the spell's duration.
This spell turns the esh of a willing creature you Each creature in the sphere when it appears or that You utter foul words, summoning one demon from the
touch as hard as stone. Until the spell ends, the ends its turn there must succeed on a Strength saving chaos of the Abyss. You choose the demon's type,
target has resistance to nonmagical bludgeoning, throw or take 2d6 bludgeoning damage. The sphere's which must be one of challenge rating 5 or lower, such
space is dif cult terrain. as a shadow demon or a barlgura. The demon appears
piercing, and slashing damage. Until the spell ends, you can use a bonus action on in an unoccupied space you can see within range, and
each ofyour turns to cause a bolt of lightning to leap the demon disappears when it drops to 0 hit points or
from the center of the sphere toward one creature when the spell ends.
you choose within 60 feet of the center. Make a Roll initiative for the demon, which has its own turns.
ranged spell attack. You have advantage on the attack When you summon it and on each of your turns
roll if the target is in the sphere. On a hit, the target thereafter, you can issue a verbal command to it
takes 4d6 lightning damage. (requfring no action on your part), telling it what it
Creatures within 30 feet of the sphere have must do on its next turn. If you issue no command, it
disadvantage on Wisdom (Perception) checks made to spends its turn attacking any creature within reach
listen. that has attacked it.
At Higher Levels: When you cast this spell using a At the end of each of the demon's turns, it makes a
spell slot of 5th level or higher, the damage for each of Charisma saving throw. The demon has disadvantage
its effects increases by 1d6 for each slot level above on this saving throw if you say its true name. On a
4th. failed save, the demon continues to obey you. On a
successful save, your control of the demon ends for
the rest of the duration, and the demon spends its
turns pursuing and attacking the nearest non-demons
to the best
Wizard 4th level Abjuration Wizard (XGE) 4th level Evocation Wizard (XGE) 4th level Conjuration
Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Evocation Wizard 4th level Evocation
Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Conjuration Wizard 5th level Transmutation
ANIMATE OBJECTS [2/2] BIGBY'S HAND [1/3] BIGBY'S HAND [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
objects lack legs or other appendages it can use for an eggshell and a snakeskin glove an eggshell and a snakeskin glove
locomotion, it instead has a ying speed of 30 feet and
can hover. If the object is securely attached to a You create a Large hand of shimmering, translucent smaller, you have advantage on the check. If you
surface or larger object, such as a chain bolted to a force in an unoccupied space that you can see within succeed, the hand pushes the target up to 5 feet plus a
wall, its speed is 0. It has blindsight with a radius of 30 range. The hand lasts for the spell's duration, and it number of feet equal to ve times your spellcasting
feet and is blind beyond that distance. When the moves at your command, mimicking the movements of ability modi er. The hand moves with the target to
animated object drops to 0 hit points, it reverts to its your own hand. remain within 5 feet of it.
original object form, and any remaining damage The hand is an object that has AC 20 and hit points Grasping Hand. The hand attempts to grapple a Huge
carries over to its original object form. equal to your hit point maximum. If it drops to 0 hit or smaller creature within 5 feet of it. You use the
If you command an object to attack, it can make a points, the spell ends. It has a Strength of 26 (+8) and a hand's Strength score to resolve the grapple. If the
single melee attack against a creature within 5 feet of Dexterity of 10 (+0). The hand doesn't ll its space. target is Medium or smaller, you have advantage on
it. It makes a slam attack with an attack bonus and When you cast the spell and as a bonus action on your the check. While the hand is grappling the target, you
bludgeoning damage determine by its size. The DM subsequent turns, you can move the hand up to 60 can use a bonus action to have the hand crush it.
might rule that a speci c object in icts slashing or feet and then cause one of the following effects with When you do so, the target takes bludgeoning damage
piercing damage based on its form. it. equal to 2d6 + your spellcasting ability modi er.
Animated Object Statistics Clenched Fist. The hand strikes one creature or Interposing Hand. The hand interposes itself
Size. . , HP, AC, Hit, Damage,Str,Dex object within 5 feet of it. Make a melee spell attack for between you and a creature you choose until you give
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18 the hand using your game statistics. On a hit, the the hand a different command. The hand moves to
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14 target takes 4d8 force damage. stay between you and the target, providing you with
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12 Forceful Hand. The hand attempts to push a creature half cover against the target. The target can't move
Large , 50, 10, +6 , 2d10 +2,14, 10 within 5 feet of it in a direction you choose. Make a through the hand's space if its Strength score is less
Huge. , 80, 10, +8 , 2d12 +4,18 , 6 check with the hand's Strength contested by the than or equal to the hand's Strength score. If its
At Higher Levels: If you cast this spell using a spell Strength (Athletics) check of the target. If the target is Strength score
slot of 6th level or higher, you can animate two Medium or
additional objects for each slot level above 5th.
Wizard 5th level Transmutation Wizard 5th level Evocation Wizard 5th level Evocation
Wizard 5th level Evocation Wizard 5th level Conjuration Wizard 5th level Evocation
CONJURE ELEMENTAL [1/2] CONJURE ELEMENTAL [2/2] CONTACT OTHER PLANE (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 90 feet 1 minute 90 feet 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V 1 minute
hour hour
You mentally contact a demigod, the spirit of a
burning incense for air, soft clay for earth, sulfur and burning incense for air, soft clay for earth, sulfur and long-dead sage, or some other mysterious entity
phosphorus for re, or water and sand for water phosphorus for re, or water and sand for water from another plane. Contacting this extraplanar
intelligence can strain or even break your mind.
You call forth an elemental servant. Choose an area of summoned it. When you cast this spell, make a DC 15
air, earth, re, or water that lls a 10-foot cube within The DM has the elemental's statistics. Intelligence saving throw. On a failure, you take
range. An elemental of challenge rating 5 or lower At Higher Levels: When you cast this spell using 6d6 psychic damage and are insane until you
appropriate to the area you chose appears in an a spell slot of 6th level or higher, the challenge
unoccupied space within 10 feet of it. For example, a nish a long rest. While insane, you can't take
re elemental emerges from a bon re, and an earth rating increases by 1 for each slot level above actions, can't understand what other creatures
elemental rises up from the ground. The elemental 5th. say, can't read, and speak only in gibberish. A
disappears when it drops to 0 hit points or when the greater restoration spell cast on you ends this
spell ends. effect.
The elemental is friendly to you and your companions On a successful save, you can ask the entity up to
for the duration. Roll initiative for the elemental, ve questions. You must ask your questions
which has its own turns. It obeys any verbal before the spell ends. The DM answers each
commands that you issue to it (no action required by
you). If you don't issue any commands to the question with one word, such as yes, no, maybe,
elemental, it defends itself from hostile creatures but never, irrelevant, unclear (if the entity doesn't
otherwise takes no actions. know the answer to the question). If a one-word
If your concentration is broken, the elemental doesn't answer would be misleading, the DM might
disappear. Instead, you lose control of the elemental, it instead offer a short phrase as an answer.
becomes hostile toward you and your companions,
and it might attack. An uncontrolled elemental can't
be dismissed by you, and it disappears 1 hour after you
Wizard 5th level Conjuration Wizard 5th level Conjuration Wizard 5th level Divination
CONTROL WINDS [1/2] CONTROL WINDS [2/2] CREATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Special
hour hour
a tiny piece of matter of the same type of the item
You take control of the air in a 100-foot cube that you Updraft: You cause a sustained updraft within you plan to create
can see within range. Choose one of the following the cube, rising upward from the cube's bottom
effects when you cast the spell. The effect lasts for the side. Creatures that end a fall within the cube You pull wisps of shadow material from the
spell's duration, unless you use your action on a later take only half damage from the fall. When a Shadowfell to create a nonliving object of vegetable
turn to switch to a different effect. You can also use matter within range - soft goods, rope, wood, or
your action to temporarily halt the effect or to restart creature in the cube makes a vertical jump, the something similar. You can also use this spell to create
one you've halted. creature can jump up to 10 feet higher than mineral objects such as stone, crystal, or metal. The
Gusts: A wind picks up within the cube, continually normal. object created must be no larger than a 5-foot cube,
blowing in a horizontal direction you designate. You and the object must be of a form and material that you
choose the intensity of the wind: calm, moderate, or have seen before.
strong. If the wind is moderate or strong, ranged The duration depends on the object's material. If the
weapon attacks that enter or leave the cube or pass object is composed of multiple materials, use the
through it have disadvantage on their attack rolls. If shortest duration.
the wind is strong, any creature moving against the Duration: Vegetable matter - 1 day. Stone/crystal - 12
wind must spend 1 extra foot of movement for each hours. Precious metals - 1 hour. Gems - 10 minutes.
foot moved. Adamantine/Mithral - 1 minute.
Downdraft: You cause a sustained blast of strong wind Using any material created by this spell as another
to blow downward from the top of the cube. Ranged spell's material component causes that spell to fail.
weapon attacks that pass through the cube or that are At Higher Levels: When you cast this spell using a
made against targets within it have disadvantage on spell slot of 6th level or higher, the cube increases by 5
their attack rolls . A creature must make a Strength feet for each slot level above 5th.
saving throw if it ies into the cube for the rst time
on a turn or starts its turn there ying. On a failed
save, the creature is knocked prone.
Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Transmutation Wizard 5th level Illusion
Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Evocation
Wizard 5th level Enchantment Wizard 5th level Enchantment Wizard 5th level Illusion
DREAM [2/2] ENERVATION FAR STEP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Special 1 action 60 feet 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Concentration, up to 1 V Concentration, up to 1
minute minute
a handful of sand, a dab of ink, and a writing quill
plucked from a sleeping bird A tendril of inky darkness reaches out from you, You teleport up to 60 feet to an unoccupied
touching a creature you can see within range to space you can see. On each of your turns before
target's dreams. drain life from it. The target must make a the spell ends, you can use a bonus action to
You can make the messenger appear monstrous Dexterity saving throw. On a successful save, the teleport in this way again.
and terrifying to the target. If you do, the target takes 2d8 necrotic damage, and the spell
messenger can deliver a message of no more ends . On a failed save, the target takes 4d8
than ten words and then the target must make a necrotic damage, and until the spell ends, you
Wisdom saving throw. On a failed save, echoes of can use your action on each of your turns to
the phantasmal monstrosity spawn a nightmare automatically deal 4d8 necrotic damage to the
that lasts the duration of the target's sleep and target. The spell ends if you use your action to do
prevents the target from gaining any bene t anything else, if the target is ever outside the
from that rest. In addition, when the target spell's range, or if the target has total cover from
wakes up, it takes 3d6 psychic damage. you.
If you have a body part, lock of hair, clipping from Whenever the spell deals damage to a target,
a nail, or similar portion of the target's body, the you regain hit points equal to half the amount of
target makes its saving throw with disadvantage. necrotic damage the target takes.
At Higher Levels: When you cast this spell using
a spell slot of 6th level or higher, the damage
increases by 1d8 for each slot level above 5th.
Wizard 5th level Illusion Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Conjuration
Wizard 5th level Enchantment Wizard 5th level Enchantment Wizard (XGE) 5th level Evocation
Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Conjuration
LEGEND LORE MISLEAD MODIFY MEMORY [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous S Concentration, up to 1 V, S Concentration, up to 1
hour minute
incense worth at least 250 gp, which the spell
consumes, and four ivory strips worth at least 50 gp You become invisible at the same time that an You attempt to reshape another creature's memories.
each illusory double of you appears where you are One creature that you can see must make a Wisdom
standing. The double lasts for the duration, but saving throw. If you are ghting the creature, it has
Name or describe a person, place, or object. The the invisibility ends if you attack or cast a spell. advantage on the saving throw. On a failed save, the
You can use your action to move your illusory target becomes charmed by you for the duration. The
spell brings to your mind a brief summary of the charmed target is incapacitated and unaware of its
signi cant lore about the thing you named. The double up to twice your speed and make it surroundings, though it can still hear you. If it takes
lore might consist of current tales, forgotten gesture, speak, and behave in whatever way you any damage or is targeted by another spell, this spell
stories, or even secret lore that has never been choose. ends, and none of the target's memories are modi ed.
widely known. If the thing you named isn't of You can see through its eyes and hear through its While this charm lasts, you can affect the target's
legendary importance, you gain no information. ears as if you were located where it is. On each of memory of an event that it experienced within the last
The more information you already have about your turns as a bonus action, you can switch 24 hours and that lasted no more than 10 minutes.
the thing, the more precise and detailed the from using its senses to using your own, or back You can permanently eliminate all memory of the
again. While you are using its senses, you are event, allow the target to recall the event with perfect
information you receive is. clarity and exacting detail, change its memory of the
The information you learn is accurate but might blinded and deafened in regard to your own details of the event, or create a memory of some other
be couched in gurative language. For example, surroundings. event.
if you have a mysterious magic axe on hand, the You must speak to the target to describe how its
spell might yield this information - Woe to the memories are affected, and it must be able to
evildoer whose hand touches the axe, for even understand your language for the modi ed memories
the haft slices the hand of the evil ones. Only a to take root. Its mind lls in any gaps in the details of
true Child of Stone, lover and beloved of your description. If the spell ends before you have
nished describing the modi ed memories, the
Moradin, may awaken the true powers of the creature's memory isn't altered. Otherwise, the
axe, and only with the sacred word Rudnogg on modi ed memories
the lips.
Wizard 5th level Divination Wizard 5th level Illusion Wizard 5th level Enchantment
Wizard 5th level Enchantment Wizard (XGE) 5th level Necromancy Wizard 5th level Transmutation
PLANAR BINDING [1/2] PLANAR BINDING [2/2] RARY'S TELEPATHIC BOND (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M 1 hour
a jewel worth at least 1,000 gp, which the spell a jewel worth at least 1,000 gp, which the spell pieces of eggshell from two different kinds of
consumes consumes creatures
With this spell, you attempt to bind a celestial, an fact if you are on the same plane of existence. If You forge a telepathic link among up to eight
elemental, a fey, or a end to your service. The you are on a different plane of existence, it willing creatures of your choice within range,
creature must be within range for the entire casting of returns to the place where you bound it and psychically linking each creature to all the others
the spell. (Typically, the creature is rst summoned remains there until the spell ends. for the duration. Creatures with Intelligence
into the center of an inverted magic circle in order to scores of 2 or less aren't affected by this spell.
keep it trapped while this spell is cast.) At the At Higher Levels: When you cast this spell using
completion of the casting, the target must make a a spell slot of a higher level, the duration Until the spell ends, the targets can
Charisma saving throw. On a failed save, it is bound to increases to 10 days with a 6th-level slot, to 30 communicate telepathically through the bond
serve you for the duration. If the creature was days with a 7th-level slot, to 180 days with an whether or not they have a common language.
summoned or created by another spell, that spell's 8th-level slot, and to a year and a day with a 9th- The communication is possible over any
duration is extended to match the duration of this level spell slot. distance, though it can't extend to other planes
spell. of existence.
A bound creature must follow your instructions to the
best of its ability. You might command the creature to
accompany you on an adventure, to guard a location,
or to deliver a message. The creature obeys the letter
of your instructions, but if the creature is hostile to
you, it strives to twist your words to achieve its own
objectives. If the creature carries out your
instructions completely before the spell ends, it
travels to you to report this
Wizard 5th level Abjuration Wizard 5th level Abjuration Wizard 5th level Divination
SCRYING [1/2] SCRYING [2/2] SEEMING [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 10 minutes Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S 8 hours
minutes minutes
This spell allows you to change the appearance of any
a focus worth at least 1,000 gp, such as a crystal a focus worth at least 1,000 gp, such as a crystal number of creatures that you can see within range.
ball, a silver mirror, or a font lled with holy water ball, a silver mirror, or a font lled with holy water You give each target you choose a new, illusory
appearance. An unwilling target can make a Charisma
You can see and hear a particular creature you choose luminous orb about the size of your st. saving throw, and if it succeeds, it is unaffected by this
that is on the same plane of existence as you. The Instead of targeting a creature, you can choose a spell.
target must make a Wisdom saving throw, which is location you have seen before as the target of The spell disguises physical appearances as well as
modi ed by how well you know the target and the sort clothing, armor, weapons, and equipment. You can
of physical connection you have to it. If a target knows
this spell. When you do, the sensor appears at make each creature seem 1 foot shorter or taller and
you're casting this spell, it can fail the saving throw that location and doesn't move. appear thin, fat, or in-between. You can't change a
voluntarily if it wants to be observed. target's body type, so you must choose a form that has
Knowledge - Secondhand (you have heard of the the same basic arrangement of limbs. Otherwise, the
target) +5. Firsthand (you have met the target) +0. extent of the illusion is up to you. The spell lasts for
Familiar (you know the target well) -5. the duration, unless you use your action to dismiss it
Connection Likeness or picture -2. Possession or sooner.
garment -4. Body part, lock of hair, bit of nail, or the The changes wrought by this spell fail to hold up to
like -10. physical inspections. For example, if you use this spell
On a successful save, the target isn't affected, and you to add a hat to a creature's out t objects pass through
can't use this spell against it again for 24 hours. the hat, and anyone who touches it would feel nothing
On a failed save, the spell creates an invisible sensor or would feel the creature's head and hair. If you use
within 10 feet of the target. You can see and hear this spell to appear thinner then you are, the hand of
through the sensor as if you were there. The sensor someone who reaches out to touch you would bump
moves with the target, remaining within 10 feet of it into you while it was seemingly still in midair.
for the duration. A creature that can see invisible A creature can use its action to inspect a target and
objects sees the sensor as a make an Intelligence
Wizard 5th level Divination Wizard 5th level Divination Wizard 5th level Illusion
Wizard 5th level Illusion Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Conjuration
Wizard (XGE) 5th level Enchantment Wizard 5th level Transmutation Wizard 5th level Transmutation
TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2] TRANSMUTE ROCK [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 round V, M 1 round V, S, M Until dispelled
rare chalks and inks infused with precious gems with rare chalks and inks infused with precious gems with clay and water
50 gp, which the spell consumes 50 gp, which the spell consumes You choose an area of stone or mud that you can see
As you cast the spell, you draw a 10-foot-diameter minute. that ts within a 40-foot cube and that is within range,
circle on the ground inscribed with sigils that link your You can create a permanent teleportation circle and choose one of the following effects.
location to a permanent teleportation circle of your by casting this spell in the same location every Transmute Rock to Mud: Nonmagical rock of any
choice whose sigil sequence you know and that is on day for one year. You need not use the circle to sort in the area becomes an equal volume of thick,
the same plane of existence as you. A shimmering owing mud that remains for the spell's duration.
portal opens within the circle you drew and remains teleport when you cast the spell in this way. The ground in the spell's area becomes muddy enough
open until the end of your next turn. Any creature that that creatures can sink into it. Each foot that a
enters the portal instantly appears within 5 feet of the creature moves through the mud costs 4 feet of
destination circle or in the nearest unoccupied space if movement, and any creature on the ground when you
that space is occupied. cast the spell must make a Strength saving throw. A
Many major temples, guilds, and other important creature must also make the saving throw when it
places have permanent teleportation circles inscribed moves into the area for the rst time on a turn or ends
somewhere within their con nes. Each such circle its turn there. On a failed save, a creature sinks into
includes a unique sigil sequence - a string of magical the mud and is restrained, though it can use an action
runes arranged in a particular pattern. When you rst to end the restrained condition on itself by pulling
gain the ability to cast this spell, you learn the sigil itself free of the mud.
sequences for two destinations on the Material Plane, If you cast the spell on a ceiling, the mud falls. Any
determined by the DM. You can learn additional sigil creature under the mud when it falls must make a
sequences during your adventures. You can commit a Dexterity saving throw. A creature takes 4d8
new sigil sequence to memory after studying it for 1 bludgeoning damage on a failed save,
Wizard 5th level Conjuration Wizard 5th level Conjuration Wizard (XGE) 5th level Transmutation
Wizard (XGE) 5th level Transmutation Wizard 5th level Evocation Wizard (XGE) 5th level Evocation
Wizard (XGE) 5th level Evocation Wizard 5th level Evocation Wizard 5th level Evocation
ARCANE GATE CHAIN LIGHTNING CIRCLE OF DEATH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 150 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Instantaneous V, S, M Instantaneous
minutes
a bit of fur, a piece of amber, glass, or crystal rod, and the powder of a crushed black pearl worth at least
You create linked teleportation portals that remain three silver pins 500 gp
open for the duration. Choose two points on the
ground that you can see, one point within 10 feet of You create a bolt of lightning that arcs toward a A sphere of negative energy ripples out in a 60-
you and one point within 500 feet of you. A circular target of your choice that you can see within foot-radius sphere from a point within range.
portal, 10 feet in diameter, opens over each point. If range. Three bolts then leap from that target to Each creature in that area must make a
the portal would open in the space occupied by a
creature, the spell fails, and the casting is lost. as many as three other targets, each of which Constitution saving throw. A target takes 8d6
The portals are two-dimensional glowing rings lled must be within 30 feet of the rst target. A necrotic damage on a failed save, or half as much
with mist, hovering inches from the ground and target can be a creature or an object and can be damage on a successful one.
perpendicular to it at the points you choose. A ring is targeted by only one of the bolts. At Higher Levels: When you cast this spell using
visible only from one side (your choice), which is the A target must make a Dexterity saving throw. a spell slot of 7th level or higher, the damage
side that functions as a portal. The target takes 10d8 lightning damage on a increases by 2d6 for each slot level above 6th.
Any creature or object entering the portal exits from failed save, or half as much on a successful one.
the other portal as if the two were adjacent to each
other, passing through a portal from the non-portal At Higher Levels: When you cast this spell using
side has no effect. The mist that lls each portal is a spell slot of 7th level or higher, one additional
opaque and blocks vision through it. On your turn, you bolt leaps from the rst target to another target
can rotate the rings as a bonus action so that the for each slot level above 6th.
active side faces in a different direction.
Wizard 6th level Conjuration Wizard 6th level Evocation Wizard 6th level Necromancy
Wizard 6th level Evocation Wizard 6th level Evocation Wizard (XGE) 6th level Transmutation
Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy Wizard 6th level Necromancy
DISINTEGRATE [1/2] DISINTEGRATE [2/2] DRAWMIJ'S INSTANT SUMMON (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Until dispelled
a lodestone and a pinch of dust a lodestone and a pinch of dust a sapphire worth 1,000 gp
A thin green ray springs from your pointing nger to a for each slot level above 6th. You touch an object weighing 10 pounds or less
target that you can see within range. The target can be whose longest dimension is 6 feet or less. The
a creature, an object, or a creation of magical force, spell leaves an invisible mark on its surface and
such as the wall created by Wall of Force. invisibly inscribes the name of the item on the
A creature targeted by this spell must make a sapphire you use as the material component.
Dexterity saving throw. On a failed save, the target
takes 10d6+40 force damage. If this damage reduces Each time you cast this spell, you must use a
the target to 0 hit points, it is disintegrated. different sapphire.
A disintegrated creature and everything it is wearing At any time thereafter, you can use your action
and carrying, except magic items, are reduced to a pile to speak the item's name and crush the sapphire.
of ne gray dust. The creature can be restored to life The item instantly appears in your hand
only by means of a true resurrection or a wish spell. regardless of physical or planar distances, and
This spell automatically disintegrates a Large or the spell ends.
smaller nonmagical object or a creation of magical If another creature is holding or carrying the
force. If the target is a Huge or larger object or
creation of force, this spell disintegrates a 10-foot- item, crushing the sapphire doesn't transport the
cube portion of it. A magic item is unaffected by this item to you, but instead you learn who the
spell. creature possessing the object is and roughly
At Higher Levels: When you cast this spell using a where that creature is located at that moment.
spell slot of 7th level or higher, the damage increases Dispel magic or a similar effect successfully
by 3d6 applied to the sapphire ends this spell's effect.
Wizard 6th level Transmutation Wizard 6th level Transmutation Wizard 6th level Conjuration
Wizard 6th level Necromancy Wizard 6th level Transmutation Wizard 6th level Abjuration
GUARDS AND WARDS [1/3] GUARDS AND WARDS [2/3] GUARDS AND WARDS [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Touch 10 minutes Touch 10 minutes Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M 24 hours
burning incense, a small measure of brimstone and burning incense, a small measure of brimstone and burning incense, a small measure of brimstone and
oil, a knotted string, a small amount of umber hulk oil, a knotted string, a small amount of umber hulk oil, a knotted string, a small amount of umber hulk
blood, and a small silver rod worth at least 10 gp blood, and a small silver rod worth at least 10 gp blood, and a small silver rod worth at least 10 gp
You create a ward that protects up to 2,500 square area are magically locked, as if sealed by an arcane one corridor or room.
feet of oor space (an area 50 feet square, or one lock spell. In addition, you can cover up to ten doors • Place a suggestion in one location. You select an
hundred 5-foot squares or twenty- ve 10-foot with an illusion (equivalent to the illusory object area of up to 5 feet square, and any creature that
squares). The warded area can be up to 20 feet tall, function of the minor illusion spell) to make them enters or passes through the area receives the
and shaped as you desire. You can ward several stories appear as plain sections of wall. suggestion mentally.
of a stronghold by dividing the area among them, as Stairs: Webs ll all stairs in the warded area from top
long as you can walk into each contiguous area while to bottom, as the web spell. These strands regrow in The whole warded area radiates magic. A dispel
you are casting the spell. 10 minutes if they are burned or torn away while magic cast on a speci c effect, if successful,
When you cast this spell, you can specify individuals guards and wards lasts. removes only that effect.
that are unaffected by any or all of the effects that you Other Spell Effect: You can place your choice of one You can create a permanently guarded and
choose. You can also specify a password that, when of the following magical effects within the warded warded structure by casting this spell there
spoken aloud, makes the speaker immune to these area of the stronghold. every day for one year.
effects. • Place dancing lights in four corridors. You can
Guards and wards creates the following effects designate a simple program that the lights repeat as
within the warded area. long as guards and wards lasts.
Corridors: Fog lls all the warded corridors, making • Place magic mouth in two locations.
them heavily obscured. In addition, at each • Place stinking cloud in two locations. The vapors
intersection or branching passage offering a choice of appear in the places you designate they return within
direction, there is a 50 percent chance that a creature 10 minutes if dispersed by wind while guards and
other than you will believe it is going in the opposite wards lasts.
direction from the one it chooses. • Place a constant gust of wind in
Doors: All doors in the warded
Wizard 6th level Abjuration Wizard 6th level Abjuration Wizard 6th level Abjuration
INVESTITURE OF FLAME INVESTITURE OF ICE INVESTITURE OF STONE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S Concentration, up to 10
minutes minutes minutes
Flames race across your body, shedding bright Until the spell ends, ice rimes your body, and you Until the spell ends, bits of rock spread across
light in a 30-foot radius and dim light for an gain the following bene ts: your body, and you gain the following bene ts:
additional 30 feet for the spell's duration. The • You are immune to cold damage and have • You have resistance to bludgeoning, piercing,
ames don't harm you. Until the spell ends, you resistance to re damage. and slashing damage from nonmagical attacks.
gain the following bene ts: • You can move across dif cult terrain created • You can use your action to create a small
• You are immune to re damage and have by ice or snow without spending extra earthquake on the ground in a 15-foot radius
resistance to cold damage. movement. centered on you. Other creatures on that ground
• Any creature that moves within 5 feet of you • The ground in a 10-foot radius around you is must succeed on a Dexterity saving throw or be
for the rst time on a turn or ends its turn there icy and is dif cult terra in for creatures other knocked prone.
takes 1d10 re damage. than you. The radius moves with you. • You can move across dif cult terrain made of
• You can use your action to create a line of re • You can use your action to create a 15-foot earth or stone without spending extra
15 feet long and 5 feet wide extending from you cone of freezing wind extending from your movement. You can move through solid earth or
in a direction you choose. Each creature in the outstretched hand in a direction you choose. stone as if it was air and without destabilizing it,
line must make a Dexterity saving throw. A Each creature in the cone must make a but you can't end your movement there. If you
creature takes 4d8 re damage on a failed save, Constitution saving throw. A creature takes 4d6 do so, you are ejected to the nearest unoccupied
or half as much damage on a successful one. cold damage on a failed save, or half as much da space, this spell ends, and you are stunned until
mage on a successful one. A creature that fails its the end of your next turn.
save against this effect has its speed halved until
the start of your next turn.
Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation
Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy Wizard 6th level Necromancy
Wizard 6th level Necromancy Wizard 6th level Enchantment Wizard 6th level Enchantment
MENTAL PRISON MOVE EARTH [1/2] MOVE EARTH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S, M Concentration, up to 2 V, S, M Concentration, up to 2
minute hours hours
You attempt to bind a creature within an illusory an iron blade and a small bag containing a mixture an iron blade and a small bag containing a mixture
cell that only it perceives. One creature you can of soils - clay, loam, and sand of soils - clay, loam, and sand
see within range must make an Intelligence
saving throw. The target succeeds automatically Choose an area of terrain no larger than 40 feet on a might collapse.
if it is immune to being charmed. On a successful side within range. You can reshape dirt, sand, or clay in Similarly, this spell doesn't directly affect plant
save, the target takes 5d10 psychic damage, and the area in any manner you choose for the duration. growth. The moved earth carries any plants
the spell ends. On a failed save, the target takes You can raise or lower the area's elevation, create or along with it.
ll in a trench, erect or atten a wall, or form a pillar.
5d10 psychic damage, and you make the area The extent of any such changes can't exceed half the
immediately around the target's space appear area's largest dimension. So, if you affect a 40-foot
dangerous to it in some way. You might cause the square, you can create a pillar up to 20 feet high, raise
target to perceive itself as being surrounded by or lower the square's elevation by up to 20 feet, dig a
re, oating razors, or hideous maws lled with trench up to 20 feet deep, and so on. It takes 10
dripping teeth. Whatever form the illusion takes, minutes for these changes to complete.
the target can't see or hear anything beyond it At the end of every 10 minutes you spend
and is restrained for the spell's duration. If the concentrating on the spell, you can choose a new area
of terrain to affect.
target is moved out of the illusion, makes a melee Because the terrain's transformation occurs slowly,
attack through it, or reaches any part of its body creatures in the area can't usually be trapped or
through it, the target takes 10d10 psychic injured by the ground's movement.
damage, and the spell ends. This spell can't manipulate natural stone or stone
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it
Wizard (XGE) 6th level Illusion Wizard 6th level Transmutation Wizard 6th level Transmutation
OTILUKE'S FREEZING SPHERE [1/2] OTILUKE'S FREEZING SPHERE [2/2] OTTO'S IRRESISTIBLE DANCE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V Concentration, up to 1
minute
a small crystal sphere a small crystal sphere
Choose one creature that you can see within
A frigid globe of cold energy streaks from your It shatters on impact, with the same effect as the range. The target begins a comic dance in place -
ngertips to a point of your choice within range, normal casting of the spell. You can also set the shuf ing, tapping its feet, and capering for the
where it explodes in a 60-foot-radius sphere. Each globe down without shattering it. After 1 minute, duration. Creatures that can't be charmed are
creature within the area must make a Constitution if the globe hasn't already shattered, it explodes. immune to this spell.
saving throw. On a failed save, a creature takes 10d6
cold damage. On successful save, it takes half as much At Higher Levels: When you cast this spell using A dancing creature must use all its movement to
damage. a spell slot of 7th level or higher, the damage dance without leaving its space and has
If the globe strikes a body of water or a liquid that is increases by 1d6 for each slot level above 6th disadvantage on Dexterity saving throws and
principally water (not including water-based attack rolls. While the target is affected by this
creatures), it freezes the liquid to a depth of 6 inches spell, other creatures have advantage on attack
over an area 30 feet square. This ice lasts for 1 minute. rolls against it. As an action, a dancing creature
Creatures that were swimming on the surface of makes a Wisdom saving throw to regain control
frozen water are trapped in the ice. A trapped of itself. On a successful save, the spell ends.
creature can use an action to make a Strength check
against your spell save DC to break free.
You can refrain from ring the globe after completing
the spell, if you wish. A small globe about the size of a
sling stone, cool to the touch, appears in your hand. At
any time, you or a creature you give the globe to can
throw the globe (to a range of 40 feet) or hurl it with a
sling (to the sling's normal range).
Wizard 6th level Evocation Wizard 6th level Evocation Wizard 6th level Enchantment
Wizard 6th level Illusion Wizard 6th level Illusion Wizard (XGE) 6th level Conjuration
SOUL CAGE [1/2] SOUL CAGE [2/2] SUNBEAM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take 60 feet 1 reaction, which you take 60 feet 1 action Self (60-foot line)
when a humanoid you can when a humanoid you can
see within 60 feet of you see within 60 feet of you COMPONENTS DURATION
dies dies V, S, M Concentration, up to 1
minute
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M 8 hours a magnifying glass
a tiny silver cage worth 100 gp a tiny silver cage worth 100 gp A beam of brilliant light ashes out from your
hand in a 5-foot-wide, 60-foot-line. Each
This spell snatches the soul of a humanoid as it dies yourself with the soul's life experience, making creature in the line must make a Constitution
and traps it inside the tiny cage you use for the your next attack roll, ability check, or saving saving throw. On a failed save, a creature takes
material component. A stolen soul remains inside the throw with advantage. If you don't use this 6d8 radiant damage and is blinded until your
cage until the spell ends or until you destroy the cage, bene t before the start of your next turn, it is next turn. On a successful save, it takes half as
which ends the spell. While you have a soul inside the lost. much damage and isn't blinded by this spell.
cage, you can exploit it in any of the ways described
below. You can use a trapped soul up to six times. Eyes of the Dead: You can use an action to Undead and oozes have disadvantage on this
Once you exploit a soul for the sixth time, it is name a place the humanoid saw in life, which saving throw.
released, and the spell ends. While a soul is trapped, creates an invisible sensor somewhere in that You can create a new line of radiance as your
the dead humanoid it came from can't be revived. place if it is on the plane of existence you're action on any turn until the spell ends.
Steal Life: You can use a bonus action to drain vigor currently on. The sensor remains for as long as For the duration, a mote of brilliant radiance
from the soul and regain 2d8 hit points. you concentrate, up to 10 minutes (as if you shines in your hand. It sheds bright light in a 30-
Query Soul: You ask the soul a question (no action were concentrating on a spell). You receive visual foot radius and dim light for an additional 30
required) and receive a brief telepathic answer, which and auditory information from the sensor as if feet. The light is sunlight.
you can understand regardless of the language used. you were in its space using your senses.
The soul knows only what it knew in life, but it must
answer you truthfully and to the best of its ability. The A creature that can see the sensor (such as one
answer is no more than a sentence or two and might using see invisibility or truesight) sees a
be cryptic. translucent image of the tormented humanoid
Borrow Experience: You can use a bonus action to whose soul you caged.
bolster
Wizard (XGE) 6th level Necromancy Wizard (XGE) 6th level Necromancy Wizard 6th level Evocation
Wizard (XGE) 6th level Transmutation Wizard 6th level Divination Wizard 6th level Evocation
Wizard 6th level Evocation Wizard (XGE) 7th level Evocation Wizard 7th level Evocation
DELAYED BLAST FIREBALL [2/2] ETHEREALNESS [1/2] ETHEREALNESS [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Up to 8 hours V, S Up to 8 hours
minute
You step into the border regions of the Ethereal Plane, moved.
a tine ball of bat guano and sulfur in the area where it overlaps with your current plane. This spell has no effect if you cast it while you are
You remain in the Border Ethereal for the duration or on the Ethereal Plane or a plane that doesn't
explodes. until you use your action to dismiss the spell. During border it, such as one of the Outer Planes.
The re damages objects in the area and ignites this time, you can move in any direction. If you move
At Higher Levels: When you cast this spell using
ammable objects that aren't being worn or up or down, every foot of movement costs an extra
carried. foot. You can see and hear the plane you originated a spell slot of 8th level or higher, you can target
from, but everything there looks gray, and you can't up to three willing creatures (including you) for
At Higher Levels: When you cast this spell using see anything more than 60 feet away. each slot level above 7th. The creatures must be
a spell slot of 8th level or higher, the base While on the Ethereal Plane, you can only affect and within 10 feet of you when you cast the spell.
damage increases by 1d6 for each slot level be affected by other creatures on that plane.
above 7th. Creatures that aren't on the Ethereal Plane can't
perceive you and can't interact with you, unless a
special ability or magic has given them the ability to do
so.
You ignore all objects and effects that aren't on the
Ethereal Plane, allowing you to move through objects
you perceive on the plaen you originated from.
When the spell ends, you immediately return to the
plane you originated from in the spot you currently
occupy. If you occupy the same spot as a solid object
or creature when this happens, you are immediately
shunted to the nearest unoccupied space that you can
occupy and take force damage equal to twice the
number of feet you are
Wizard 7th level Evocation Wizard 7th level Transmutation Wizard 7th level Transmutation
Wizard 7th level Necromancy Wizard 7th level Evocation Wizard 7th level Evocation
Wizard 7th level Evocation Wizard 7th level Conjuration Wizard 7th level Conjuration
Wizard (XGE) 7th level Enchantment Wizard 7th level Evocation Wizard 7th level Evocation
Wizard 7th level Illusion Wizard 7th level Illusion Wizard 7th level Transmutation
SEQUESTER SIMULACRUM [1/2] SIMULACRUM [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 12 hours Touch 12 hours Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V, S, M Until dispelled
a powder composed of diamond, emerald, ruby, and snow or ice in quantities suf cient to made a life-size snow or ice in quantities suf cient to made a life-size
sapphire dust worth at least 5,000 gp, which the copy of the duplicated creature some hair, ngernail copy of the duplicated creature some hair, ngernail
spell consumes clippings, or other piece of that creature's body clippings, or other piece of that creature's body
By means of this spell, a willing creature or an placed inside the snow or ice and powdered ruby placed inside the snow or ice and powdered ruby
object can be hidden away, safe from detection worth 1,500 gp, sprinkled over the duplicate and worth 1,500 gp, sprinkled over the duplicate and
for the duration. When you cast the spell and consumed by the spell consumed by the spell
touch the target, it becomes invisible and can't You shape an illusory duplicate of one beast or snow and melts instantly.
be targeted by divination spells or perceived humanoid that is within range for the entire casting If you cast this spell again, any currently active
through scrying sensors created by the time of the spell. The duplicate is a creature, partially duplicates you created with this spell are
divination of spells. real and formed from ice or snow, and it can take instantly destroyed.
If the target is a creature, it falls into a state of actions and otherwise be affected as a normal
suspended animation. Time ceases to ow for it, creature. It appears to be the same as the original, but
and it doesn't grow older. it has half the creature's hit point maximum and is
You can set a condition for the spell to end early. formed without any equipment. Otherwise, the
illusion uses all the statistics of the creature it
The condition can be anything you choose, but it duplicates.
must occur or be visible within 1 mile of the The simulacrum is friendly to you and creatures you
target. Examples include after 1,000 years or designate. It obeys your spoken commands, moving
when the tarrasque awakes. This spells also ends and acting in accordance with your wishes and acting
if the target takes any damage. on your turn in combat. The simulacrum lacks the
ability to learn or become more powerful, so it never
increases its level or other abilities, nor can it regain
expended spell slots.
If the simulacrum is damaged, you can repair it in an
alchemical laboratory, using rare herbs and minerals
th 100 hit i t it i Th i l
Wizard 7th level Transmutation Wizard 7th level Illusion Wizard 7th level Illusion
Wizard 7th level Abjuration Wizard 7th level Abjuration Wizard 7th level Abjuration
Wizard 7th level Abjuration Wizard 7th level Conjuration Wizard 7th level Conjuration
TELEPORT [3/3] WHIRLWIND [1/2] WHIRLWIND [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, M Concentration, up to 1 V, M Concentration, up to 1
minute minute
target by 15 percent, or 18 miles. The DM determines
the direction off target randomly by rolling a d8 and a piece of straw a piece of straw
designating 1 as north, 2 as north-east, 3 as east, and
so on around the points of the compass. If you were A whirlwind howls down to a point that you can see on and falls when the spell ends, unless the creature
teleporting to a coastal city and wound up 18 miles the ground within range. The whirlwind is a 10-foot- has some means to stay aloft.
out at sea, you could be in trouble. radius, 30-foot-high cylinder centered on that point. A restrained creature can use an action to make
Similar Area: You and your group (or the target Until the spell ends, you can use your action to move a Strength or Dexterity check against your spell
object) wind up in a different area that's visually or the whirlwind up to 30 feet in any direction along the save DC. If successful, the creature is no longer
thematically similar to the target area. If you are ground. The whirlwind sucks up any Medium or
heading for your home laboratory, for example, you smaller objects that aren't secured to anything and restrained by the whirlwind and is hurled 3d6 x
might wind up in another wizard's laboratory or in an that aren't worn or carried by anyone. 10 feet away from it in a random direction.
alchemical supply shop that has many of the same A creature must make a Dexterity saving throw the
tools and implements as your laboratory. Generally, rst time on a turn that it enters the whirlwind or that
you appear in the closest similar place, but since the the whirlwind enters its space, including when the
spell has no range limit, you could conceivably wind up whirlwind rst appears. A creature takes 10d6
anywhere on the plane. bludgeoning damage on a failed save, or half as much
Mishap: The spell's unpredictable magic results in a damage on a successful one. In addition, a Large or
dif cult journey. Each teleporting creature (or the smaller creature that fails the save must succeed on a
target object) takes 3d10 force damage and the DM Strength saving throw or become restrained in the
rerolls on the table to see where you wind up (multiple whirlwind until the spell ends. When a creature starts
mishaps can occur, dealing damage each time). its turn restrained by the whirlwind, the creature is
pulled 5 feet higher inside it, unless the creature is at
the top. A restrained creature moves with the
whirlwind
Wizard 7th level Conjuration Wizard (XGE) 7th level Evocation Wizard (XGE) 7th level Evocation
Wizard (XGE) 8th level Necromancy Wizard 8th level Abjuration Wizard 8th level Abjuration
Wizard 8th level Abjuration Wizard 8th level Enchantment Wizard 8th level Enchantment
ANTIPATHY/SYMPATHY [3/3] CLONE CONTROL WEATHER [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour Touch 10 minutes Self (5-mile radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days V, S, M Instantaneous V, S, M Concentration, up to 8
hours
either a lump of alum soaked in vinegar for the a diamond worth at least 1,000 gp and at least 1
antipathy effect or a drop of honey for the sympathy cubic inch of esh of the creature that is to be burning incense and bits of earth and wood mixed in
effect cloned, which the spell consumes, and a vessel worth water
a creature affected by the spells is allowed at least 2,000 gp that has a sealable lid and is large You take control of the weather within 5 miles of you
another Wisdom saving throw every 24 hours enough to hold a Medium creature, such as a huge for the duration. You must be outdoors to cast this
while the spell persists. A creature that urn, cof n, mud- lled cyst in the ground, or crystal spell. Moving to a place where you don't have a clear
container lled with salt water path to the sky ends the spell early.
successfully saves against this effect is immune When you cast the spell, you change the current
to it for 1 minute, after which time it can be This spell grows an inert duplicate of a living weather conditions, which are determined by the DM
affected again. creature as a safeguard against death. This clone based on the climate and season.
forms inside as a sealed vessel and grows to full You can change precipitation, temperature, and wind.
It takes 1d4 x 10 minutes for the new conditions to
size and maturity after 120 days you can also take effect. Once they do so, you can change the
choose to have the clone be a younger version of conditions again. When the spell ends, the weather
the same creature. It remains inert and endures gradually returns to normal. When you change the
inde nitely, as long as its vessel remains weather conditions, nd a current condition on the
undisturbed. following tables and change its stage by one, up or
At any time after the clone matures, if the down. When changing the wind, you can change its
original creature dies, its soul transfers to the direction.
clone, provided that the soul is free and willing to Precipitation: Stage 1 - Clear Stage 2 - Light clouds
return. The clone is physically identical to the Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
snow Stage 5 - Torrential rain, driving hail or blizzard
original and has the same personality, memories, Temperature: Stage 1 - Unbearable heat Stage 2 - Hot
and abilities, but none of the original's Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold
equipment. The original creature's physical
remains, if they still exist, become inert and can't
Wizard 8th level Enchantment Wizard 8th level Necromancy Wizard 8th level Transmutation
Wizard 8th level Transmutation Wizard 8th level Conjuration Wizard 8th level Enchantment
Wizard 8th level Enchantment Wizard 8th level Enchantment Wizard (XGE) 8th level Illusion
ILLUSORY DRAGON [2/2] INCENDIARY CLOUD MADDENING DARKNESS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 150 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S Concentration, up to 1 V, M Concentration, up to 10
minute minute minutes
A creature that uses an action to examine the A swirling cloud of smoke shot through with a drop of pitch mixed with a drop of mercury
dragon can determine that it is an illusion by white-hot embers appears in a 20-foot-radius
succeeding on an Intelligence (Investigation) sphere centered on a point within range. The Magical darkness spreads from a point you
check against your spell save DC. If a creature cloud spreads around corners and is heavily choose with in range to ll a 60-foot-radius
discerns the illusion for what it is, the creature obscured. It lasts for the duration or until a wind sphere until the spell ends. The darkness spreads
can see through it and has advantage on saving of moderate or greater speed (at least 10 miles around corners. A creature with darkvision can't
throws against its breath. per hour) disperses it. see through this darkness. Nonmagical light, as
When the cloud appears, each creature in it must well as light c reated by spells of 8th level or
make a Dexterity saving throw. A creature takes lower, can't illuminate the area.
10d8 re damage on a failed save, or half as Shrieks, gibbering, and mad laughter can be
much damage on a successful one. A creature heard within the sphere. Whenever a creature
must also make this saving throw when it enters starts its turn in the sphere, it must make a
the spell's area for the rst time on a turn or Wisdom saving throw, taking 8d8 psychic
ends its turn there. damage on a failed save, or half as much damage
The cloud moves 10 feet directly away from you on a successful one.
in a direction that you choose at the start of each
of your turns.
Wizard (XGE) 8th level Illusion Wizard 8th level Conjuration Wizard (XGE) 8th level Evocation
Wizard 8th level Conjuration Wizard (XGE) 8th level Conjuration Wizard (XGE) 8th level Conjuration
Wizard (XGE) 8th level Conjuration Wizard 8th level Abjuration Wizard 8th level Enchantment
SUNBURST TELEPATHY ASTRAL PROJECTION [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action Unlimited 1 hour 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 24 hours V, S, M Special
re and a piece of sunstone a pair of linked silver rings for each creature you affect with this spell, you must
Brilliant sunlight ashes in a 60-foot radius You create a telepathic link between yourself provide one jacinth worth at least 1,000 gp and one
centered on a point you choose within range. and a willing creature with which you are ornately carved bar of silver worth at least 100 gp,
Each creature in that light must make a familiar. The creature can be anywhere on the all of which the spell consumes
Constitution saving throw. On a failed save, a same plane of existence as you. The spell ends if You and up to eight willing creatures within range
creature takes 12d6 radiant damage and is you or the target are no longer on the same project your astral bodies into the Astral Plane (the
blinded for 1 minute. On a successful save, it plane. spell fails and the casting is wasted if you are already
takes half as much damage and isn't blinded by Until the spell ends, you and the target can on that plane). The material body you leave behind is
this spell. Undead and oozes have disadvantage instantaneously share words, images, sounds, unconscious and in a state of suspended animation, it
on this saving throw. and other sensory messages with one another doesn't need food or air and doesn't age.
A creature blinded by this spell makes another through the link, and the target recognizes you Your astral body resembles your mortal form in almost
Constitution saving throw at the end of each of as the creature it is communicating with. The every way, replicating your game statistics and
possessions. The principal difference is the addition of
its turns. On a successful save, it is no longer spell enables a creature with an Intelligence a silvery cord that extends from between your
blinded. score of at least 1 to understand the meaning of shoulder blades and trails behind you, fading to
This spell dispels any darkness in its area that your words and take in the scope of any sensory invisibility after 1 foot. This cord is your tether to your
was created by a spell. messages you send to it. material body. As long as the tether remains intact,
you can nd your way home. If the cord is cut-
something that can happen only when an effect
speci cally states that it does-your soul and body are
separated, killing you instantly.
Your astral form can freely travel through the Astral
Plane and can pass through portals there leading to
any other plane. If you enter a new plane or return to
the plane you
Wizard 8th level Evocation Wizard 8th level Evocation Wizard 9th level Necromancy
Wizard 9th level Necromancy Wizard 9th level Necromancy Wizard 9th level Divination
Wizard (XGE) 9th level Transmutation Wizard (XGE) 9th level Transmutation Wizard 9th level Evocation
Wizard 9th level Enchantment Wizard 9th level Abjuration Wizard 9th level Abjuration
PRISMATIC WALL [3/4] PRISMATIC WALL [4/4] PSYCHIC SCREAM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S 10 minutes S Instantaneous
surface, destroys this layer. usually cast into the Astral or Ethereal planes.) You unleash the power of your mind to blast the
Blue: The creature takes 10d6 cold damage on a failed This layer is destroyed by a dispel magic spell or a intellect of up to ten creatures of your choice
save, or half as much damage on a successful one. This similar spell of equal or higher level that can end that you can see within range. Creatures that
layer can be destroyed by dealing at least 25 re spells and magical effects. have an Intelligence score of 2 or lower are
damage to it. unaffected.
Indigo: On a failed save, the creature is restrained. It Each target must mak e an Intelligence saving
must then make a Constitution saving throw at the throw. On a failed save, a target takes 14d6
end of each of its turns. If it successfully saves three
times, the spell ends. If it fails its save three times, it psychic damage and is stunned. On a successful
permanently turns to stone and is subjected to the save, a target takes half as much damage and
petri ed condition. The successes and failures don't isn't stunned. If a target is killed by this damage,
need to be consecutive, keep track of both until the its head explodes, assuming it has one.
creature collects three of a kind. A stunned target can make an Intelligence saving
While this layer is in place, spells can't be cast through throw at the end ofeach of its turns. On a
the wall. The layer is destroyed by bright light shed by successful save, the stunning effect ends.
a daylight spell or a similar spell of equal or higher
level.
Violet: On a failed save, the creature is blinded. It
must then make a Wisdom saving throw at the start of
your next turn. A successful save ends the blindness. If
it fails that save, the creature is transported to
another plane of the DM's choosing and is no longer
blinded. (Typically, a creature that is on a plane that
isn't its home plane is banished home, while other
creatures are
Wizard 9th level Abjuration Wizard 9th level Abjuration Wizard (XGE) 9th level Enchantment
Wizard 9th level Transmutation Wizard 9th level Transmutation Wizard 9th level Transmutation
Wizard 9th level Transmutation Wizard 9th level Transmutation Wizard 9th level Transmutation
TRUE POLYMORPH [3/3] WEIRD WISH [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
hour minute
Wish is the mightiest spell a mortal creature can cast.
a drop of mercury, a dollop of gum arabic, and a wisp Drawing on the deepest fears of a group of By simply speaking aloud, you can alter the very
of smoke creatures, you create illusory creatures in their foundations of reality in accord with your desires.
minds, visible only to them. Each creature in a The basic use of this spell is to duplicate any other
action it takes and how it moves. The DM has the 30-foot-radius sphere centered on a point of spell of 8th level or lower. You don't need to meet any
creature's statistics and resolves all of its actions your choice within range must make a Wisdom requirements in that spell, including costly
and movement. components. The spell simply takes effect.
saving throw. On a failed save, a creature Alternatively, you can create one of the following
If the spell becomes permanent, you no longer becomes frightened for the duration. The illusion effects of your choice.
control the creature. It might remain friendly to calls on the creature's deepest fears, manifesting • You create one object of up to 25,000 gp in value
you, depending on how you have treated it. its worst nightmares as an implacable threat. At that isn't a magic item. The object can be no more than
Creature into Object: If you turn a creature into the end of each of the frightened creature's 300 feet in any dimension, and it appears in an
an object, it transforms along with whatever it is turns, it must succeed on a Wisdom saving throw unoccupied space you can see on the ground.
wearing and carrying into that form. The or take 4d10 psychic damage. On a successful • You allow up to twenty creatures that you can see to
creature's statistics become those of the object, save, the spell ends for that creature. regain all hit points, and you end all effects on them
described in the greater restoration spell.
and the creature has no memory of time spent in • You grant up to ten creatures that you can see
this form, after the spell ends and it returns to its resistance to a damage type you choose.
normal form. • You grant up to ten creatures you can see immunity
to a single spell or other magical effect for 8 hours. For
instance, you could make yourself and all your
companions immune to a lich's life drain attack.
• You undo a single recent event by forcing a reroll of
any roll made within the last round (including your
Wizard 9th level Transmutation Wizard 9th level Illusion Wizard 9th level Conjuration