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D&D Next Spellbook Wizard
D&D Next Spellbook Wizard
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action 5 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, M 1 round V, S 1 round
You hurl a bubble of acid. Choose one creature You extend your hand and trace a sigil of warding a weapon You create a ghostly, skeletal hand in the space
within range, or choose two creatures within in the air. Until the end of your next turn, you of a creature within range. Make a ranged spell
range that are within 5 feet of each other. A have resistance against bludgeoning, piercing, As part of the action used to cast this spell, you attack against the creature to assail it with the
target must succeed on a Dexterity saving throw and slashing damage dealt by weapon attacks. must make a melee attack with a weapon against chill of the grave. On a hit, the target takes 1d8
or take 1d6 acid damage. one creature within the spell's range, otherwise necrotic damage, and it can't regain hit points
This spells damage increases by 1d6 when you the spell fails. On a hit, the target suffers the until the start of your next turn. Until then, the
reach 5th Level (2d6), 11th level (3d6) and 17th attack's normal effects, and it becomes sheathed hand clings to the target.
level (4d6). in booming energy until the start of your next If you hit an undead target, it also has
turn. If the target willingly moves before then, it disadvantage on attack rolls against you until the
immediately takes 1d8 thunder damage, and the end of your next turn.
spell ends. This spell's damage increases by 1d8 when you
This spell's damage increases when you reach reach 5th level (2d8), 11th level (3d8), and 17th
higher levels. At 5th level, the melee attack deals level (4d8).
an extra 1d8 thunder damage to the target, and
the damage the target takes for moving
increases to 2d8. Both damage rolls increase by
1d8 at 11th level and 17th level.
Wizard Conjuration cantrip Wizard Abjuration cantrip Wizard (SCAG) Evocation cantrip Wizard Necromancy cantrip
Wizard (XGE) Transmutation cantrip Wizard (XGE) Conjuration cantrip Wizard Evocation cantrip Wizard Evocation cantrip
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FRIENDS FROSTBITE GREEN-FLAME BLADE GUST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 5 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Concentration, up to 1 V, S Instantaneous V, M 1 round V, S Instantaneous
minute
You cause numbing frost to form on one creature a weapon You seize the air and compel it to create one of
For the duration, you have advantage on all that you can see within range. The target must the following effects at a point you can see
Charisma checks directed at one creature of make a Constitution saving throw. On a failed As part of the action used to cast this spell, you within range:
your choice that isn't hostile toward you. When save, the target takes 1d6 cold damage, and it must make a melee attack with a weapon against • One Medium or smaller creature that you
the spell ends, the creature realizes that you has disadvantage on the next weapon attack roll one creature within the spell's range, otherwise choose must succeed on a Strength saving throw
used magic to in uence its mood and becomes it makes before the end of its next turn. the spell fails. On a hit, the target suffers the or be pushed up to 5 feet away from you.
hostile toward you. A creature prone to violence The spell's damage increases by 1d6 when you attack's normal effects, and green re leaps from • You create a small blast of air capable of
might attack you. Another creature might seek reach 5th level (2d6), 11th level (3d6), and 17th the target to a different creature of your choice moving one object that is neither held nor
retribution in other ways (at the DM's level (4d6). that you can see within 5 feet of it. The second carried and that weighs no more than 5 pounds.
discretion), depending on the nature of your creature takes re damage equal to your The object is pushed up to 10 feet away from
interaction with it. spellcasting ability modi er. you. It isn't pushed with enough force to cause
This spell's damage increases when you reach damage.
higher levels. At 5th level, the melee attack deals • You create a harm less sensory effect using air,
an extra 1d8 re damage to the target, and the such as causing leaves to rustle, wind to slam
re damage to the second creature increases to shutters closed, or your clothing to ripple in a
1d8 + your spellcasting ability modi er. Both breeze.
damage rolls increase by 1d8 at 11th level and
17th level.
Wizard Enchantment 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 Conjuration cantrip
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MENDING MESSAGE MINOR ILLUSION [1/2] MINOR ILLUSION [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action 120 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 round S, M 1 minute S, M 1 minute
two lodestones a short piece of copper wire A bit of eece A bit of eece
This spell repairs a single break or tear in an You point your nger toward a creature within You create a sound or an image of an object within illusion becomes faint to the creature.
object you touch, such as broken chain link, two range and whisper a message. The target (and range that lasts for the duration. The illusion also ends
halves of a broken key, a torn clack, or a leaking only the target) hears the message and can reply if you dismiss it as an action or cast this spell again.
wineskin. As long as the break or tear is no larger in a whisper that only you can hear. If you create a sound, its volume can range from a
whisper to a scream. It can be your voice, someone
than 1 foot in any dimension, you mend it, You can cast this spell through solid objects if else's voice, a lion's roar, a beating of drums, or any
leaving no trace of the former damage. you are familiar with the target and know it is other sound you choose. The sound continues
This spell can physically repair a magic item or beyond the barrier. Magical silence, 1 foot of unabated throughout the duration, or you can make
construct, but the spell can't restore magic to stone, 1 inch of common metal, a thin sheet of discrete sounds at different times before the spell
such an object. lead, or 3 feet of wood blocks the spell. The spell ends.
doesn't have to follow a straight line and can If you create an image of an object - such as a chair,
travel freely around corners or through muddy footprints, or a small chest - it must be no
openings. larger than a 5-foot cube. The image can't create
sound, light, smell, or any other sensory effect.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the
Wizard Transmutation cantrip Wizard Transmutation cantrip Wizard Illusion cantrip Wizard Illusion cantrip
Wizard (XGE) Transmutation cantrip Wizard Conjuration cantrip Wizard Transmutation cantrip Wizard Evocation cantrip
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SHAPE WATER SHOCKING GRASP SWORD BURST THUNDERCLAP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 5 feet 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous V Instantaneous S Instantaneous
(see below)
Lightning springs from your hand to deliver a You create a momentary circle of spectral blades You create a burst of thunderous sound that can
You choose an area of water that you can see shock to a creature you try to touch. Make a that sweep around you. Each creature within be heard up to 100 feet away. Each creature
within range and that ts within a 5-foot cube. melee spell attack against the target. You have range, other than you, must succeed on a within range, other than you, must make a
You manipulate it in one of the following ways: advantage on the attack roll if the target is Dexterity saving throw or take 1d6 force Constitution saving throw or take 1d6 thunder
• You instantaneously move or otherwise wearing armor made of metal. On a hit, the damage. damage.
change the ow of the water as you direct, up to target takes 1d8 lightning damage, and it can't The spell's damage increases by 1d6 when you The spell's damage increases by 1d6 when you
5 feet in any direction. This movement doesn't take reactions until the start of its next turn. reach 5th level (2d6), 11th level (3d6), and 17th reach 5th level (2d6), 11th level (3d6), and 17th
have enough force to cause damage. The spell's damage increases by 1d8 when you level (4d6). level (4d6).
• You cause the water to form into simple shapes reach 5th level (2d8), 11th level (3d8), and 17th
and animate at your direction. This change lasts level (4d8).
for 1 hour.
• You change the water's color or opacity. The
water must be changed in the same way
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have
no more than two of its non-instantaneous
effects active at a time, and you can dismiss such
an effect as an action.
Wizard (XGE) Transmutation cantrip Wizard Evocation cantrip Wizard (SCAG) Conjuration cantrip Wizard (XGE) Evocation cantrip
Wizard (XGE) Necromancy cantrip Wizard Divination cantrip Wizard (XGE) 1st level Abjuration Wizard 1st level Abjuration
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BURNING HANDS CATAPULT CAUSE FEAR CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous S Instantaneous V Concentration, up to 1 V, S 1 hour
minute
As you hold your hands with thumbs touching Choose one object weighing 1 to 5 pounds You attempt to charm a humanoid you can see
and ngers spread, a thin sheet of ames shoots within range that isn't being worn or carried. The You awaken the sense of mortality in one within range. It must make a Wisdom saving
forth from your outstretched ngertips. Each object ies in a straight line up to 90 feet in a creature you can see within range. A construct throw, and does so with advantage if you or your
creature in a 15-foot cone must make a direction you choose before falling to the or an undead is immune to this effect. The target companions are ghting it. If it fails the saving
Dexterity saving throw. A creature takes 3d6 re ground, stopping early if it impacts against a must succeed on a Wisdom saving throw or throw, it is charmed by you until the spell ends or
damage on a failed save, or half as much damage solid surface. If the object would strike a become frightened of you until the spell ends. until you or your companions do anything
on a successful one. creature, that creature must make a Dexterity The frightened target can repeat the saving harmful to it. The charmed creature regards you
The re ignites any ammable objects in the area saving throw. On a failed save, the object strikes throw at the end of each of its turns, ending the as a friendly acquaintance. When the spell ends,
that aren't being worn or carried. the target and stops moving. When the object effect on itself on a success. the creature knows it was charmed by you.
At Higher Levels: When you cast this spell strikes something, the object and what it strikes At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the each take 3d8 bludgeoning damage. using a spell slot of 2nd level or higher, you can using a spell slot of 2nd level or higher, you can
damage increases by 1d6 for each slot level At Higher Levels: When you cast this spell target one additional creature for each slot level target one additional creature for each slot level
above 1st. using a spell slot of 2nd level or higher, the above 1st. The creatures must be within 30 feet above 1st. The creatures must be within 30 feet
maximum weight of objects that you can target of each other when you target them. of each other when you target them.
with this spell increases by 5 pounds, and the
damage increases by 1d8, for each slot level
above 1st.
Wizard 1st level Evocation Wizard (XGE) 1st level Transmutation Wizard (XGE) 1st level Necromancy Wizard 1st level Enchantment
CHROMATIC ORB COLOR SPRAY COMPREHEND LANGUAGES (RITUAL) DETECT MAGIC (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Self (15-foot cone) 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 round V, S, M 1 hour V, S Concentration, up to 10
minutes
a diamond worth at least 50 gp 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
You hurl a 4-inch-diameter sphere of energy at a For the duration, you understand the literal magic within 30 feet of you. If you sense magic in
creature that you can see within range. You 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
choose acid, cold, re, lightning, poison, or 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
thunder for the type of orb you create, and then 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
make a ranged spell attack against the target. If Creatures in a 15-foot cone originating from you language that you see, but you must be touching magic, if any.
the attack hits, the creature takes 3d8 damage of 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
the type you chose. 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
At Higher Levels: When you cast this spell 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
using a spell slot of or higher, the damage Starting with the creature that has the lowest text or glyph, such as an arcane sigil, that isn't dirt.
increases by 1d8 for each slot level above 1st. current hit points, each creature affected by this part of a written language.
At Higher Levels: When you cast this spell spell is blinded until the spell ends. Subtract each
using a spell slot of 2nd level or higher, the creature's hit points from the total before
damage increases by 1d8 for each slot level moving on to the creature with the next lowest
above 1st. 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 Evocation Wizard 1st level Illusion Wizard 1st level Divination Wizard 1st level Divination
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DISGUISE SELF EARTH TREMOR EXPEDITIOUS RETREAT FALSE LIFE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 10 feet 1 bonus action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Instantaneous V, S Concentration, up to 10 V, S, M 1 hour
minutes
You make yourself, including your clothing, armor, You cause a tremor in the ground within range. a small amount of alcohol or distilled spirits
weapons, and other belongings on your person, look Each creature other than you in that area must This spell allows you to move at an incredible
different until the spell ends or until you use your make a Dexterity saving throw. On a failed save, pace. When you cast this spell, and then as a Bolstering yourself with a necromantic facsimile
action to dismiss it. You can seem 1 foot shorter or a creature takes 1d6 bludgeoning damage and is bonus action on each of your turns until the spell of life, you gain 1d4+4 temporary hit points for
taller and can appear thin, fat, or in between. You can't ends, you can take the Dash action. the duration.
change your body type, so you must adopt a form that knocked prone. If the ground in that area is loose
has the same basic arrangement of limbs. Otherwise, earth or stone, it becomes dif cult terrain until At Higher Levels: When you cast this spell
the extent of the illusion is up to you. cleared, with each 5-foot-diameter portion using a spell slot of 2nd level or higher, you gain 5
The changes wrought by this spell fail to hold up to requiring at least 1 minute to clear by hand. additional temporary hit points for each slot
physical inspection. For example, if you use this spell At Higher Levels: When you cast this spell level above 1st.
to add a hat to your out t, objects pass through the using a spell slot of 2nd level or higher, the
hat, and anyone who touches it would feel nothing or damage increases by 1d6 for each slot level
would feel your head and hair. If you use this spell to above 1st.
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.
Wizard 1st level Illusion Wizard (XGE) 1st level Evocation Wizard 1st level Transmutation Wizard 1st level Necromancy
FEATHER FALL FIND FAMILIAR (RITUAL) [1/2] FIND FAMILIAR (RITUAL) [2/2] FOG CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction 60 feet 1 hour 10 feet 1 hour 10 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 minute V, S, M Instantaneous V, S, M Instantaneous V, S Concentration, up to 1
hour
a white feather or the heart of a hen 10 gp worth of charcoal, incense, and herbs that 10 gp worth of charcoal, incense, and herbs that
must be consumed by re in a brass brazier must be consumed by re in a brass brazier You create a 20-foot-radius sphere of fog
Reaction - When you or a creature within 60 feet centered on a point within range. The sphere
of you falls Choose up to ve falling creatures You gain the service of a familiar, a spirit that takes an are deaf and blind with regard to your own senses. spreads around corners, and its area is heavily
within range. A falling creature's rate of descent animal form you choose - bat, cat, crab, frog (toad), As an action, you can temporarily dismiss your obscured. It lasts for the duration or until a wind
slows to 60 feet per round until the spell ends. If hawk, lizard, octopus, owl, poisonous snake, sh familiar. It disappears into a pocket dimension where of moderate or greater speed (at least 10 miles
the creature lands before the spell ends, it takes (quipper), rat, raven, sea horse, spider, or weasel. it awaits you summons. Alternatively, you can dismiss per hour) disperses it.
no falling damage and can land on its feet, and Appearing in an unoccupied space within range, the it forever. As an action while it is temporarily
familiar has the statistics of the chosen form, though it dismissed, you can cause it to reappear in any At Higher Levels: When you cast this spell
the spell ends for that creature. is a celestial, fey or end (your choice) instead of a unoccupied space within 30 feet of you. using a spell slot of 2nd level or higher, the radius
beast. You can't have more than one familiar at a time. If you of the fog increases by 20 feet for each slot level
Your familiar acts independently of you, but it always cast this spell while you already have a familiar, you above 1st.
obeys your commands. In combat, it rolls its own instead cause it to adopt a new form. Choose one of
initiative and acts on its own turn. A familiar can't the forms from the above list. Your familiar transforms
attack, but it can take other actions as normal. into the chosen creature.
When the familiar drops to 0 hit points, it disappears, Finally, when you cast a spell with a range of touch,
leaving behind no physical form. It reappears after you your familiar can deliver the spell as if it had cast the
cast this spell again. spell. Your familiar must be within 100 feet of you, and
While your familiar is within 100 feet of you, you can it must use its reaction to deliver the spell when you
communicate with it telepathically. Additionally, as an cast it. If the spell requires an attack roll, you use your
action, you can see through your familiar's eyes and attack modi er for the roll.
hear what it hears until the start of your next turn,
gaining the bene ts of any special senses that the
familiar has. During this time, you
Wizard 1st level Transmutation Wizard 1st level Conjuration Wizard 1st level Conjuration Wizard 1st level Conjuration
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GREASE ICE KNIFE IDENTIFY (RITUAL) ILLUSORY SCRIPT (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute S, M Instantaneous V, S, M Instantaneous S, M 10 days
a bit of pork rind or butter a drop of water or piece of ice a pearl worth at least 100 gp and an owl feather a lead-based ink worth at least 10 gp, which the
spell consumes
Slick grease covers the ground in a 10-foot You create a shard of ice and ing it at one You choose one object that you must touch
square centered on a point within range and creature within range. Make a ranged spell throughout the casting of the spell. If it is a magic You write on parchment, paper, or some other
turns it into dif cult terrain for the duration. attack against the target. On a hit, the target item or some other magic-imbued object, you suitable writing material and imbue it with a
When the grease appears, each creature takes 1d10 piercing damage. Hit or miss, the learn its properties and how to use them, potent illusion that lasts for the duration.
standing in its area must succeed on a Dexterity shard then explodes. The target and each whether it requires attunement to use, and how To you and any creatures you designate when
saving throw or fall prone. A creature that enters creature within 5 feet of it must succeed on a many charges it has, if any. You learn whether you cast the spell, the writing appears normal,
the area or ends its turn there must also succeed Dexterity saving throw or take 2d6 cold damage. any spells are affecting the item and what they written in your hand, and conveys whatever
on a Dexterity saving throw or fall prone. At Higher Levels: When you cast this spell are. If the item was created by a spell, you learn meaning you intended when you wrote the text.
using aspell slot of 2nd level or higher, the cold which spell created it. To all others, the writing appears as if it were
damage increases by 1d6 for each slot level If you instead touch a creature throughout the written in an unknown or magical script that is
above 1st. casting, you learn what spells, if any, are unintelligible. Alternatively, you can cause the
currently affecting it. writing to appear to be an entirely different
message, written in a different hand and
language, though the language must be one you
know.
Should the spell be dispelled, the original script
and the illusion both disappear.
A creature with truesight can read the hidden
message.
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 Wizard 1st level Evocation
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PROTECTION FROM EVIL AND GOOD RAY OF SICKNESS SHIELD SILENT IMAGE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 reaction Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous V, S 1 round V, S, M Concentration, up to 10
minutes minute
A ray of sickening greenish energy lashes out An invisible barrier of magical force appears and
holy water or powdered silver and iron, which the toward a creature within range. Make a ranged protects you. Until the start of your next turn, a bit of eece
spell consumes spell attack against the target. On a hit, the you have a +5 bonus to AC, including against the You create the image of an object, a creature, or some
target takes 2d8 poison damage and must make triggering attack, and you take no damage from other visible phenomenon that is no larger than a 15-
Until the spell ends, one willing creature you a Constitution saving throw. On a failed save, it is magic missile.
touch is protected against certain types of foot cube. The image appears at a spot within range
also poisoned until the end of your next turn. and lasts for the duration. The image is purely visual, it
creatures - aberrations, celestials, elementals, At Higher Levels: When you cast this spell isn't accompanied by sound, smell, or other sensory
fey, ends, and undead. using a spell slot of 2nd level or higher, the effects.
The protection grants several bene ts. damage increases by 1d8 for each slot level You can use your action to cause the image to move to
Creatures of those types have disadvantage on above 1st. any spot within range. As the image changes location,
attack rolls against the target. The target also you can alter its appearance so that its movements
can't be charmed, frightened, or possessed by appear natural for the image. For example, if you
them. If the target is already charmed, create an image of a creature and move it, you can
frightened, or possessed by such a creature, the alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an
target has advantage on any new saving throw illusion, because things can pass through it. A creature
against the relevant effect. that uses its action to examine the image can
determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image.
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
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TENSER'S FLOATING DISK (RITUAL) THUNDERWAVE UNSEEN SERVANT (RITUAL) WITCH BOLT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (15-foot cube) 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Instantaneous V, S, M 1 hour V, S, M Concentration, up to 1
minute
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 a twig from a tree that has been struck by lightning
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 A beam of crackling, blue energy lances out
above the ground in an unoccupied space of your until the spell ends. The servant springs into existence toward a creature within range, forming a
choice that you can see within range. The disk remains thunder damage and is pushed 10 feet away 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
sustained arc of lightning between you and the
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. target. Make a ranged spell attack against that
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 creature. On a hit, the target takes 1d12
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 lightning damage, and on each of your turns for
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 the duration, you can use your action to deal
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 1d12 lightning damage to the target
can more across uneven terrain, up or down stairs, thunderous boom audible out to 300 feet. fetching things, cleaning, mending, folding clothes, automatically. The spell ends if you use your
slopes and the like, but it can't cross an elevation lighting res, serving food, and pouring wine. Once action to do anything else. The spell also ends if
change of 10 feet or more. For example, the disk can't At Higher Levels: When you cast this spell you give the command, the servant performs the task
using a spell slot of 2nd level or higher, the the target is ever outside the spell's range or if it
move across a 10-foot-deep pit, nor could it leave such to the best of its ability until it completes the task, has total cover from you.
a pit if it was created at the bottom. damage increases by 1d8 for each slot level then waits for your next command.
If you move more than 100 feet from the disk above 1st. If you command the servant to perform a task that At Higher Levels: When you cast this spell
(typically because it can't move around an obstacle to would move it more than 60 feet away from you, the using a spell slot of 2nd level or higher, the initial
follow you), the spell ends. spell ends. damage increases by 1d12 for each slot level
above 1st.
Wizard 1st level Conjuration Wizard 1st level Evocation Wizard 1st level Conjuration Wizard 1st level Evocation
AGANAZZAR'S SCORCHER ALTER SELF [1/2] ALTER SELF [2/2] ARCANE LOCK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Until dispelled
hour hour
a red dragon's scale gold dust worth at least 25 gp, which the spell
You assume a different form. When you cast the spell, bludgeoning, piercing, or slashing damage, as consumes
A line of roaring ame 30 feet long and 5 feet choose one of the following options, the effects of appropriate to the natural weapon you chose,
wide emanates from you in a direction you which last for the duration of the spell. While the spell and you are pro cient with you unarmed strikes. You touch a closed door, window, gate, chest, or
choose. Each creature in the line must make a lasts, you can end one option as an action to gain the Finally, the natural weapon is magic and you other entryway, and it becomes locked for the
Dexterity saving throw. A creature takes 3d8 re bene ts of a different one.
Aquatic Adaptation: You adapt your body to an have a +1 bonus to the attack and damage rolls duration. You and the creatures you designate
damage on a failed save, or half as much damage aquatic environment, sprouting gills, and growing you make using it. when you cast this spell can open the object
on a successful one. webbing between your ngers. You can breathe normally. You can also set a password that, when
At Higher Levels: When you cast this spell underwater and gain a swimming speed equal to your spoken within 5 feet of the object, suppresses
using a spell slot of 3rd level or higher, the walking speed. this spell for 1 minute. Otherwise, it is
damage increases by 1d8 for each slot level Change Appearance: You transform your impassable until it is broken or the spell is
above 2nd. appearance. You decide what you look like, including dispelled or suppressed. Casting knock on the
your height, weight, facial features, sound of your object suppresses arcane lock for 10 minutes.
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as While affected by this spell, the object is more
a member of another race, though none of your dif cult to break or force open. The DC to break
statistics change. You also don't appear as a creature it or pick any locks on it increases by 10.
of a different size than you, and your basic shape stays
the same, if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the
duration of the spell, you can use your action to
change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6
Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Abjuration
1
1
1
1
2
1
1
2
1
2
2
BLINDNESS/DEAFNESS BLUR CLOUD OF DAGGERS CONTINUAL FLAME
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 minute V Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Until dispelled
minute minute
You can blind or deafen a foe. Choose one ruby dust worth 50 gp, which the spell consumes
creature that you can see within range to make a Your body becomes blurred, shifting and a sliver of glass
Constitution saving throw. If it fails, the target is wavering to all who can see you. For the A ame, equivalent in brightness to a torch,
either blinded or deafened (your choice) for the 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
duration. At the end of each of its turns, 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
target can make a Constitution saving throw. On 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
a success, the spell ends. 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
At Higher Levels: When you cast this spell truesight. rst time on a turn or starts its turn there. quenched.
using a spell slot of 3rd level or higher, you can At Higher Levels: when you cast this spell
target one additional creature for each slot level using a spell slot of 3rd level or higher, the
above 2nd. damage increases by 2d4 for each slot level
above 2nd.
Wizard 2nd level Necromancy 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
2
2
2
2
2
2
2
2
2
2
2
DETECT THOUGHTS [2/2] DRAGON'S BREATH DUST DEVIL EARTHBIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Touch 1 action 60 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Concentration, up to 1
minute minute minute minute
a copper piece a hot pepper a pinch of dust Choose one creature you can see within range.
Yellow strips of magical energy loop around the
make an Intelligence check contested by your You touch one willing creature and imbue it with Choose an unoccupied 5-foot cube of air that you can creature. The target must succeed on a Strength
Intelligence check if it succeeds, the spell ends. the power to spew magical energy from its see within range. An elemental force that resembles a saving throw, or its ying speed (if any) is
Questions verbally directed at the target mouth, provided it has one. Choose acid, cold, dust devil appears in the cube and lasts for the spell's
duration. reduced to 0 feet for the spell's duration. An
creature naturally shape the course of its re, lightning, or poison. Until the spell ends, the Any creature that ends its turn within 5 feet of the airborne creature affected by this spell safely
thoughts, so this spell is particularly effective as creature can use an action to exhale energy of dust devil must make a Strength saving throw. On a descends at 60 feet per round until it reaches the
part of an interrogation. the chosen type in a 15-foot cone. Each creature failed save, the creature takes 1d8 bludgeoning ground or the spell ends.
You can also use this spell to detect the presence in that area must make a Dexterity saving throw, damage and is pushed 10 feet away from the dust
of thinking creatures you can't see. When you taking 3d6 damage of the chosen type on a failed devil. On a successful save, the creature takes half as
cast the spell or as your action during the save, or half as much damage on a successful much damage and isn't pushed.
duration, you can search for thoughts within 30 one. As a bonus action, you can move the dust devil up to
feet of you. The spell can penetrate barriers, but At Higher Levels: When you cast this spell us 30 feet in any direction. If the dust devil moves over
2 feet of rock, 2 inches of any metal other than ing a spell slot of 3rd level or higher, the damage sand, dust, loose dirt, or light gravel, it sucks up the
material and forms a 10-foot-radius cloud of debris
lead, or a thin sheet of lead blocks you. You can't increases by 1d6 for each slot level above 2nd. around itself that lasts until the start of your next turn.
detect a creature with an Intelligence of 3 or The cloud heavily obscures its area.
lower or one that doesn't speak any language. At Higher Levels: When you cast this spell using a
Once you detect the presence of a creature in spell slot of 3rd level or higher, the damage increases
this way, you can read its thoughts for the rest of by 1d8 for each slot level above 2nd.
the duration as described above, even if you
can't see it, but it must still be within range.
Wizard 2nd level Divination Wizard (XGE) 2nd level Transmutation 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
2
2
2
2
2
2
2
2
2
2
2
GUST OF WIND HOLD PERSON INVISIBILITY KNOCK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 action 60 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Instantaneous
minute minute hour
Choose an object that you can see within range.
a legume seed a small, straight piece of iron an eyelash encased in gum arabic The object can be a door, a box, a chest, a set of
manacles, a padlock, or another object that
A line of strong wind 60 feet long and 10 feet Choose a humanoid that you can see within A creature you touch becomes invisible until the contains a mundane or magical means that
wide blasts from you in a direction you choose range. The target must succeed on a Wisdom spell ends. Anything the target is wearing or prevents access.
for the spell's duration. Each creature that starts saving throw or be paralyzed for the duration. At carrying is invisible as long as it is on the target's A target that is held shut by a mundane lock or
its turn in the line must succeed on a Strength the end of each of its turns, the target can make person. The spell ends for a target that attacks or that is stuck or barred becomes unlocked,
saving throw or be pushed 15 feet away from another Wisdom saving throw. On a success, the casts a spell. unstuck, or unbarred. If the object has multiple
you in a direction following the line. spell ends on the target. At Higher Levels: When you cast this spell locks, only one of them is unlocked.
Any creature in the line must spend 2 feet of At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can If you choose a target that is held shut with
movement for every 1 foot it moves when using a spell slot of 3rd level or higher, you can target one additional creature for each slot level arcane lock, that spell is suppressed for 10
moving closer to you. target on additional humanoid for each slot level above 2nd. minutes, during which time the target can be
The gust disperses gas or vapor, and it above 2nd. The humanoids must be within 30 opened and shut normally.
extinguishes candles, torches, and similar feet of each other when you target them. When you cast the spell, a loud knock, audible
unprotected ames in the area. It causes from as far away as 300 feet, emanates from the
protected ames, such as those of lanterns, to target object.
dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each of your turns before
the spell ends, you can change the direction in
which the line blasts from you.
Wizard 2nd level Evocation Wizard 2nd level Enchantment Wizard 2nd level Illusion Wizard 2nd level Transmutation
LEVITATE LOCATE OBJECT MAGIC MOUTH (RITUAL) [1/2] MAGIC MOUTH (RITUAL) [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 minute 30 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Until dispelled V, S, M Until dispelled
minutes minutes
a small bit of honeycomb and jade dust worth at a small bit of honeycomb and jade dust worth at
either a small leather loop or a piece of golden wire a forked twig least 10 gp, which the spell consumes least 10 gp, which the spell consumes
bent into a cup shape with a long shank on one end
Describe or name an object that is familiar to You implant a message within an object in range, a 30 feet of the object. For example, you could
One creature or object of your choice that you you. You sense the direction to the object's message that is uttered when a trigger condition is instruct the mouth to speak when any creature
can see within range rises vertically, up to 20 location, as long as that object is within 1,000 met. Choose an object that you can see and that isn't moves within 30 feet of the object or when a
feet, and remains suspended there for the feet of you. If the object is in motion, you know being worn or carried by another creature. Then silver bell rings within 30 feet of it.
duration. The spell can levitate a target that the direction of its movement. speak the message, which must be 25 words or less,
The spell can locate a speci c object known to though it can be delivered over as long as 10 minutes.
weighs up to 500 pounds. An unwilling creature Finally, determine the circumstance that will trigger
that succeeds on a Constitution saving throw is you, as long as you have seen it up close - within the spell to deliver your message.
unaffected. 30 feet - at least once. Alternatively, the spell can When that circumstance occurs, a magical mouth
The target can move only by pushing or pulling locate the nearest object of a particular kind, appears on the object and recites the message in your
against a xed object or surface within reach such as a certain kind of apparel, jewelry, voice and at the same volume you spoke. If the object
(such as a wall or a ceiling), which allows it to furniture, tool, or weapon. you chose has a mouth or something that looks like a
move as if it were climbing. You can change the This spell can't locate an object if any thickness mouth (for example, the mouth of a statue), the
target's altitude by up to 20 feet in either of lead, even a thin sheet, blocks a direct path magical mouth appears there so that words appear to
between you and the object. come from the object's mouth. When you cast this
direction on your turn. If you are the target, you spell, you can have the spell end after it delivers its
can move up or down as part of your move. message, or it can remain and repeats its message
Otherwise, you can use your action to move the whenever the trigger occurs.
target, which must remain within the spell's The triggering circumstance can be as general or as
range. detailed as you like, though it must be based on visual
When the spell ends, the target oats gently to or audible conditions that occur within
the ground if it is still aloft.
Wizard 2nd level Transmutation Wizard 2nd level Divination Wizard 2nd level Illusion Wizard 2nd level Illusion
2
2
2
2
2
2
2
2
2
2
2
MAGIC WEAPON MAXIMILIAN'S EARTHEN GRASP MELF'S ACID ARROW MIND SPIKE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action 30 feet 1 action 90 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous S Concentration, up to 1
hour minute hour
powdered rhubarb leaf and an adder's stomach
You touch a nonmagical weapon. Until the spell a miniature hand sculpted from clay You reach into the mind of one creature you can
ends, that weapon becomes a magic weapon A shimmering green arrow streaks toward a see within range. The target must make a
with a +1 bonus to attack rolls and damage rolls. You choose a 5-foot-square unoccupied space on the target within range and bursts in a spray of acid. Wisdom saving throw, taking 3d8 psychic
At Higher Levels: When you cast this spell ground that you can see within range. A Medium hand Make a ranged spell attack against the target. On damage on a failed save, or half as much damage
made from compacted soil rises there and reaches for a hit, the target takes 4d4 acid damage
using a spell slot of 4th level or higher, the bonus one creature you can see within 5 feet of it. The target on a successful one. On a failed save, you also
increases to +2. When you use a spell slot of 6th must make a Strength saving throw. On a failed save, immediately and 2d4 acid damage at the end of always know the target's location until the spell
level or higher, the bonus increases to +3. the target takes 2d6 bludgeoning damage and is its next turn. On a miss, the arrow splashes the ends, but only while the two of you are on the
restrained for the spell's duration. target with acid for half as much of the initial same plane of existence. While you have this
As an action, you can cause the hand to crush the damage and no damage at the end of its next knowledge, the target can't become hidden from
restrained target, which must make a Strength saving turn. you, and if it's invisible, it gains no bene t from
throw. The target takes 2d6 bludgeoning damage on a At Higher Levels: When you cast this spell that condition against you.
failed save, or half as much damage on a successful using a spell slot of 3rd level or higher, the At Higher Levels: When you cast this spell
one. damage (both initial and later) increases by 1d4
To break out, the restrained target can use its action using a spell slot of 3rd level or higher, the
to make a Strength check against your spell save DC. for each slot level above 2nd. damage increases by 1d6 for each slot level
On a success, the target escapes and is no longer above 2nd.
restrained by the hand.
As an action, you can cause the hand to reach for a
different creature or to move to a different
unoccupied space within range. The hand releases a
restrained target if you do either.
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] NYSTUL'S MAGIC AURA [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V Instantaneous V, S, M 24 hours 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 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 detect creature types, such as a paladin's Divine
impossible to track which image is real. You can use touch so that divination spells reveal false information Sense or the trigger of a symbol spell. You choose
your action to dismiss the illusory duplicates. about it. The target can be a willing creature or an a creature type and other spells and magical
Each time a creature targets you with an attack during object that isn't being carried or worn by another effects treat the target as if it were a creature of
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 that type or of that alignment.
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
If an attack hits a duplicate, the duplicate is destroyed. to spells and magical effects, such as detect magic,
A duplicate can be destroyed only by an attack that 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 Wizard 2nd level Illusion
2
2
2
2
2
2
2
2
2
2
2
PHANTASMAL FORCE [1/2] PHANTASMAL FORCE [2/2] PYROTECHNICS RAY OF ENFEEBLEMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Instantaneous V, S Concentration, up to 1
minute minute minute
Choose an area of nonmagical ame that you can
a bit of eece a bit of eece see and that can t within a 5-foot cube within A black beam of enervating energy springs from
range. You can extinguish the re in that area, your nger toward a creature within range.
You craft an illusion that takes root in the mind of a survives the fall, it still believes that the bridge and you create either reworks or smoke when Make a ranged spell attack against the target. On
creature that you can see within range. The target exists and comes up with some other explanation a hit, the target deals only half damage with
must make an Intelligence saving throw. On a failed you do so.
save, you create a phantasmal object, creature, or
for its fall - it was pushed, it slipped, or a strong Fireworks: The target explodes with a dazzling weapon attacks that use Strength until the spell
other visible phenomenon of your choice that is no wind might have knocked it off. display of colors. Each creature within 10 feet of ends.
larger than a 10-foot cube and that is perceivable only An affected target is so convinced of the the target must succeed on a Constitution saving At the end of each of the target's turns, it can
to the target for the duration. This spell has no effect phantasm's reality that it can even take damage throw or become blinded until the end of your make a Constitution saving throw against the
on undead or constructs. from the illusion. A phantasm created to appear next turn. spell. On a success, the spell ends.
The phantasm includes sound, temperature, and other as a creature can attack the target. Similarly, a Smoke: Thick black smoke spreads out from the
stimuli, also evident only to the creature. phantasm created to appear as re, a pool of target in a 20-foot radius, moving around
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 corners. The area of the smoke is heavily
your turn, the phantasm can deal 1d6 psychic obscured. The smoke persists for 1 minute or
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 until a strong wind disperses it.
ends. area or within 5 feet of the phantasm, provided
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 (XGE) 2nd level Transmutation Wizard 2nd level Necromancy
Wizard 2nd level Transmutation Wizard 2nd level Evocation Wizard 2nd level Divination Wizard (XGE) 2nd level Illusion
2
2
2
2
2
2
2
2
2
2
2
SHATTER SKYWRITE (RITUAL) SNILLOC'S SNOWBALL SWARM SPIDER CLIMB
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Sight 1 action 90 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 1
hour hour
a chip of mica a piece of ice or a small white rock chip
You cause up to ten words to form in a part of a drop of bitumen and a spider
A sudden loud ringing noise, painfully intense, the sky you can see. The words appear to be A urry of magic snowballs erupts from a point
erupts from a point of your choice within range. made of cloud and remain in place for the spell's you choose within range. Each creature in a 5- Until the spell ends, one willing creature you
Each creature in a 10-foot-radius sphere duration. The words dissipate when the spell foot-radius sphere centered on that point must touch gains the ability to move up, down, and
centered on that point must make a Constitution ends. A strong wind can disperse the clouds and make a Dexterity saving throw. A creature takes across vertical surfaces and upside down along
saving throw. A creature takes 3d8 thunder end the spell early. 3d6 cold damage on a failed save, or half as much ceilings, while leaving its hands free. The target
damage on a failed save, or half as much damage damage on a successful one. also gains a climbing speed equal to its walking
on a successful one. A creature made of At Higher Levels: When you cast this spell speed.
inorganic material such as stone, crystal, or using a spell slot of 3rd level or higher, the
metal has disadvantage on this saving throw. damage increases by 1d6 for each slot level
A nonmagical object that isn't being worn or above 2nd.
carried also takes the damage if it's in the spell's
area.
At Higher Levels: When you cast this spell
using a spell slot of or higher, the damage
increases by 1d8 for each slot level above 2nd.
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 Wizard (XGE) 2nd level Evocation Wizard 2nd level Conjuration
2
2
2
2
2
2
2
2
2
2
2
ANIMATE DEAD [1/2] ANIMATE DEAD [2/2] BESTOW CURSE [1/2] BESTOW CURSE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute
a drop of blood, a piece of esh, and a pinch of bone a drop of blood, a piece of esh, and a pinch of bone
dust dust You touch a creature, and that creature must succeed level spell slot, the spell lasts until it is dispelled.
on a Wisdom saving throw or become cursed for the Using a spell slot of 5th level or higher grants a
This spell creates an undead servant. Choose a pile of any command you've given it. To maintain the duration of the spell. When you cast this spell, choose duration that doesn't require concentration.
bones or a corpse of a Medium or Small humanoid control of the creature for another 24 hours, you the nature of the curse from the following options.
within range. Your spell imbues the target with a foul • Choose one ability score. While cursed, the target
must cast this spell on the creature again before has disadvantage on ability checks and saving throws
mimicry of life, raising it as an undead creature. The the current 24-hour period ends. This use of the
target becomes a skeleton if you chose bones or a made with that ability score.
zombie if you chose a corpse (the DM has the spell reasserts your control over up to four • While cursed, the target has disadvantage on attack
creature's game statistics). creatures you have animated with this spell, rolls against you.
On each of your turns, you can use a bonus action to rather than animating a new one. • While cursed, the target must make a Wisdom
mentally command any creature you made with this At Higher Levels: When you cast this spell saving throw at the start of each of its turns. If it fails,
spell if the creature is within 60 feet of you (if you using a spell slot of 4th level or higher, you it wastes its action that turn doing nothing.
control multiple creatures, you can command any or animate or reassert control over two additional • While the target is cursed, your attacks and spells
all of them at the same time, issuing the same deal an extra 1d8 necrotic damage to the target.
undead creatures for each slot above 3rd. Each A remove curse spell ends this effect. At the DM's
command to each one). You decide what action the of the creatures must come from a different
creature will take and where it will move during its option, you may choose an alternative curse effect,
next turn, or you can issue a general command, such as corpse or pile of bones. but it should be no more powerful than those
to guard a particular chamber or corridor. If you issue described above. The DM has nal say on such a
no commands, the creature only defends itself against curse's effect.
hostile creatures. Once given an order, the creature At Higher Levels: If you cast this spell using a spell
continues to follow it until its task is complete. slot of 4th level or higher, the duration is
The creature is under your control for 24 hours, after concentration, up to 10 minutes. If you use a spell slot
which it stops obeying of 5th level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the duration is 24
hours. If you use a 9th
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 Wizard 3rd level Divination
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COUNTERSPELL DISPEL MAGIC ENEMIES ABOUND ERUPTING EARTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction 60 feet 1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S Instantaneous V, S Concentration, up to 1 V, S, M Instantaneous
minute
You attempt to interrupt a creature in the Choose any creature, object, or magical effect a piece of obsidian
process of casting a spell. If the creature is within range. Any spell of 3rd level or lower on You reach into the mind of one creature you can
casting a spell of 3rd level or lower, its spell fails the target ends. For each spell of 4th level or see and force it to make an Intelligence saving Choose a point you can see on the ground within
and has no effect. If it is casting a spell of 4th higher on the target, make an ability check using throw. A creature automatically succeeds if it is range. A fountain of churned earth and stone
level or higher, make an ability check using your your spellcasting ability. The DC equals 10 + the immune to being frightened. On a failed save, the erupts in a 20-foot cube centered on that point.
spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell target loses the ability to distinguish friend from Each creature in that area must make a Dexterity
spell's level. On a success, the creature's spell ends. foe, regarding all creatures it can see as enemies saving throw. A creature takes 3d12
fails and has no effect. At Higher Levels: When you cast this spell until the spell ends. Each time the target takes bludgeoning damage on a failed save, or half as
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you damage, it can repeat the saving throw, ending much damage on a successful one. Additionally,
using a spell slot of 4th level or higher, the automatically end the effects of a spell on the the effect on itself on a success. the ground in that area becomes dif cult terrain
interrupted spell has no effect if its level is less target if the spell's level is equal to or less than Whenever the affected creature chooses until cleared. Each 5-foot-square portion of the
than or equal to the level of the spell slot you the level of the spell slot you used. another creature as a target, it must choose the area requires at least 1 minute to clear by hand.
used. target at random from among the creatures it At Higher Levels: When you cast this spell
can see within range of the attack, spell, or other using a spell slot of 4th level or higher, the
ability it's using. lf an enemy provokes an damage increases by 1d12 for each slot level
opportunity attack from the affected creature, above 3rd.
the creature must make that attack if it is able to.
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
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FLY GASEOUS FORM GLYPH OF WARDING [1/3] GLYPH OF WARDING [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 hour Touch 1 hour Touch
COMPONENTS DURATION 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 V, S, M Until dispelled or
minutes hour triggered triggered
a wing feather from any bird a bit of gauze and a wisp of smoke incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200
gp, which the spell consumes gp, which the spell consumes
You touch a willing creature. The target gains a You transform a willing creature you touch, along with
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 object, the most common triggers include opening
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 that object, approaching within a certain distance of
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 the object, or seeing or reading the glyph. Once a
While in this form, the target's only method of that can be closed (such as a book, a scroll, or a glyph is triggered, this spell ends.
At Higher Levels: When you cast this spell movement is a ying speed of 10 feet. The target can treasure chest) to conceal the glyph. If you choose a You can further re ne the trigger so the spell activates
using a spell slot of 4th level or higher, you can enter and occupy the space of another creature. The surface, the glyph can cover an area of the surface no only under certain circumstances or according to
target one additional creature for each slot level target has resistance to nonmagical damage, and it has larger than 10 feet in diameter. If you choose an physical characteristics (such as height or weight),
above 3rd. advantage on Strength, Dexterity, and Constitution object, that object must remain in its place, if the creature kind (for example, the ward could be set to
saving throws. The target can pass through small object is moved more than 10 feet from where you affect aberrations or drow), or alignment. You can also
holes, narrow openings, and even mere cracks, though cast this spell, the glyph is broken and the spell ends set conditions for creatures that don't trigger the
it treats liquids as though they were solid surfaces. without being triggered. glyph, such as those who say a certain password.
The target can't fall and remains hovering in the air The glyph is nearly invisible and requires a successful When you inscribe the glyph, choose explosive runes
even when stunned or otherwise incapacitated. Intelligence (Investigation) check against your spell or a spell glyph.
While in the form of a misty cloud, the target can't talk save DC to be found. Explosive Runes: When triggered, the glyph erupts
or manipulate objects, and any objects it was carrying You decide what triggers the glyph when you cast the with magical energy in a 20-foot-radius sphere
or holding can't be dropped, used, or otherwise spell. For glyphs inscribed on a surface, the most centered on the glyph. The sphere spreads around
interacted with. The target can't attack or cast spells. typical triggers include touching or standing on the corners. Each creature in the aura must make a
glyph, removing another object covering the glyph, Dexterity saving throw. A creature takes 5d8 acid,
approaching within a certain distance of the glyph, or cold, re, lightning, or thunder damage on a failed
manipulating the object on which the glyph is saving throw (your choice when you create the glyph),
inscribed. For glyphs inscribed within an or half as much damage on a successful one.
Wizard 3rd level Transmutation Wizard 3rd level Transmutation Wizard 3rd level Abjuration Wizard 3rd level Abjuration
GLYPH OF WARDING [3/3] HASTE HYPNOTIC PATTERN LEOMUND'S TINY HUT (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 action 30 feet 1 action 120 feet 1 minute Self (10-foot-radius
hemisphere)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Concentration, up to 1 S, M Concentration, up to 1 COMPONENTS DURATION
triggered minute minute V, S, M 8 hours
incense and powdered diamond worth at least 200 a shaving of licorice root a glowing stick of incense or a crystal vial lled with a small crystal bead
gp, which the spell consumes phosphorescent material
Choose a willing creature that you can see within A 10-foot-radius immobile dome of force springs
Spell Glyph: You can store a prepared spell of or range. Until the spell ends, the target's speed is You create a twisting pattern of colors that into existence around and above you and
lower in the glyph by casting it as part of creating the doubled, it gains a +2 bonus to AC, it has weaves through the air inside a 30-foot cube remains stationary for the duration. The spell
glyph. The spell must target a single creature or an advantage on Dexterity saving throws, and it within range. The pattern appears for a moment ends if you leave its area.
area. The spell being stored has no immediate effect gains an additional action on each of its turns. and vanishes. Each creature in the area who sees Nine creatures of Medium size or smaller can t
when cast in this way. When the glyph is triggered, the That action can be used only to take the Attack inside the dome with you. The spell fails if its
stored spell is cast. If the spell has a target, it targets the pattern must make a Wisdom saving throw.
the creature that triggered the glyph. If the spell (one weapon attack only), Dash, Disengage, On a failed save, the creature becomes charmed area includes a larger creature or more than nine
affects an area, the area is centered on that creature. Hide, or Use an Object action. for the duration. While charmed by this spell, the creatures. Creatures and objects within the
If the spell summons hostile creatures or creates When the spell ends, the target can't move or creature is incapacitated and has a speed of 0. dome when you cast this spell can move through
harmful objects or traps, they appear as close as take actions until after its next turn, as a wave of The spell ends for an affected creature if it takes it freely. All other creatures and objects are
possible to the intruder and attack it. If the spell lethargy sweeps over it. any damage or if someone else uses an action to barred from passing through it. Spells and other
requires concentration, it lasts until the end of its full shake the creature out of its stupor. magical effects can't extend through the dome or
duration. be cast through it. The atmosphere inside the
At Higher Levels: When you cast this spell using a space is comfortable and dry, regardless of the
spell slot of 4th level or higher, the damage of an
explosive runes glyph increases by 1d8 for each slot weather outside.
level above 3rd. If you create a spell glyph, you can Until the spell ends, you can command the
store any spell of up to the same level as the slot you interior to become dimly lit or dark. The dome is
use for the glyph of warding. opaque from the outside, of any color you
choose, but it is transparent from the inside.
Wizard 3rd level Abjuration Wizard 3rd level Transmutation Wizard 3rd level Illusion Wizard 3rd level Evocation
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LIFE TRANSFERENCE LIGHTNING BOLT MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (100-foot line) 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M 1 hour V, S, M 1 hour
You sacri ce some of your health to mend 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
another creature's injuries. You take 4d8 least 100 gp, which the spell consumes least 100 gp, which the spell consumes
necrotic damage, and one creature of your A stroke of lightning forming a line of 100 feet
choice that you can see within range regains a 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
number of hit points equal to twice the necrotic 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
damage you take. AtHigher Levels. When you 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
cast this spell using a spell slot of 4th level or other surface.
higher, the damage increases by 1d8 for each half as much damage on a successful one. Choose one or more of the following types of
slot level above 3rd. The lightning ignites ammable objects in the 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 type in the following ways.
using a spell slot of 4th level or higher, the • The creature can't willingly enter the cylinder by
damage increases by 1d6 for each slot above nonmagical means. If the creature tries to use
3rd. 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 (XGE) 3rd level Necromancy Wizard 3rd level Evocation Wizard 3rd level Abjuration Wizard 3rd level Abjuration
MAJOR IMAGE [1/2] MAJOR IMAGE [2/2] MELF'S MINUTE METEORS NONDETECTION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M 8 hours
minutes minutes minutes
a pinch of diamond dust worth 25 gp sprinkled over
a bit of eece a bit of eece niter, sulfur, and pine tar formed into a bead the target, which the spell consumes
You create the image of an object, a creature, or some reveals it to be an illusion, because things can You create six tiny meteors in your space. They For the duration, you hide a target that you
other visible phenomenon that is no larger than a 20- pass through it. A creature that uses its action to oat in the air and orbit you for the spell's touch from divination magic. The target can be a
foot cube. The image appears at a spot that you can examine the image can determine that it is an duration. When you cast the spell-and as a bonus
see within range and lasts for the duration. It seems willing creature or a place or an object no larger
completely real, including sounds, smells, and illusion with a successful Intelligence action on each of your turns thereafter-you can than 10 feet in any dimension. The target can't
temperature appropriate to the thing depicted. You (Investigation) check against your spell save DC. expend one or two of the meteors, sending them be targeted by any divination magic or perceived
can't create suf cient heat or cold to cause damage, a If a creature discerns the illusion for what it is, streaking toward a point or points you choose through magical scrying sensors.
sound loud enough to deal thunder damage or deafen the creature can see through the image, and its within 120 feet of you. Once a meteor reaches
a creature, or a smell that might sicken a creature (like other sensory qualities become faint to the its destination or impacts against a solid surface,
a troglodyte's stench). creature. the meteor explodes. Each creature within 5 feet
As long as you are within range of the illusion, you can At Higher Levels: When you cast this spell of the point where the meteor explodes must
use your action to cause the image to move to any using a spell slot of 6th level or higher, the spell make a Dexterity saving throw. A creature takes
other spot within range. As the image changes lasts until dispelled, without requiring your 2d6 re damage on a failed save, or half as much
location, you can alter its appearance so that its
movements appear natural for the image. For concentration. damage on a successful one.
example, if you create an image of a creature and At Higher Levels: When you cast this spell
move it, you can alter the image so that it appears to using a spell slot of 4th level or higher, the
be walking. Similarly, you can cause the illusion to number of meteors created increases by two for
make different sounds at different times, even making each slot level above 3rd.
it carry on a conversation, for example.
Physical interaction with the image
Wizard 3rd level Illusion Wizard 3rd level Illusion Wizard (XGE) 3rd level Evocation Wizard 3rd level Abjuration
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PHANTOM STEED (RITUAL) PROTECTION FROM ENERGY REMOVE CURSE SENDING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action Touch 1 action Touch 1 action Unlimited
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S Concentration, up to 1 V, S Instantaneous V, S, M 1 round
hour
A Large quasi-real, horse-like creature appears At your touch, all curses affecting one creature A short piece of ne copper wire
on the ground in an unoccupied space of your For the duration, the willing creature you touch or object end. If the object is a cursed magic item,
choice within range. You decide the creature's has resistance to one damage type of your its curse remains, but the spell breaks its owner's You send a short message of twenty- ve words
appearance, but it is equipped with a saddle, bit, choice: acid, cold, re, lightning, or thunder. attunement to the object so it can be removed or or less to a creature with you are familiar. The
and bridle. Any of the equipment created by the discarded. creature hears the message in its mind,
spell vanishes in a puff of smoke if it is carried recognizes you as the sender if it knows you, and
more than 10 feet away from the steed. can answer in a like manner immediately. The
For the duration, you or a creature you choose spell enables creatures with Intelligence scores
can ride the steed. The creature uses the of at least 1 to understand the meaning of your
statistics for a riding horse, except it has a speed message.
of 100 feet and can travel 10 miles in an hour, or You can send the message across any distance
13 miles at a fast pace. When the spell ends, the and even to other planes of existence, but if the
steed gradually fades, giving the rider 1 minute target is on a different plane than you, there is a
to dismount. The spell ends if you use an action 5 percent chance that the message doesn't
to dismiss it or if the steed takes any damage. arrive.
Wizard 3rd level Illusion Wizard 3rd level Abjuration Wizard 3rd level Abjuration Wizard 3rd level Evocation
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SUMMON LESSER DEMONS [2/2] THUNDER STEP TIDAL WAVE TINY SERVANT [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 90 feet 1 action 120 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S, M Instantaneous V, S 8 hours
hour
You teleport yourself to an unoccupied space you can a drop of water You touch one Tiny, nonmagical object that isn't
a vial of blood from a humanoid killed within the see within range. Immediately after you disappear, a attached to another object or a surface and isn't being
past 24 hours thunderous boom sounds, and each creature within You conjure up a wave of water that crashes carried by another creature. The target animates and
10 feet of the space you left must make a Constitution down on an area within range. The area can be sprouts little arms and legs, becoming a creature
spell ends. saving throw, taking 3d10 thunder damage on a failed up to 30 feet long, up to 10 feet wide, and up to under your control until the spell ends or the creature
At Higher Levels: When you cast this spell save, or half as much damage on a successful one. The 10 feet tall. Each creature in that area must drops to 0 hit points. See the stat block (XGE p169) for
thunder can be heard from up to 300 feet away. its statistics.
using a spell slot of 6th or 7th level, you summon You can bring along objects as long as their weight make a Dexterity saving throw. On a failed save, As a bonus action, you can mentally command the
twice as many demons. If you cast it using a spell doesn't exceed what you can carry. You can also a creature takes 4d8 bludgeoning damage and is creature if it is within 120 feet of you. (If you control
slot of 8th or 9th level, you summon three times teleport one willing creature of your size or smaller knocked prone. On a successful save, a creature multiple creatures with this spell, you can command
as many demons. who is carrying gear up to its carrying capacity. The takes half as much damage and isn't knocked any or all of them at the same time, issuing the same
creature must be within 5 feet of you when you cast prone. The water then spreads out across the command to each one.) You decide what action the
this spell, and there must be an unoccupied space ground in all directions, extinguishing creature will take and where it will move during its
within 5 feet of your destination space for the unprotected ames in its area and within 30 feet next turn, or you can issue a simple, general command,
creature to appear in. Otherwise, the creature is left of it, and then it vanishes. such as to fetch a key, stand watch, or stack some
behind. books. If you issue no commands, the servant does
At Higher Levels: When you cast this spell using a nothing other than defend itself against hostile
spell slot of 4th level or higher, the damage increases creatures. Once given an order, the servant continues
by 1d10 for each slot level above 3rd. 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 Conjuration Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Transmutation
Wizard (XGE) 3rd level Transmutation Wizard 3rd level Divination Wizard 3rd level Necromancy Wizard (XGE) 3rd level Evocation
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WALL OF WATER WATER BREATHING (RITUAL) ARCANE EYE BANISHMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M 24 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minutes hour minute
a short reed or piece of straw
a drop of water a bit of bat fur an item distasteful to the target
This spell grants up to ten willing creatures you
You create a wall of water on the ground at a can see within range the ability to breathe You create an invisible, magical eye within range You attempt to send one creature that you can see
point you can see within range. You can make the underwater until the spell ends. Affected that hovers in the air for the duration. within range to another plane of existence. The target
wall up to 30 feet long, 10 feet high, and 1 foot creatures also retain their normal mode of You mentally receive visual information from the must succeed on a Charisma saving throw or be
thick, or you can make a ringed wall up to 20 feet eye, which has normal vision and darkvision out banished.
respiration. If the target is native to the plane of existence you're
in diameter, 20 feet high, and 1 foot thick. The to 30 feet. The eye can look in every direction. on, you banish the target to a harmless demiplane.
wall vanishes when the spell ends. The wall's As an action, you can move the eye up to 30 feet While there, the target is incapacitated. The target
space is dif cult terrain. in any direction. There is no limit to how far away remains there until the spell ends, at which point the
Any ranged weapon attack that enters the wall's from you the eye can move, but it can't enter target reappears in the space it left or in the nearest
space has disadvantage on the attack roll, and another plane of existence. A solid barrier blocks unoccupied space if that space is occupied.
re damage is halved if the re effect passes the eye's movement, but the eye can pass If the target is native to a different plane of existence
through the wall to reach its target. Spells that through an opening as small as 1 inch in than the one you're on, the target is banished with a
deal cold damage that pass through the wall diameter. faint popping noise, returning to its home plane. If the
spell ends before 1 minute has passed, the target
cause the area of the wall they pass through to reappears in the space it left or in the nearest
freeze solid (at least a 5-foot-square section is unoccupied space if that space is occupied. Otherwise,
frozen). Each 5-foot-square frozen section has the target doesn't return.
AC 5 and 15 hit points. Reducing a frozen section At Higher Levels: When you cast this spell using a
to 0 hit points destroys it. When a section is spell slot of 5th level or higher, you can target one
destroyed, the wall's water doesn't ll it. additional creature for each slot level above 4th.
Wizard (XGE) 3rd level Evocation Wizard 3rd level Transmutation Wizard 4th level Divination Wizard 4th level Abjuration
Wizard 4th level Necromancy Wizard (XGE) 4th level Enchantment Wizard 4th level Enchantment Wizard 4th level Enchantment
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CONJURE MINOR ELEMENTALS CONTROL WATER [1/3] CONTROL WATER [2/3] CONTROL WATER [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 90 feet 1 action 300 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
hour minutes minutes minutes
You summon elementals that appear in unoccupied a drop of water and a pinch of dust a drop of water and a pinch of dust a drop of water and a pinch of dust
spaces that you can see within range. You choose one
the following options for what appears. Until the spell ends, you control any freestanding water in the area to move apart and create a trench. Any creature or object in the water and within
• One elemental of challenge rating 2 or lower water inside an area you choose that is a cube up to The trench extends across the spell's area, and the 25 feet of the vortex is pulled 10 feet toward it.
• Two elementals of challenge rating 1 or lower 100 feet on a side. You can choose from any of the separated water forms a wall to either side. The A creature can swim away from the vortex by
• Four elementals of challenge rating 1/2 or lower following effects when you cast this spell. As an action trench remains until the spell ends or you choose a making a Strength (Athletics) check against your
• Eight elementals of challenge rating 1/4 or lower. on your turn, you can repeat the same effect or choose different effect. The water then slowly lls in the
An elemental summoned by this spell disappears a different one. trench over the course of the next round until the spell save DC.
when it drops to 0 hit points or when the spell ends. Flood: You cause the water level of all standing water normal water level is restored. When a creature enters the vortex for the rst
The summoned creatures are friendly to you and your in the area to rise by as much as 20 feet. If the area Redirect Flow: You cause owing water in the area time on a turn or starts its turn there, it must
companions. Roll initiative for the summoned includes a shore, the ooding water spills over onto to move in a direction you choose, even if the water make a Strength saving throw. On a failed save,
creatures as a group, which has its own turns. They dry land. has to ow over obstacles, up walls, or in other the creature takes 2d8 bludgeoning damage and
obey any verbal commands that you issue to them (no If you choose an area in a large body of water, you unlikely directions. The water in the area moves as is caught in the vortex until the spell ends. On a
action required by you). If you don't issue any instead create a 20-foot tall wave that travels from you direct it, but once it moves beyond the spell's area, successful save, the creature takes half damage,
commands to them, they defend themselves from one side of the area to the other and then crashes it resumes its ow based on the terrain conditions. and isn't caught in the vortex. A creature caught
hostile creatures, but otherwise take no actions. down. Any Huge or smaller vehicles in the wave's path The water continues to move in the direction you
The DM has the creatures' statistics. are carried with it to the other side. Any Huge or chose until the spell ends or you choose a different in the vortex can use its action to try to swim
At Higher Levels: When you cast this spell using smaller vehicles struck by the wave have a 25 percent effect. away from the vortex as described above, but
certain higher-level spell slots, you choose one of the chance of capsizing. Whirlpool: This effect requires a body of water at has disadvantage on the Strength (Athletics)
summoning options above, and more creatures appear The water level remains elevated until the spell ends least 50 feet square and 25 feet deep. You cause a check to do so.
- twice as many with a 6th-level slot and three times as or you choose a different effect. If this effect produced whirlpool to form in the center of the area. The The rst time each turn that an object enters the
many with an 8th-level slot . a wave, the wave repeats on the start of your next turn whirlpool forms a vortex that is 5 feet wide at the vortex, the object takes 2d8 bludgeoning
while the ood effect lasts. base, up to 50 feet wide at the top, and 25 feet tall. damage, this damage occurs each round it
Part Water: You cause remains in the vortex.
Wizard 4th level Conjuration Wizard 4th level Transmutation Wizard 4th level Transmutation Wizard 4th level Transmutation
Wizard 4th level Conjuration Wizard (XGE) 4th level Transmutation Wizard 4th level Conjuration Wizard 4th level Evocation
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FIRE SHIELD GREATER INVISIBILITY HALLUCINATORY TERRAIN ICE STORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 10 minutes 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 minutes V, S Concentration, up to 1 V, S, M 24 hours V, S, M Instantaneous
minute
a bit of phosphorous or a re y a stone, a twig, and a bit of green plant a pinch of dust and a few drops of water
You or a creature you touch becomes invisible
Thin and wispy ames wreathe your body for the until the spell ends. Anything the target is You make natural terrain in a 150-foot cube in A hail of rock-hard ice pounds to the ground in a
duration, shedding bright light in a 10-foot wearing or carrying is invisible as long as it is on range look, sound, and smell like some other sort 20-foot-radius, 40-foot-high cylinder centered
radius and dim light for an additional 10 feet. You the target's person. of natural terrain. Thus, open elds or a road can on a point within range. Each creature in the
can end the spell early by using an action to be made to resemble a swamp, hill, crevasse, or cylinder must make a Dexterity saving throw. A
dismiss it. some other dif cult or impassable terrain. A creature takes 2d8 bludgeoning damage and 4d6
The ames provide you with a warm shield or a pond can be made to seem like a grassy meadow, cold damage on a failed save, or half as much
chill shield, as you choose. The warm shield a precipice like a gentle slope, or a rock-strewn damage on a successful one.
grants you resistance to cold damage, and the gully like a wide and smooth road. Manufactured Hailstones turn the storm's area of effect into
chill shield grants you resistance to re damage. structures, equipment, and creatures within the dif cult terrain until the end of your next turn.
In addition, whenever a creature within 5 feet of area aren't changed in appearance. At Higher Levels: When you cast this spell
you hits you with a melee attack, the shield The tactile characteristics of the terrain are using a spell slot of 5th level or higher, the
erupts with ame. The attacker takes 2d8 re unchanged, so creatures entering the area are bludgeoning damage increases by 1d8 for each
damage from a warm shield, or 2d8 cold damage likely to see through the illusion. If the difference slot level above 4th.
from a cold shield. isn't obvious by touch, a creature carefully
examining the illusion can attempt an
Intelligence (Investigation) check against your
spell save DC to disbelieve it. A creature who
discerns the illusion for what it is, sees it as a
vague image superimposed on the terrain.
Wizard 4th level Evocation Wizard 4th level Illusion Wizard 4th level Illusion Wizard 4th level Evocation
LEOMUND'S SECRET CHEST LOCATE CREATURE MORDENKAINEN'S FAITHFUL HOUND MORDENKAINEN'S PRIVATE SANCTUM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE [1/2]
1 action Touch 1 action Self 1 action 30 feet
CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION 10 minutes 120 feet
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S, M 8 hours
hour COMPONENTS DURATION
an exquisite chest, 3 feet by 2 feet by 2 feet, a tiny silver whistle, a piece of bone, and a thread V, S, M 24 hours
constructed from rare materials worth at least a bit of fur from a bloodhound
5,000 gp, and a Tiny replica made from the same You conjure a phantom watchdog in an a thin sheet of lead, a piece of opaque glass, a wad of
Describe or name a creature that is familiar to unoccupied space that you can see within range,
materials worth at least 50 gp you. You sense the direction to the creature's where it remains for the duration, until you cotton or cloth, and powdered chrysolite
You hide a chest, and all its contents, on the location, as long as that creature is within 1,000 dismiss it as an action, or until you move more You make an area within range magically secure. The
Ethereal Plane. You must touch the chest and the feet of you. If the creature is moving, you know than 100 feet away from it. area is a cube that can be as small as 5 feet to as large
miniature replica that serves as a material the direction of its movement. The hound is invisible to all creatures except you as 100 feet on each side. The spell lasts for the
component for the spell. The chest can contain The spell can locate a speci c creature known to and can't be harmed. When a Small or larger duration or until you use an action to dismiss it.
up to 12 cubic feet of nonliving material (3 feet you, or the nearest creature of a speci c kind creature comes within 30 feet of it without rst When you cast the spell, you decide what sort of
(such as a human or a unicorn), so long as you speaking the password that you specify when security the spell provides, choosing any or all of the
by 2 feet by 2 feet). following properties.
While the chest remains on the Ethereal Plane, have seen such a creature up close - within 30 you cast this spell, the hound starts barking • Sound can't pass through the barrier at the edge of
you can use an action and touch the replica to feet - at least once. If the creature you described loudly. The hound sees invisible creatures and the warded area.
recall the chest. It appears in an unoccupied or named is in a different form, such as being can see into the Ethereal Plane. It ignores • The barrier of the warded area appears dark and
space on the ground within 5 feet of you. You can under the effects of a polymorph spell, this spell illusions. foggy, preventing vision (including darkvision) through
send the chest back to the Ethereal Plane by doesn't locate the creature. At the start of each of your turns, the hound it.
using an action and touching both the chest and This spell can't locate a creature if running water attempts to bite one creature within 5 feet of it • Sensors created by divination spells can't appear
the replica. at least 10 feet wide blocks a direct path that is hostile to you. The hound's attack bonus is inside the protected area or pass through the barrier
between you and the creature. equal to your spellcasting ability modi er + your at its perimeter.
After 60 days, there is a cumulative 5 percent • Creatures in the area can't be targeted by divination
chance per day that the spell's effect ends. This pro ciency bonus. On a hit, it deals 4d8 piercing spells.
effect ends if you cast this spell again, if the damage. • Nothing can teleport into or out of the warded area.
smaller replica chest is destroyed, or if you • Planar travel is blocked within the warded area.
choose to end the spell as an action. If the spell Casting this spell on the same spot every day for a
ends and the larger chest is on the Ethereal year makes this effect permanent.
Pl it i i t i bl l t At Higher Levels: When you cast this spell using a
Wizard 4th level Conjuration Wizard 4th level Divination Wizard 4th level Conjuration Wizard 4th level Abjuration
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MORDENKAINEN'S PRIVATE SANCTUM OTILUKE'S RESILIENT SPHERE PHANTASMAL KILLER POLYMORPH [1/2]
[2/2] CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 action 60 feet
CASTING TIME RANGE
10 minutes 120 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
COMPONENTS DURATION minute minute hour
V, S, M 24 hours You tap into the nightmares of a creature you
a hemispherical piece of clear crystal and a a caterpillar cocoon
a thin sheet of lead, a piece of opaque glass, a wad of matching hemispherical piece of gum arabic can see within range and create an illusory
manifestation of its deepest fears, visible only to This spell transforms a creature with at least 1 hit
cotton or cloth, and powdered chrysolite A sphere of shimmering force encloses a creature or that creature. The target must make a Wisdom point that you can see within range into a new form.
object of Large size or smaller within range. An An unwilling creature must make a Wisdom saving
increase the size of the cube by 100 feet for each saving throw. On a failed save, the target throw to avoid the effect. A shapechanger
unwilling creature must make a Dexterity saving becomes frightened for the duration. At the end
slot level beyond 4th. Thus you could protect a throw. On a failed save, the creature is enclosed for automatically succeeds on this saving throw.
cube that can be up to 200 feet on one side by the duration. of each of the target's turns before the spell The transformation lasts for the duration, or until the
using a spell slot of 5th level. Nothing, not physical objects, energy, or other spell ends, the target must succeed on a Wisdom target drops to 0 hit points or dies. The new form can
effects, can pass through the barrier, in or out, though saving throw or take 4d10 psychic damage. On a be any beast whose challenge rating is equal to or less
a creature in the sphere can breathe there. The sphere successful save, the spell ends. than the target's (or the target's level, if it doesn't have
is immune to all damage, and a creature or object At Higher Levels: When you cast this spell a challenge rating). The target's game statistics,
inside can't be damaged by attacks or effects using a spell slot of 5th level or higher, the including mental ability scores, are replaced by the
originating from outside, nor can a creature inside the statistics of the chosen beast. It retains its alignment
damage increases by 1d10 for each slot level and personality.
sphere damage anything outside it. above 4th.
The sphere is weightless and just large enough to The target assumes the hit points of its new form.
contain the creature or object inside. An enclosed When it reverts to its normal form, the creature
creature can use its action to push against the sphere's returns to the number of hit points it had before it
walls and thus roll the sphere at up to half the transformed. If it reverts as a result of dropping to 0
creature's speed. Similarly, the globe can be picked up hit points, any excess damage carries over to its
and moved by other creatures. A disintegrate spell normal form. As long as the excess damage doesn't
targeting the globe destroys it without harming reduce the creature's normal form to 0 hit points, it
anything inside it. isn't knocked unconscious.
Wizard 4th level Abjuration 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 Wizard 4th level Abjuration
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STORM SPHERE SUMMON GREATER DEMON [1/2] SUMMON GREATER DEMON [2/2] VITRIOLIC SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 60 feet 1 action 60 feet 1 action 150 feet
COMPONENTS DURATION 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 V, S, M Instantaneous
minute hour hour
a drop of giant slug bile
A 20-foot-radius sphere of whirling air springs into a vial of blood from a humanoid killed within the a vial of blood from a humanoid killed within the
existence centered on a point you choose within past 24 hours past 24 hours You point at a location within range, and a
range. The sphere remains for the spell's duration. glowing 1-foot ball of emerald acid streaks there
Each creature in the sphere when it appears or that You utter foul words, summoning one demon from the of its ability. If you stop concentrating on the and explodes in a 20-foot radius sphere. Each
ends its turn there must succeed on a Strength saving chaos of the Abyss. You choose the demon's type, spell before it reaches its full duration, an creature in that area must make a Dexterity
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. uncontrolled demon doesn't disappear for 1d6 saving throw. On a failed save, a creature takes
as a shadow demon or a barlgura. The demon appears rounds if it still has hit points. 10d4 acid damage and 5d4 acid damage at the
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 As part of casting the spell, you can form a circle end of its next turn. On a successful save, a
from the center of the sphere toward one creature when the spell ends. on the ground with the blood used as a material creature takes half the initial damage and no
you choose within 60 feet of the center. Make a Roll initiative for the demon, which has its own turns. component. The circle is large enough to damage at the end of its next turn.
ranged spell attack. You have advantage on the attack When you summon it and on each of your turns encompass your space. While the spell lasts, the At Higher Levels. When you cast this spell
roll if the target is in the sphere. On a hit, the target thereafter, you can issue a verbal command to it summoned demon can't cross the circle or harm using a spell slot of 5th level or higher, the initial
takes 4d6 lightning damage. (requfring no action on your part), telling it what it it, and it can't target anyone within it. Using the damage increases by 2d4 for each slot level
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
material component in this manner consumes it above 4th.
listen. that has attacked it. when the spell ends.
At Higher Levels: When you cast this spell using a At the end of each of the demon's turns, it makes a At Higher Levels: When you cast this spell
spell slot of 5th level or higher, the damage for each of Charisma saving throw. The demon has disadvantage using a spell slot of 5th level or higher, the
its effects increases by 1d6 for each slot level above on this saving throw if you say its true name. On a challenge rating increases by 1 for each slot level
4th. failed save, the demon continues to obey you. On a above 4th.
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 (XGE) 4th level Evocation Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Evocation
WALL OF FIRE WATERY SPHERE [1/2] WATERY SPHERE [2/2] ANIMATE OBJECTS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 90 feet 1 action 90 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute minute minute
a small piece of phosphorus a droplet of water a droplet of water Objects come to life at your command. Choose up to
ten nonmagical objects within range that are not being
You create a wall of re on a solid surface within You conjure up a sphere of water with a 5-foot radius action, you can move the sphere up to 30 feet in worn or carried. Medium targets count as two objects,
range. You can make the wall up to 60 feet long, 20 on a point you can see within range. The sphere can a straight line. If it moves over a pit, a cliff, or Large targets count as four objects, Huge targets
feet high, and 1 foot think, or a ringed wall up to 20 hover but no more than 10 feet off the ground. The other drop-off, it safely descends until it is count as eight objects. You can't animate any object
feet in diameter, 20 feet high, and 1 foot think. The sphere remains for the spell's duration. hovering 10 feel above the ground. Any creature larger than Huge. Each target animates and becomes a
wall is opaque and lasts for the duration. Any creature in the sphere's space must make a creature under your control until the spell ends or
When the wall appears, each creature within its area Strength saving throw. On a successful save, a restrained by the sphere moves with it. You can until reduced to 0 hit points.
must make a Dexterity saving throw. On a failed save, creature is ejected from that space to the nearest ram the sphere into creatures, forcing them to As a bonus action, you can mentally command any
a creature takes 5d8 re damage, or half as much unoccupied space of the creature's choice outside the make the saving throw. creature you made with this spell if the creature is
damage on a successful save. sphere. A Huge or larger creature succeeds on the When the spell ends, the sphere falls to the within 500 feet of you (if you control multiple
One side of the wall, selected by you when you cast saving throw automatically, and a Large or smaller ground and extinguishes all normal ames within creatures, you can command any or all of them at the
this spell, deals 5d8 re damage to each creature that creature can choose to fail it. On a failed save, a 30 feet of it. Any creature restrained by the same time, issuing the same command to each one).
ends its turn within 10 feet of that side or inside the creature is restrained by the sphere and is engulfed by sphere is knocked prone in the space where it You decide what action the creature will take and
wall. A creature takes the same damage when it enters the water. At the end of each of its turns, a restrained falls. The water then vanishes. where it will move during its next turn, or you can
the wall for the rst time on a turn or ends its turn target can repeat the saving throw, ending the effect issue a general command, such as to guard a particular
there. The other side of the wall deals no damage. on itself on a success. chamber or corridor. If you issue no commands, the
At Higher Levels: When you cast this spell using a The sphere can restrain as many as four Medium or creature only defends itself against hostile creatures.
spell slot of 5th level or higher, the damage increases smaller creatures or one Large creature. If the sphere Once given an order, the creature continues to follow
by 1d8 for each slot level above 4th. restrains a creature that causes it to exceed this it until its task is complete.
capacity, a random creature that was already An animated object is a construct with AC, hit points,
restrained by the sphere falls out of it and lands prone attacks, Strength, and Dexterity determine by its size.
in a space within 5 feet of it. Its Constitution is 10 and its Intelligence and Wisdom
As an are 3, and its Charisma is 1. Its speed is 30 feet, if the
Wizard 4th level Evocation Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Conjuration Wizard 5th level Transmutation
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ANIMATE OBJECTS [2/2] BIGBY'S HAND [1/3] BIGBY'S HAND [2/3] BIGBY'S HAND [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION 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 V, S, M Concentration, up to 1
minute 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 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 is higher than the hand's Strength score, the
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 target can move toward you through the hand's
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 space, but that space is dif cult terrain for the
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 target.
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 At Higher Levels: When you cast this spell
carries over to its original object form. equal to your hit point maximum. If it drops to 0 hit Huge or smaller creature within 5 feet of it. You use using a spell slot of 6th level or higher, 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 the hand's Strength score to resolve the grapple. If the damage from the clenched st option increases
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 by 2d8 and the damage from the grasping hand
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 increases by 2d6 for each slot level above 5th.
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 half cover against the target. The target can't move
Large , 50, 10, +6 , 2d10 +2,14, 10 creature within 5 feet of it in a direction you choose. through the hand's space if its Strength score is less
Huge. , 80, 10, +8 , 2d12 +4,18 , 6 Make a check with the hand's Strength contested by than or equal to the hand's Strength score. If its
At Higher Levels: If you cast this spell using a spell the Strength (Athletics) check of the target. If the Strength score
slot of 6th level or higher, you can animate two target is 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 Wizard 5th level Conjuration Wizard 5th level Conjuration
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CONTACT OTHER PLANE (RITUAL) CONTROL WINDS [1/2] CONTROL WINDS [2/2] CREATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action 300 feet 1 action 300 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 minute V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Special
hour hour
You mentally contact a demigod, the spirit of a a tiny piece of matter of the same type of the item
long-dead sage, or some other mysterious entity You take control of the air in a 100-foot cube that you Updraft: You cause a sustained updraft within you plan to create
from another plane. Contacting this extraplanar can see within range. Choose one of the following the cube, rising upward from the cube's bottom
intelligence can strain or even break your mind. 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
When you cast this spell, make a DC 15 turn to switch to a different effect. You can also use matter within range - soft goods, rope, wood, or
Intelligence saving throw. On a failure, you take your action to temporarily halt the effect or to restart creature in the cube makes a vertical jump, the
creature can jump up to 10 feet higher than something similar. You can also use this spell to create
6d6 psychic damage and are insane until you one you've halted. mineral objects such as stone, crystal, or metal. The
nish a long rest. While insane, you can't take Gusts: A wind picks up within the cube, continually normal. object created must be no larger than a 5-foot cube,
actions, can't understand what other creatures blowing in a horizontal direction you designate. You and the object must be of a form and material that you
say, can't read, and speak only in gibberish. A choose the intensity of the wind: calm, moderate, or have seen before.
greater restoration spell cast on you ends this strong. If the wind is moderate or strong, ranged The duration depends on the object's material. If the
effect. 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.
On a successful save, you can ask the entity up to the wind is strong, any creature moving against the
ve questions. You must ask your questions 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.
before the spell ends. The DM answers each foot moved. Adamantine/Mithral - 1 minute.
question with one word, such as yes, no, maybe, Downdraft: You cause a sustained blast of strong Using any material created by this spell as another
never, irrelevant, unclear (if the entity doesn't wind to blow downward from the top of the cube. spell's material component causes that spell to fail.
know the answer to the question). If a one-word Ranged weapon attacks that pass through the cube or At Higher Levels: When you cast this spell using a
answer would be misleading, the DM might that are made against targets within it have spell slot of 6th level or higher, the cube increases by 5
instead offer a short phrase as an answer. disadvantage on their attack rolls . A creature must feet for each slot level above 5th.
make a Strength 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 5th level Divination Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Transmutation Wizard 5th level Illusion
DANSE MACABRE [1/2] DANSE MACABRE [2/2] DAWN DOMINATE PERSON [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
hour hour minute minute
Threads of dark power leap from your ngers to level above 5th. a sunburst pendant worth at least 100gp You attempt to beguile a humanoid that you can see
pierce up to ve Small or Medium corpses you can see within range. It must succeed on a Wisdom saving
within range. Each corpse immediately stands up and The Light of dawn shines down on a location you throw or be charmed by you for the duration. If you or
becomes undead. You decide whether it is a zombie or specify within range. Until the spell ends, a 30- creatures that are friendly to you are ghting it, it has
a skeleton (the statistics for zombies and skeletons are foot-radius, 40-foot-high cylinder of bright light advantage on the saving throw.
in the Monster Manual), and it gains a bonus to its glimmers there. This light is sunlight. While the target is charmed, you have a telepathic link
attack and damage rolls equal to your spellcasting with it as long as the two of you are on the same plane
ability modi er. When the cylinder appears, each creature in it of existence. You can use this telepathic link to issue
You can use a bonus action to mentally command the must make a Constitution saving throw, taking commands to the creature while you are conscious (no
creatures you make with this spell , issuing the same 4d10 radiant damage on a failed save, or half as action required), which it does its best to obey. You
command to all of them. To receive the command, a much damage on a successful one. A creature can specify a simple and general course of action, such
creature must be within 60 feet of you. You decide must also make this saving throw whenever it as Attack that creature, Run over there, or Fetch that
what action the creatures will take and where they ends its turn in the cylinder. object. If the creature completes the order and
will move during their next turn, or you can issue a If you're within 60 feet of the cylinder, you can doesn't receive further direction from you, it defends
general command, such as to guard a chamber or move it up to 60 feet as a bonus action on your and preserves itself to the best of its ability.
passageway against your foes. If you issue no You can use your action to take total and precise
commands, the creatures do nothing except defend turn. control of the target. Until the end of your next turn,
themselves against hostile creatures. Once given an the creature takes only the actions you choose, and
order, the creatures continue to follow it until their doesn't do anything that you don't allow it to do.
task is complete. During this time you can also cause the creature to
The creatures are under your control until the spell use a reaction, but this requires you to use your own
ends, after which they become inanimate once more. reaction as well.
At Higher Levels: When you cast this spell using a Each time the target takes damage, it makes a new
spell slot of 6th level or higher, you animate up to two Wisdom saving throw against the spell. If the saving
additional corpses for each slot
Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Evocation Wizard 5th level Enchantment
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DOMINATE PERSON [2/2] DREAM [1/2] DREAM [2/2] ENERVATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute Special 1 minute Special 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 8 hours V, S, M 8 hours V, S Concentration, up to 1
minute minute
a handful of sand, a dab of ink, and a writing quill a handful of sand, a dab of ink, and a writing quill
throw succeeds, the spell ends. plucked from a sleeping bird plucked from a sleeping bird A tendril of inky darkness reaches out from you,
At Higher Levels: When you cast this spell touching a creature you can see within range to
using a 6th-level spell slot, the duration is This spell shapes a creature's dreams. Choose a target's dreams. drain life from it. The target must make a
concentration, up to 10 minutes. When you use a creature known to you as the target of this spell. The You can make the messenger appear monstrous Dexterity saving throw. On a successful save, the
7th-level spell slot, the duration is concentration, target must be on the same plane of existence as you. and terrifying to the target. If you do, the target takes 2d8 necrotic damage, and the spell
up to 1 hour. When you use a spell slot of 8th Creatures that don't sleep, such as elves, can't be messenger can deliver a message of no more ends . On a failed save, the target takes 4d8
contacted by this spell. You, or a willing creature you
level or higher, the duration is concentration, up touch, enters a trance state, acting as a messenger. than ten words and then the target must make a necrotic damage, and until the spell ends, you
to 8 hours. While in the trance, the messenger is aware of his or Wisdom saving throw. On a failed save, echoes of can use your action on each of your turns to
her surroundings, but can't take actions or move. the phantasmal monstrosity spawn a nightmare automatically deal 4d8 necrotic damage to the
If the target is asleep, the messenger appears in the that lasts the duration of the target's sleep and target. The spell ends if you use your action to do
target's dreams and can converse with the target as prevents the target from gaining any bene t anything else, if the target is ever outside the
long as it remains asleep, through the duration of the from that rest. In addition, when the target spell's range, or if the target has total cover from
spell. The messenger can also shape the environment wakes up, it takes 3d6 psychic damage. you.
of the dream, creating landscapes, objects, and other If you have a body part, lock of hair, clipping from Whenever the spell deals damage to a target,
images. The messenger can emerge from the trance at
any time, ending the effect of the spell early. The a nail, or similar portion of the target's body, the you regain hit points equal to half the amount of
target recalls the dream perfectly upon waking. If the target makes its saving throw with disadvantage. necrotic damage the target takes.
target is awake when you cast the spell, the At Higher Levels: When you cast this spell
messenger knows it, and can either end the trance using a spell slot of 6th level or higher, the
(and the spell) or wait for the target to fall asleep, at damage increases by 1d8 for each slot level
which point the messenger appears in the above 5th.
Wizard 5th level Enchantment Wizard 5th level Illusion 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
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INFERNAL CALLING [1/3] INFERNAL CALLING [2/3] INFERNAL CALLING [3/3] LEGEND LORE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 90 feet 1 minute 90 feet 1 minute 90 feet 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous
hour hour hour
incense worth at least 250 gp, which the spell
a ruby worth at least 999 gp a ruby worth at least 999 gp a ruby worth at least 999 gp consumes, and four ivory strips worth at least 50 gp
Uttering a dark incantation, you summon a devil from Persuasion) check contested by its Wisdom (Insight) or higher, the challenge rating increases by 1 for each
the Nine Hells. You choose the devil's type, which check. You make the check with advantage if you say each slot level above 5th.
must be one of challenge rating 6 or lower, such as a the devil's true name. Ifyour check fails, the devil Name or describe a person, place, or object. The
barbed devil or a bearded devil. The devil appears in becomes immune to your verbal commands for the spell brings to your mind a brief summary of the
an unoccupied space that you can see within range. duration of the spell , though it can still carry out your signi cant lore about the thing you named. The
The devil disappears when it drops to 0 hit points or commands if it chooses. If your check succeeds, the lore might consist of current tales, forgotten
when the spell ends. devil carries out your command- such as attack my stories, or even secret lore that has never been
The devil is unfriendly toward you and your enemies, explore the room ahead, or bear this widely known. If the thing you named isn't of
companions. Roll initiative for the devil, which has its message to the queen- until it completes the activity, legendary importance, you gain no information.
own turns. It is under the Dungeon Master's control at which point it returns to you to report having done The more information you already have about
and acts according to its nature on each of its turns, so.
which might result in its attacking you if it thinks it can If your concentration ends before the spell reaches its the thing, the more precise and detailed the
prevail, or trying to tempt you to undertake an evil act full duration, the devil doesn't disappear if it has information you receive is.
in exchange for limited service. The DM has the become immune to your verbal commands. Instead, it The information you learn is accurate but might
creature's statistics. acts in whatever manner it chooses for 3d6 minutes, be couched in gurative language. For example,
On each of your turns, you can try to issue a verbal and then it disappears. if you have a mysterious magic axe on hand, the
command to the devil (no action required by you). It If you possess an individual devil's talisman, you can spell might yield this information - Woe to the
obeys the command if the likely outcome is in summon that devil if it is of the appropriate challenge evildoer whose hand touches the axe, for even
accordance with its desires, especially if the result rating plus 1, and it obeys all your commands, with no the haft slices the hand of the evil ones. Only a
would draw you toward evil. Otherwise, you must Charisma checks required.
make a Charisma (Deception, Intimidation, or At Higher Levels: When you cast this spell using a true Child of Stone, lover and beloved of
spell slot of 6th level Moradin, may awaken the true powers of the
axe, and only with the sacred word Rudnogg on
the lips.
Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Conjuration Wizard 5th level Divination
MISLEAD MODIFY MEMORY [1/2] MODIFY MEMORY [2/2] NEGATIVE ENERGY FLOOD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1 V, M Instantaneous
hour minute minute
a broken bone and a square of black silk
You become invisible at the same time that an You attempt to reshape another creature's memories. take hold when the spell ends.
illusory double of you appears where you are One creature that you can see must make a Wisdom A modi ed memory doesn't necessarily affect You send ribbons of negative energy at one
standing. The double lasts for the duration, but saving throw. If you are ghting the creature, it has how a creature behaves, particularly if the creature you can see within range. Unless the
the invisibility ends if you attack or cast a spell. advantage on the saving throw. On a failed save, the memory contradicts the creature's natural target is undead, it mus t make a Constitution
target becomes charmed by you for the duration. The saving throw, taking 5d12 necrotic damage on a
You can use your action to move your illusory charmed target is incapacitated and unaware of its inclinations, alignment, or beliefs. An illogical
double up to twice your speed and make it surroundings, though it can still hear you. If it takes modi ed memory, such as implanting a memory failed save, or half as much damage on a
gesture, speak, and behave in whatever way you any damage or is targeted by another spell, this spell of how much the creature enjoyed dousing itself successful one. A target killed by this damage
choose. ends, and none of the target's memories are modi ed. in acid, is dismissed, perhaps as a bad dream. The rises up as a zombie at the start of your next
You can see through its eyes and hear through its While this charm lasts, you can affect the target's DM might deem a modi ed memory too turn. The zombie pursues whatever creature it
ears as if you were located where it is. On each of memory of an event that it experienced within the last nonsensical to affect a creature in a signi cant can see that is closest to it. Statistics for the
your turns as a bonus action, you can switch 24 hours and that lasted no more than 10 minutes. manner. zombie are in the Monster Manual.
from using its senses to using your own, or back You can permanently eliminate all memory of the A remove curse or greater restoration spell cast on If you target an undead with this spell, the target
event, allow the target to recall the event with perfect doesn't make a saving throw. Instead, roll 5d12.
again. While you are using its senses, you are clarity and exacting detail, change its memory of the the target restores the creature's true memory.
blinded and deafened in regard to your own details of the event, or create a memory of some other At Higher Levels: If you cast this spell using a The target gains half the total as temporary hit
surroundings. event. spell slot of 6th level or higher, you can alter the points.
You must speak to the target to describe how its target's memories of an event that took place up
memories are affected, and it must be able to to 7 days ago (6th level), 30 days ago (7th level),
understand your language for the modi ed memories 1 year ago (8th level), or any time in the
to take root. Its mind lls in any gaps in the details of creature's past (9th level).
your description. If the spell ends before you have
nished describing the modi ed memories, the
creature's memory isn't altered. Otherwise, the
modi ed memories
Wizard 5th level Illusion Wizard 5th level Enchantment Wizard 5th level Enchantment Wizard (XGE) 5th level Necromancy
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PASSWALL PLANAR BINDING [1/2] PLANAR BINDING [2/2] RARY'S TELEPATHIC BOND (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 hour 60 feet 1 hour 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 24 hours V, S, M 24 hours V, S, M 1 hour
a pinch of sesame seeds 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
A passage appears at a point of your choice that
you can see on a wooden, plaster, or stone 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
surface (such as a wall, a ceiling, or a oor) within 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,
range, and lasts for the duration. You choose the 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
opening's dimensions - up to 5 feet wide, 8 feet the spell. (Typically, the creature is rst summoned remains there until the spell ends. for the duration. Creatures with Intelligence
tall, and 20 feet deep. The passage creates no into the center of an inverted magic circle in order to At Higher Levels: When you cast this spell scores of 2 or less aren't affected by this spell.
instability in a structure surrounding it. keep it trapped while this spell is cast.) At the
completion of the casting, the target must make a using a spell slot of a higher level, the duration Until the spell ends, the targets can
When the opening disappears, any creatures or 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
objects still in the passage created by the spell 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.
are safely ejected to an unoccupied space 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
nearest to the surface on which you cast the duration is extended to match the duration of this level spell slot. distance, though it can't extend to other planes
spell. 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 Transmutation Wizard 5th level Abjuration Wizard 5th level Abjuration Wizard 5th level Divination
Wizard 5th level Divination Wizard 5th level Divination Wizard 5th level Illusion Wizard 5th level Illusion
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SKILL EMPOWERMENT STEEL WIND STRIKE SYNAPTIC STATIC TELEKINESIS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 S, M Instantaneous V, S Instantaneous V, S Concentration, up to 10
hour minutes
a melee weapon worth at least 1 sp You choose a point within range and cause
Your magic deepens a creature's understanding psychic energy to explode there. Each creature You gain the ability to move or manipulate creatures
of its own talent. You touch one willing creature You ourish the weapon used in the casting and in a 20-foot-radius sphere centered on that point or objects by thought. When you cast the spell, and as
and give it expertise in one skill of your choice. then vanish to strike like the wind. Choose up to must make an Intelligence saving throw. A your action each round for the duration, you can exert
Until the spell ends, the creature doubles its ve creatures you can see within range. Make a your will on one creature or object that you can see
creature with an Intelligence score of 2 or lower within range, causing the appropriate effect below.
pro ciency bonus for ability checks it makes that melee spell attack against each target. On a hit, a can't be affected by this spell. A target takes 8d6 You can affect the same target round after round, or
use the chosen skill. target takes 6d10 force damage. psychic damage on a failed save, or half as much choose a new one at any time. If you switch targets,
You must choose a skill in which the target is You can then teleport to an unoccupied space damage on a successful one. the prior target is no longer affected by the spell.
pro cient and that isn't already bene ting from you can see within 5 feet of one of the targets After a failed save, a target has muddled Creature: You can try to move a Huge or smaller
an effect, such as Expertise, that doubles its you hit or missed. thoughts for 1 minute. During that time, it rolls a creature. Make an ability check with your spellcasting
pro ciency bonus. d6 and subtracts the number rolled from all its ability contested by the creature's Strength check. If
attack rolls and ability checks, as well as its you win the contest, you move the creature up to 30
feet in any direction, including upward but not beyond
Constitution saving throws to maintain the range of this spell. Until the end of your next turn,
concentration. The target can make an the creature is restrained in your telekinetic grip. A
Intelligence saving throw at the end of each of its creature lifted upward is suspended in mid-air.
turns, ending the effect on itself on a success. On subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the
creature by repeating the contest.
Object: You can try to move an object that weighs up
to 1,000 pounds. If the object isn't being worn or
carried, you automatically move it up to 30 feet in any
direction, but not beyond the range of this spell.
If the
Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Enchantment Wizard 5th level Transmutation
TELEKINESIS [2/2] TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2] TRANSMUTE ROCK [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 10 feet 1 minute 10 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, M 1 round V, M 1 round V, S, M Until dispelled
minutes
rare chalks and inks infused with precious gems with rare chalks and inks infused with precious gems with clay and water
object is worn or carried by a creature, you must 50 gp, which the spell consumes 50 gp, which the spell consumes
make an ability check with your spellcasting You choose an area of stone or mud that you can see
ability contested by that creature's Strength As you cast the spell, you draw a 10-foot-diameter minute. that ts within a 40-foot cube and that is within range,
check. If you succeed, you pull the object away 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 Transmute Rock to Mud: Nonmagical rock of any
from that creature and can move it up to 30 feet by casting this spell in the same location every sort in the area becomes an equal volume of thick,
in any direction but not beyond the range of this choice whose sigil sequence you know and that is on day for one year. You need not use the circle to
the same plane of existence as you. A shimmering owing mud that remains for the spell's duration.
spell. 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
You can exert ne control on objects with your open until the end of your next turn. Any creature that that creatures can sink into it. Each foot that a
telekinetic grip, such as manipulating a simple enters the portal instantly appears within 5 feet of the creature moves through the mud costs 4 feet of
tool, opening a door or a container, stowing or destination circle or in the nearest unoccupied space if movement, and any creature on the ground when you
retrieving an item from an open container, or that space is occupied. cast the spell must make a Strength saving throw. A
pouring the contents from a vial. 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 Transmutation Wizard 5th level Conjuration Wizard 5th level Conjuration Wizard (XGE) 5th level Transmutation
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TRANSMUTE ROCK [2/2] WALL OF FORCE WALL OF LIGHT [1/2] WALL OF LIGHT [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes minutes
clay and water
a pinch of powder made by crushing a clear a hand mirror a hand mirror
or half as much damage on a successful one. gemstone
Transmute Mud to Rock: Nonmagical mud or A shimmering wall of bright light appears at a point it. Make a ranged spell attack. On a hit, the target
quicksand in the area no more than 10 feet deep An invisible wall of force springs into existence at a you choose within range. The wall appears in any takes 4d8 radiant damage. Whether you hit or
transforms into soft stone for the spell's point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or miss, reduce the length of the wall by 10 feet. If
orientation you choose, as a horizontal or vertical diagonally. It can be free oating, or it can rest on a the wall's length drops to 0 feet, the spell ends.
duration. Any creature in the mud when it solid surface. The wall can be up to 60 feet long, 10
transforms must make a Dexterity saving throw. barrier or at an angle. It can be free oating or resting At Higher Levels: When you cast this spell
on a solid surface. You can form it into a hemispherical feet high, and 5 feet thick. The wall blocks line of sight,
On a successful save, a creature is shunted safely dome or a sphere with a radius of up to 10 feet, or you but creatures and objects can pass through it. It emits using a spell slot of 6th level or higher, the
to the surface in an unoccupied space. On a can shape a at surface made up of ten 10-foot-by-10- bright light out to 120 feet and dim light for an damage increases by 1d8 for each slot level
failed save, a creature becomes restrained by the foot panels. Each panel must be contiguous with additional 120 feet. above 5th.
rock. A restrained creature, or a nother creature another panel. In any form, the wall is 1/4 inch thick. It When the wall appears, each creature in its area must
within reach, can use an action to try to break lasts for the duration. If the wall cuts through a make a Constitution saving throw. On a failed save, a
the rock by succeeding on a DC 20 Strength creature's space when it appears, the creature is creature takes 4d8 radiant damage, and it is blinded
pushed to one side of the wall (your choice which for 1 minute. On a successful save, it takes half as
check or by dealing damage to it. The rock has side). much damage and isn't blinded. A blinded creature can
AC 15 and 25 hit points, and it is immune to Nothing can physically pass through the wall. It is make a Constitution saving throw at the end of each of
poison and psychic damage. immune to all damage and can't be dispelled by dispel its turns, ending the effect on itself on a success.
magic. A disintegrate spell destroys the wall instantly, A creature that ends its turn in the wall's area takes
however. The wall also extends into the Ethereal 4d8 radiant damage.
Plane, blocking ethereal travel through the wall. Until the spell ends, you can use an action to launch a
beam of radiance from the wall at one creature you
can see within 60 feet of
Wizard (XGE) 5th level Transmutation Wizard 5th level Evocation Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Evocation
WALL OF STONE [1/2] WALL OF STONE [2/2] ARCANE GATE CHAIN LIGHTNING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 500 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 10 V, S, M Instantaneous
minutes minutes minutes
a bit of fur, a piece of amber, glass, or crystal rod, and
a small block of granite a small block of granite You create linked teleportation portals that remain three silver pins
open for the duration. Choose two points on the
A nonmagical wall of solid stone springs into existence than 20 feet in length, you must halve the size of ground that you can see, one point within 10 feet of You create a bolt of lightning that arcs toward a
at a point you choose within range. The wall is 6 inches each panel to create supports. You can crudely you and one point within 500 feet of you. A circular target of your choice that you can see within
thick and is composed of ten 10-foot-by-10-foot shape the wall to create crenellations, portal, 10 feet in diameter, opens over each point. If
panels. Each panel must be contiguous with at least on the portal would open in the space occupied by a range. Three bolts then leap from that target to
other panel. Alternatively, you can create 10-foot-by- battlements, and so on. creature, the spell fails, and the casting is lost. as many as three other targets, each of which
20-foot panels that are only 3 inches thick. The wall is an object made of stone that can be The portals are two-dimensional glowing rings lled must be within 30 feet of the rst target. A
If the wall cuts through a creature's space when it damaged and thus breached. Each panel has AC with mist, hovering inches from the ground and target can be a creature or an object and can be
appears, the creature is pushed to one side of the wall 15 and 30 hit points per inch of thickness. perpendicular to it at the points you choose. A ring is targeted by only one of the bolts.
(your choice). If a creature would be surrounded on all Reducing a panel to 0 hit points destroys it and visible only from one side (your choice), which is the A target must make a Dexterity saving throw.
sides by the wall (or the wall and another solid might cause connected panels to collapse at the side that functions as a portal. The target takes 10d8 lightning damage on a
surface), that creature can make a Dexterity saving DM's discretion. Any creature or object entering the portal exits from failed save, or half as much on a successful one.
throw. On a success, it can use its reaction to move up If you maintain your concentration on this spell the other portal as if the two were adjacent to each
to its speed so that it is no longer enclosed by the wall. other, passing through a portal from the non-portal At Higher Levels: When you cast this spell
The wall can have any shape you desire, though it can't for its whole duration, the wall becomes side has no effect. The mist that lls each portal is using a spell slot of 7th level or higher, one
occupy the same space as a creature or object. The permanent and can't be dispelled. Otherwise, opaque and blocks vision through it. On your turn, you additional bolt leaps from the rst target to
wall doesn't need to be vertical or resting on any rm the wall disappears when the spell ends. can rotate the rings as a bonus action so that the another target for each slot level above 6th.
foundation. It must, however, merge with and be active side faces in a different direction.
solidly supported by existing stone. Thus you can use
this spell to bridge a chasm or create a ramp.
If you create a span greater
Wizard 5th level Evocation Wizard 5th level Evocation Wizard 6th level Conjuration Wizard 6th level Evocation
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CIRCLE OF DEATH CONTINGENCY [1/2] CONTINGENCY [2/2] CREATE HOMUNCULUS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 10 minutes Self 10 minutes Self 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 10 days V, S, M 10 days V, S, M Instantaneous
the powder of a crushed black pearl worth at least a statuette of yourself carved from ivory and a statuette of yourself carved from ivory and clay, ash, and mandrake root, all of which the spell
500 gp decorated with gems worth at least 1,500 gp decorated with gems worth at least 1,500 gp consumes, and a jewel-encrusted dagger worth at
A sphere of negative energy ripples out in a 60- Choose a spell of 5th level or lower that you can cast, component is ever not on your person. least 1,000 gp
foot-radius sphere from a point within range. that has a casting time of 1 action, and that can target While speaking an intricate incantation, you cut
Each creature in that area must make a you. You cast that spell, called the contingent spell, as yourself with a jewel-encrusted dagger, taking 2d4
Constitution saving throw. A target takes 8d6 part of casting contingency, expending spell slots for piercing damage that can't be reduced in any way. You
necrotic damage on a failed save, or half as much both, but the contingent spell doesn't come into then drip your blood on the spell's other components
effect. Instead, it takes effect when a certain and touch them, transforming them into a special
damage on a successful one. circumstance occurs. You describe that circumstance construct called a homunculus.
At Higher Levels: When you cast this spell when you cast the two spells. For example, a T he statistics of the homunculus are in the Monster
using a spell slot of 7th level or higher, the contingency cast with water breathing might Manual. It is your faithful companion, and it dies if you
damage increases by 2d6 for each slot level stipulate that water breathing comes into effect when die. Whenever you nish a long rest, you can spend up
above 6th. you are engulfed in water or a similar liquid. to half your Hit Dice if the homunculus is on the same
The contingent spell takes effect immediately after plane of existence as you. When you do so, roll each
the circumstance is met for the rst time, whether or die and add your Constitution modi er to it. Your hit
not you want it to, and then contingency ends. point maximum is reduced by the total, and the
The contingent spell takes effect only on you, even if it homunculus's hit point maximum and current hit
can normally target others. You can use only one points are both increased by it. This process can
contingency spell at a time. If you cast this spell again, reduce you to no lower than 1 hit point, and the
the effect of another contingency spell on you ends. change to your and the homunculus's hit points ends
Also, contingency ends on you if its material when you nish your next long rest. The reduction to
your hit point maximum can't be removed by any
means before then, except by the homuoculus's death.
You can have only
Wizard 6th level Necromancy Wizard 6th level Evocation Wizard 6th level Evocation Wizard (XGE) 6th level Transmutation
CREATE HOMUNCULUS [2/2] CREATE UNDEAD [1/2] CREATE UNDEAD [2/2] DISINTEGRATE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 minute 10 feet 1 minute 10 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous
clay, ash, and mandrake root, all of which the spell one clay pot lled with grave dirt, one clay pot lled one clay pot lled with grave dirt, one clay pot lled a lodestone and a pinch of dust
consumes, and a jewel-encrusted dagger worth at with brackish water, and one 150 gp black onyx with brackish water, and one 150 gp black onyx A thin green ray springs from your pointing nger to a
least 1,000 gp stone for each corpse. stone for each corpse. target that you can see within range. The target can be
a creature, an object, or a creation of magical force,
one homunculus at a time. If you cast this spell You can cast this spell only at night. Choose up to creature before the current 24-hour period such as the wall created by Wall of Force.
while your homunculus lives, the spell fails . three corpses of Medium or Small humanoids within ends. This use of the spell reasserts your control A creature targeted by this spell must make a
range. Each corpse becomes a ghoul under your over up to three creatures you have animated Dexterity saving throw. On a failed save, the target
control. (The DM has game statistics for these with this spell, rather than animating new ones. takes 10d6+40 force damage. If this damage reduces
creatures.)
As a bonus action on each of your turns, you can At Higher Levels: When you cast this spell the target to 0 hit points, it is disintegrated.
mentally command any creature you animated with using a 7th-level spell slot, you can animate or A disintegrated creature and everything it is wearing
this spell if the creature is within 120 feet of you (if reassert control over four ghouls. When you cast and carrying, except magic items, are reduced to a pile
you control multiple creatures, you can command any this spell using an 8th-level spell slot, you can of ne gray dust. The creature can be restored to life
or all of them at the same time, issuing the same animate or reassert control over ve ghouls or only by means of a true resurrection or a wish spell.
command to each one). You decide what action the This spell automatically disintegrates a Large or
two ghasts or wights. When you cast this spell smaller nonmagical object or a creation of magical
creature will take and where it will move during its using a 9th-level spell slot, you can animate or
next turn, or you can issue a general command, such as force. If the target is a Huge or larger object or
to guard a particular chamber or corridor. If you issue reassert control over six ghouls, three ghasts or creation of force, this spell disintegrates a 10-foot-
no commands, the creature only defends itself against wights, or two mummies cube portion of it. A magic item is unaffected by this
hostile creatures. Once given an order, the creature spell.
continues to follow it until its task is complete. At Higher Levels: When you cast this spell using a
The creature is under your control for 24 hours, after spell slot of 7th level or higher, the damage increases
which it stops obeying any command you have given it. by 3d6
To maintain control of the creature for another 24
hours, you must cast this spell on the
Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy Wizard 6th level Necromancy Wizard 6th level Transmutation
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DISINTEGRATE [2/2] DRAWMIJ'S INSTANT SUMMON (RITUAL) EYEBITE FLESH TO STONE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute Touch 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Until dispelled V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a lodestone and a pinch of dust a sapphire worth 1,000 gp
For the spell's duration, your eyes become an inky void a pinch of lime, water, and earth
for each slot level above 6th. You touch an object weighing 10 pounds or less imbued with dread power. One creature of your
whose longest dimension is 6 feet or less. The choice within 60 feet of you that you can see must You attempt to turn one creature that you can see
spell leaves an invisible mark on its surface and succeed on a Wisdom saving throw or be affected by within range into stone. If the targets body is made of
invisibly inscribes the name of the item on the one of the following effects of your choice for the esh, the creature must make a Constitution saving
duration. On each of your turns until the spell ends, throw. On a failed save, it is restrained as its esh
sapphire you use as the material component. you can use your action to target another creature but begins to harden. On a successful save, the creature
Each time you cast this spell, you must use a can't target a creature again if it has succeeded on a isn't affected.
different sapphire. saving throw against this casting of eyebite. A creature restrained by this spell must make another
At any time thereafter, you can use your action Asleep: The target falls unconscious. It wakes up if it Constitution saving throw at the end of each of its
to speak the item's name and crush the sapphire. takes any damage or if another creature uses its turns. If it successfully saves against this spell three
The item instantly appears in your hand action to shake the sleeper awake. times, the spell ends. If it fails saves three times, it is
regardless of physical or planar distances, and Panicked: The target is frightened of you. On each of turned to stone and subjected to the petri ed
the spell ends. its turns, the frightened creature must take the Dash condition for the duration. The successes and failures
action and move away from you by the safest and don't need to be consecutive, keep track of both until
If another creature is holding or carrying the shortest available route, unless there is nowhere to the target collects three of a kind.
item, crushing the sapphire doesn't transport the move. If the target moves to a place at least 60 feet If the creature is physically broken while petri ed, it
item to you, but instead you learn who the away from you where it can no longer see you, this suffers from similar deformities if it reverts to its
creature possessing the object is and roughly effect ends. original state.
where that creature is located at that moment. Sickened: The target has disadvantage on attack If you maintain your concentration on this spell for the
Dispel magic or a similar effect successfully rolls and ability checks. At the end of each of its turns, entire possible duration, the creature is turned to
applied to the sapphire ends this spell's effect. it can make another Wisdom saving throw. If it stone until the effect is removed.
succeeds, the effect ends.
Wizard 6th level Transmutation Wizard 6th level Conjuration Wizard 6th level Necromancy Wizard 6th level Transmutation
GLOBE OF INVULNERABILITY GUARDS AND WARDS [1/3] GUARDS AND WARDS [2/3] GUARDS AND WARDS [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (10-foot radius) 10 minutes Touch 10 minutes Touch 10 minutes Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 24 hours V, S, M 24 hours V, S, M 24 hours
minute
burning incense, a small measure of brimstone and burning incense, a small measure of brimstone and burning incense, a small measure of brimstone and
a glass or crystal bead that shatters when the spell 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
ends 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
An immobile, faintly shimmering barrier springs 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.
into existence in a 10-foot radius around you and 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
remains for the duration. 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
Any spell of 5th level or lower cast from outside 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
the barrier can't affect creatures or objects and shaped as you desire. You can ward several stories appear as plain sections of wall.
of a stronghold by dividing the area among them, as suggestion mentally.
within it, even if the spell is cast using a higher Stairs: Webs ll all stairs in the warded area from top The whole warded area radiates magic. A dispel
long as you can walk into each contiguous area while to bottom, as the web spell. These strands regrow in
level spell slot. Such a spell can target creatures you are casting the spell. magic cast on a speci c effect, if successful,
and objects within the barrier, but the spell has 10 minutes if they are burned or torn away while
When you cast this spell, you can specify individuals guards and wards lasts. removes only that effect.
no effect on them. Similarly, the area within the 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
barrier is excluded from the areas affected by choose. You can also specify a password that, when of the following magical effects within the warded warded structure by casting this spell there
such spells. spoken aloud, makes the speaker immune to these area of the stronghold. every day for one year.
At Higher Levels: When you cast this spell effects.
Guards and wards creates the following effects • Place dancing lights in four corridors. You can
using a spell slot of 7th level or higher, the designate a simple program that the lights repeat as
barrier blocks spells of one level higher for each within the warded area.
Corridors: Fog lls all the warded corridors, making long as guards and wards lasts.
slot level above 6th. them heavily obscured. In addition, at each • Place magic mouth in two locations.
intersection or branching passage offering a choice of • Place stinking cloud in two locations. The vapors
direction, there is a 50 percent chance that a creature appear in the places you designate they return within
other than you will believe it is going in the opposite 10 minutes if dispersed by wind while guards and
direction from the one it chooses. wards lasts.
Doors: All doors in the warded • Place a constant gust of wind in
Wizard 6th level Abjuration Wizard 6th level Abjuration Wizard 6th level Abjuration Wizard 6th level Abjuration
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INVESTITURE OF FLAME INVESTITURE OF ICE INVESTITURE OF STONE INVESTITURE OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S Concentration, up to 10 V, S Concentration, up to 10
minutes 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 Until the spell ends, wind whirls around you, and
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: 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, • Ranged weapon attacks made against you have
ames don't harm you. Until the spell ends, you resistance to re damage. and slashing damage from nonmagical attacks. disadvantage on the attack roll.
gain the following bene ts: • You can move across dif cult terrain created • You can use your action to create a small • You gain a ying speed of 60 feet. If you are still
• You are immune to re damage and have by ice or snow without spending extra earthquake on the ground in a 15-foot radius ying when the spell ends, you fall, unless you
resistance to cold damage. movement. centered on you. Other creatures on that ground can somehow prevent it.
• 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 • You can use your action to create a 15-foot
for the rst time on a turn or ends its turn there icy and is dif cult terra in for creatures other knocked prone. cube of swirling wind centered on a point you
takes 1d10 re damage. than you. The radius moves with you. • You can move across dif cult terrain made of can see within 60 feet ofyou. Each creature in
• 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 that area must make a Constitution saving
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 throw. A creature takes 2d10 bludgeoning
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, damage on a failed save, or half as much damage
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 on a successful one. If a Large or smaller creature
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 fails the save, that creature is also pushed up to
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 10 feet away from the center of the cube.
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
MAGIC JAR [1/3] MAGIC JAR [2/3] MAGIC JAR [3/3] MASS SUGGESTION [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 minute Self 1 minute Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V, S, M Until dispelled V, M 24 hours
a gem, crystal, reliquary, or some other ornamental a gem, crystal, reliquary, or some other ornamental a gem, crystal, reliquary, or some other ornamental a snake's tongue and either a bit of honeycomb or a
container worth at least 500 gp container worth at least 500 gp container worth at least 500 gp drop of sweet oil
Your body falls into a catatonic state as your soul statistics of the creature though you retain your container when it is destroyed, the creature's You suggest a course of activity (limited to a sentence
leaves it and enters the container you used for the alignment and your Intelligence, Wisdom, and soul returns to its body if the body is alive and or two) and magically in uence up to twelve creatures
spell's material component. While your soul inhabits Charisma scores. You retain the bene t of your own within 100 feet. Otherwise, that creature dies. of your choice that you can see within range and that
the container, you are aware of your surroundings as if class feature. If the target has any class levels, you When the spell ends, the container is destroyed. can hear and understand you. Creatures that can't be
you were in the container's space. You can't move or can't use any of its class features. charmed are immune to this effect. The suggestion
use reactions. The only action you can take is to Meanwhile, the possessed creature's soul can must be worded in such a manner as to make the
project your soul up to 100 feet out of the container, perceive from the container using its own senses, but course of action sound reasonable. Asking the
either returning to your living body (and ending the it can't move or take actions at all. creature to stab itself, throw itself onto a spear,
spell) or attempting to possess a humanoids body. While possessing a body, you can use your action to immolate itself, or do some other obviously harmful
You can attempt to possess any humanoid within 100 return from the host body to the container if it is act automatically negates the effect of the spell.
feet of you that you can see (creatures warded by a within 100 feet of you, returning the host creature's Each target must make a Wisdom saving throw. On a
protection from evil and good or magic circle spells soul to its body. If the host body dies while you're in it, failed save, it pursues the course of action you
can't be possessed). The target must make a Charisma the creature dies, and you must make a Charisma described to the best of its ability. The suggested
saving throw. On a failure, your soul moves into the saving throw against your own spellcasting DC. On a course of action can continue for the entire duration.
target's body, and the target's soul becomes trapped success, you return to the container if it is within 100 If the suggested activity can be completed in a shorter
in the container. On a success, the target resists your feet of you. Otherwise, you die. time, the spell ends when the subject nishes what it
efforts to possess it, and you can't attempt to possess If the container is destroyed or the spell ends, your was asked to do.
it again for 24 hours. soul immediately returns to your body. If your body is You can also specify conditions that will trigger a
Once you possess a creature's body, you control it. more than 100 feet away from you, or if your body is special activity during the duration. For example, you
Your game statistics are replaced by the dead when you attempt to return to it, you die. If might suggest that a group of soldiers give all their
another creature's soul is in the money to the rst beggar
Wizard 6th level Necromancy Wizard 6th level Necromancy Wizard 6th level Necromancy Wizard 6th level Enchantment
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MASS SUGGESTION [2/2] MENTAL PRISON MOVE EARTH [1/2] MOVE EARTH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 24 hours S Concentration, up to 1 V, S, M Concentration, up to 2 V, S, M Concentration, up to 2
minute hours hours
a snake's tongue and either a bit of honeycomb or a
drop of sweet oil 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
they meet. If the condition isn't met before the see within range must make an Intelligence
spell ends, the activity isn't performed. saving throw. The target succeeds automatically Choose an area of terrain no larger than 40 feet on a might collapse.
If you or any of your companions damage a 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
creature affected by this spell, the spell ends for 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
You can raise or lower the area's elevation, create or along with it.
that creature. the spell ends. On a failed save, the target takes ll in a trench, erect or atten a wall, or form a pillar.
At Higher Levels: When you cast this spell 5d10 psychic damage, and you make the area The extent of any such changes can't exceed half the
using a 7th-level spell slot, the duration is 10 immediately around the target's space appear area's largest dimension. So, if you affect a 40-foot
days. When you use an 8th-level spell slot, the dangerous to it in some way. You might cause the square, you can create a pillar up to 20 feet high, raise
duration is 30 days. When you use a 9th-level target to perceive itself as being surrounded by or lower the square's elevation by up to 20 feet, dig a
spell slot, the duration is a year and a day. 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
concentrating on the spell, you can choose a new area
and is restrained for the spell's duration. If the 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 6th level Enchantment 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 PROGRAMMED ILLUSION [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 action 30 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V Concentration, up to 1 V, S, M Until dispelled
minute
a small crystal sphere a small crystal sphere You create an illusion of an object, a creature, or some
Choose one creature that you can see within other visible phenomenon within range that activates
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 - when a speci c condition occurs. The illusion is
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 imperceptible until then. It must be no larger than a
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 30-foot cube, and you decide when you cast the spell
creature within the area must make a Constitution if the globe hasn't already shattered, it explodes. how the illusion behaves and what sounds it makes.
saving throw. On a failed save, a creature takes 10d6 immune to this spell. This scripted performance can last up to 5 minutes.
cold damage. On successful save, it takes half as much At Higher Levels: When you cast this spell A dancing creature must use all its movement to When the condition you specify occurs, the illusion
damage. using a spell slot of 7th level or higher, the dance without leaving its space and has springs into existence and performs in the manner you
If the globe strikes a body of water or a liquid that is damage increases by 1d6 for each slot level disadvantage on Dexterity saving throws and described. Once the illusion nishes performing, it
principally water (not including water-based above 6th attack rolls. While the target is affected by this disappears and remains dormant for 10 minutes. After
creatures), it freezes the liquid to a depth of 6 inches spell, other creatures have advantage on attack this time, the illusion can be activated again.
over an area 30 feet square. This ice lasts for 1 minute. rolls against it. As an action, a dancing creature The triggering condition can be as general or as
Creatures that were swimming on the surface of makes a Wisdom saving throw to regain control detailed as you like, though it must be based on visual
frozen water are trapped in the ice. A trapped or audible conditions that occur within 30 feet of the
creature can use an action to make a Strength check of itself. On a successful save, the spell ends. area. For example, you could create an illusion of
against your spell save DC to break free. yourself to appear and warn off others who attempt to
You can refrain from ring the globe after completing open a trapped door, or you could set the illusion to
the spell, if you wish. A small globe about the size of a trigger only when a creature says the correct word or
sling stone, cool to the touch, appears in your hand. At phrase.
any time, you or a creature you give the globe to can Physical interaction with the image reveals it to be an
throw the globe (to a range of 40 feet) or hurl it with a illusion, because things can pass through it. A creature
sling (to the sling's normal range). that uses its action to examine the image can
determine that it is an illusion with a successful
Wizard 6th level Evocation Wizard 6th level Evocation Wizard 6th level Enchantment Wizard 6th level Illusion
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PROGRAMMED ILLUSION [2/2] SCATTER SOUL CAGE [1/2] SOUL CAGE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 30 feet 1 reaction, which you take 60 feet 1 reaction, which you take 60 feet
when a humanoid you can when a humanoid you can
COMPONENTS DURATION COMPONENTS DURATION see within 60 feet of you see within 60 feet of you
V, S, M Until dispelled V Instantaneous dies dies
Intelligence (Investigation) check against your The air quivers around up to ve creatures of COMPONENTS DURATION COMPONENTS DURATION
spell save DC. If a creature discerns the illusion your choice that you can see within range. An V, S, M 8 hours V, S, M 8 hours
for what it is, the creature can see through the unwilling creature must succeed on a Wisdom
image, and any noise it makes sounds hollow to saving throw to resist this spell. You teleport a tiny silver cage worth 100 gp a tiny silver cage worth 100 gp
the creature. each affected target to an unoccupied space that This spell snatches the soul of a humanoid as it dies
you can see within 120 feet of you. That space yourself with the soul's life experience, making
and traps it inside the tiny cage you use for the your next attack roll, ability check, or saving
must be on the ground or on a oor. material component. A stolen soul remains inside the throw with advantage. If you don't use this
cage until the spell ends or until you destroy the cage, bene t before the start of your next turn, it is
which ends the spell. While you have a soul inside the
cage, you can exploit it in any of the ways described lost.
below. You can use a trapped soul up to six times. Eyes of the Dead: You can use an action to
Once you exploit a soul for the sixth time, it is name a place the humanoid saw in life, which
released, and the spell ends. While a soul is trapped, creates an invisible sensor somewhere in that
the dead humanoid it came from can't be revived. place if it is on the plane of existence you're
Steal Life: You can use a bonus action to drain vigor currently on. The sensor remains for as long as
from the soul and regain 2d8 hit points. you concentrate, up to 10 minutes (as if you
Query Soul: You ask the soul a question (no action were concentrating on a spell). You receive visual
required) and receive a brief telepathic answer, which
you can understand regardless of the language used. and auditory information from the sensor as if
The soul knows only what it knew in life, but it must you were in its space using your senses.
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 6th level Illusion Wizard (XGE) 6th level Conjuration 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
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WALL OF ICE [2/2] CROWN OF STARS DELAYED BLAST FIREBALL [1/2] DELAYED BLAST FIREBALL [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Self 1 action 150 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S 1 hour V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minutes minute minute
Seven star-like motes of light appear and orbit
a small piece of quartz your head until the spell ends. You can use a a tine ball of bat guano and sulfur a tine ball of bat guano and sulfur
bonus action to send one of the motes streaking
failed save, or half as much damage on a toward one creature or object within 120 feet of A beam of yellow light ashes from your pointing explodes.
successful one. nger, then condenses to linger at a chosen point The re damages objects in the area and ignites
you. When you do so, make a ranged spell attack. within range as a glowing bead for the duration. When
At Higher Levels: When you cast this spell On a hit, the target takes 4d12 radiant damage. the spell ends, either because your concentration is
ammable objects that aren't being worn or
using a spell slot of 7th level or higher, the Whether you hit or miss, the mote is expended. broken or because you decide to end it, the bead carried.
damage the wall deals when it appears increases The spell ends early if you expend the last mote. blossoms with a low roar into an explosion of ame At Higher Levels: When you cast this spell
by 2d6, and the damage from passing through If you have four or more motes remaining, they that spreads around corners. Each creature in a 20- using a spell slot of 8th level or higher, the base
the sheet of frigid air increases by 1d6 for each shed bright light in a 30-foot radius and dim light foot-radius sphere centered on that point must make damage increases by 1d6 for each slot level
slot level above 6th. for an additional 30 feet. If you have one to three a Dexterity saving throw. A creature takes re damage above 7th.
motes remaining, they shed dim light in a 30-foot equal to the total accumulated damage on a failed
save, or half as much damage on a successful one.
radius. The spell's base damage is 12d6. If at the end of your
At Higher Levels: When you cast this spell turn the bead has not yet detonated, the damage
using a spell slot of 8th level or higher, the increases by 1d6.
number of motes created increases by two for If the glowing bead is touched before the interval has
each slot level above 7th. expired, the creature touching it must make a
Dexterity saving throw. On a failed save, the spell ends
immediately, causing the bead to erupt in ame. On a
successful save, the creature can throw the bead up to
40 feet. When it strikes a creature or a solid object,
the spell ends, and the bead
Wizard 6th level Evocation Wizard (XGE) 7th level Evocation Wizard 7th level Evocation Wizard 7th level Evocation
Wizard 7th level Transmutation Wizard 7th level Transmutation Wizard 7th level Necromancy Wizard 7th level Evocation
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FORCECAGE [2/2] MIRAGE ARCANE MORDENKAINEN'S MAGNIFICENT MORDENKAINEN'S MAGNIFICENT
CASTING TIME RANGE CASTING TIME RANGE MANSION [1/2] MANSION [2/2]
1 action 100 feet 10 minutes Sight
CASTING TIME RANGE CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION 1 minute 300 feet 1 minute 300 feet
V, S, M 1 hour V, S 10 days
COMPONENTS DURATION COMPONENTS DURATION
ruby dust worth 1,500 gp You make terrain in an area up to 1 mile square look,
sound, smell, and even feel like some other sort of V, S, M 24 hours V, S, M 24 hours
failure, the creature can't exit the cage and terrain. The terrain's general shape remains the same,
wastes the use of the spell or effect. The cage however. Open elds or a road could be made to a miniature portal carved from ivory, a small piece of a miniature portal carved from ivory, a small piece of
also extends into the Ethereal Plane, blocking resemble a swamp, hill, crevasse, or some other polished marble, and a tiny silver spoon, each item polished marble, and a tiny silver spoon, each item
ethereal travel. dif cult or impassable terrain. A pond can be made to worth at least 5 gp worth at least 5 gp
seem like a grassy meadow, a precipice like a gentle
This spell can't be dispelled by dispel magic. slope, or a rock-strewn gully like a wide and smooth You conjure an extradimensional dwelling in range perform, but they can't attack or take any action
road. that lasts for the duration. You choose where its one that would directly harm another creature. Thus
Similarly, you can alter the appearance of structures, entrance is located. The entrance shimmers faintly the servants can fetch things, clean, mend, fold
or add them where none are present. The spell doesn't and is 5 feet wide and 10 feet tall. You and any clothes, light res, serve food, pour wine, and so
disguise, conceal, or add creatures. creature you designate when you cast the spell can
The illusion includes audible, visual, tactile, and enter the extradimensional dwelling as long as the on. The servants can go anywhere in the mansion
olfactory elements, so it can turn clear ground into portal remains open. You can open or close the portal but can't leave it. Furnishings and other objects
dif cult terrain (or vice versa) or otherwise impede if you are within 30 feet of it. While closed, the portal created by this spell dissipate into smoke if
movement through the area. Any piece of the illusory is invisible. removed from the mansion. When the spell ends,
terrain (such as a rock or stick) that is removed from Beyond the portal is a magni cent foyer with any creatures inside the extradimensional space
the spell's area disappears immediately. numerous chambers beyond. The atmosphere is clean, are expelled into the open spaces nearest to the
Creatures with truesight can see through the illusion fresh, and warm. entrance.
to the terrain's true form, however, all other elements You can create any oor plan you like, but the space
of the illusion remain, so while the creature is aware of can't exceed 50 cubes, each cube being 10 feet on
the illusion's presence, the creature can still physically each side. The place is furnished and decorated as you
interact with the illusion. choose. It contains suf cient food to serve a nine
course banquet for up to 100 people. A staff of 100
near-transparent servants attends all who enter. You
decide the visual appearance of these servants and
their attire. They are completely obedient to your
orders Each servant can perform any task a normal
Wizard 7th level Evocation Wizard 7th level Illusion Wizard 7th level Conjuration Wizard 7th level Conjuration
MORDENKAINEN'S SWORD PLANE SHIFT [1/2] PLANE SHIFT [2/2] POWER WORD PAIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous V, S, M Instantaneous V Instantaneous
minute
a forked, metal rod worth at least 250 gp, attuned to a forked, metal rod worth at least 250 gp, attuned to You speak a word of power that causes waves of
a miniature platinum sword with a grip and pommel a particular plane of existence a particular plane of existence intense pain to assail one creature you can see
of copper and zinc, worth 250 gp within range. If the target has 100 hit points or
You and up to eight willing creatures who link hands in If the creature fails the save, it is transported to a fewer, it is subject to crippling pain. Otherwise,
You create a sword-shaped plane of force that a circle are transported to a different plane of random location on the plane of existence you the spell has no effect on it. A target is also
hovers within range. It lasts for the duration. existence. You can specify a target destination in specify. A creature so transported must nd its unaffected if it is immune to being charmed.
When the sword appears, you make a melee spell general terms, such as the City of Brass on the own way back to your current plane of existence.
Elemental Plane of Fire or the palace of Dispater on While the target is affected by crippling pain, any
attack against a target of your choice within 5 the second level of the Nine Hells, and you appear in speed it has can be no higher than 10 feet. The
feet of the sword. On a hit. the target takes 3d10 or near that destination. If you are trying to reach the target also has disadvantage on attack rolls,
force damage. Until the spell ends, you can use a City of Brass, for example, you might arrive in its ability checks, and saving throws, other than
bonus action on each of your turns to move the Street of Steel, before its Gate of Ashes, or looking at Constitution saving throws. Finally, if the target
sword up to 20 feet to a spot you can see and the city from across the Sea of Fire, at the DM's tries to cast a spell, it must rst succeed on a
repeat this attack against the same target or a discretion. Constitution saving throw, or the casting fails
different one. Alternatively, if you know the sigil sequence of a and the spell is wasted.
teleportation circle on another plane of existence, this
spell can take you to that circle. If the teleportation A target suffering this pain can make a
circle is too small to hold all the creatures you Constitution saving throw at the end ofeach of
transported, they appear in the closest unoccupied its turns. On a successful save, the pain ends.
spaces next to the circle.
You can use this spell to banish an unwilling creature
to another plane. Choose a creature within your reach
and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw.
Wizard 7th level Evocation Wizard 7th level Conjuration Wizard 7th level Conjuration Wizard (XGE) 7th level Enchantment
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PRISMATIC SPRAY [1/2] PRISMATIC SPRAY [2/2] PROJECT IMAGE [1/2] PROJECT IMAGE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60 foot cone) 1 action Self (60 foot cone) 1 action 500 miles 1 action 500 miles
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
day day
Eight multicolored rays of light ash from your hand. until the target collects three of a kind.
Each ray is a different color and has a different power 7-Violet: On a failed save, the target is blinded. a small replica of you made from materials worth at a small replica of you made from materials worth at
and purpose. Each creature in a 60-foot cone must It must then make a Wisdom saving throw at the least 5 gp least 5 gp
make a Dexterity saving throw. For each target, roll a start of your next turn. A successful save ends
d8 to determine which color ray affects it. You create an illusory copy of yourself that lasts for DC. If a creature discerns the illusion for what it
1-Red: The target takes 10d6 re damage on a failed the blindness. If it fails that save, the creature is the duration. The copy can appear at any location
save, or half as much damage on a successful one. transported to another plane of existence of the is, the creature can see through the image, and
within range that you have seen before, regardless of any noise it makes sounds hollow to the
2-Orange: The target takes 10d6 acid damage on a DM's choosing and is no longer blinded. intervening obstacles. The illusion looks and sounds
failed save, or half as much damage on a successful (Typically, a creature that is on a plane that isn't like you but is intangible. If the illusion takes any creature.
one. its home plane is banished home, while other damage, it disappears, and the spell ends.
3-Yellow: The target takes 10d6 lightning damage on creatures are usually cast into the Astral or You can use your action to move this illusion up to
a failed save, or half as much damage on a successful Ethereal planes.) twice your speed, and make it gesture, speak, and
one. 8-Special: The target is struck by two rays. Roll behave in whatever way you choose. It mimics your
4-Green: The target takes 10d6 poison damage on a mannerisms perfectly.
failed save, or half as much damage on a successful twice more, rerolling any 8.
You can see through its eyes and hear through its ears
one. as if you were in its space. On your turn as a bonus
5-Blue: The target takes 10d6 cold damage on a failed action, you can switch from using its senses to using
save, or half as much damage on a successful one. your own, or back again. While you are using its
6-Indigo: On a failed save, the target is restrained. It senses, you are blinded and deafened in regard to your
must then make a Constitution saving throw at the own surroundings.
end of each of its turns. If it successfully saves three Physical interaction with the image reveals it to be an
times, the spell ends. If it fails its save three times, it illusion, because things can pass through it. A creature
permanently turns to stone and is subjected to the that uses its action to examine the image can
petri ed condition. The successes and failures don't determine that it is an illusion with a successful
need to be consecutive, keep track of both Intelligence (Investigation) check against your spell
save
Wizard 7th level Evocation Wizard 7th level Evocation Wizard 7th level Illusion Wizard 7th level Illusion
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SYMBOL [1/4] SYMBOL [2/4] SYMBOL [3/4] SYMBOL [4/4]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S, M Until dispelled or V, S, M Until dispelled or
triggered triggered triggered triggered
mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and
opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which
the spell consumes the spell consumes the spell consumes the spell consumes
When you cast this spell, you inscribe a harmful glyph approaching within a certain distance of it, or seeing saving throw. On a failed save, a target bickers and Each target must make a Constitution saving
either on a surface (such as a section of oor, a wall, or or reading the glyph. argues with other creatures for 1 minute. During this throw and becomes incapacitated with
a table) or within an object that can be closed to You can further re ne the trigger so the spell is time, it is incapable of meaningful communication and excruciating pain for 1 minute on a failed save.
conceal the glyph (such as a book, a scroll, or a activated only under certain circumstances or has disadvantage on attack rolls and ability checks. Sleep: Each target must make a Wisdom saving
treasure chest). If you choose a surface, the glyph can according to a creature's physical characteristics (such Fear: Each target must make a Wisdom saving throw
cover an area of the surface no larger than 10 feet in as height or weight), or physical kind (for example, the and becomes frightened for 1 minute on a failed save. throw and falls unconscious for 10 minutes on a
diameter. If you choose an object, that object must ward could be set to affect hags or shapechangers). While frightened, the target drops whatever it is failed save. A creature awakens if it takes
remain in its place, if the object is moved more than 10 You can also specify creatures that don't trigger the holding and must move at least 30 feet away from the damage or if someone uses an action to shake or
feet from where you cast this spell, the glyph is glyph, such as those who say a certain password. glyph on each of its turns, if able. slap it awake.
broken, and the spell ends without being triggered. When you inscribe the glyph, choose one of the Hopelessness: Each target must make a Charisma Stunning: Each target must make a Wisdom
The glyph is nearly invisible, requiring an Intelligence options below for its effect. Once triggered, the glyph saving throw. On a failed save, the target is saving throw and becomes stunned for 1 minute
(Investigation) check against your spell save DC to nd glows, lling a 60-foot-radius sphere with dim light for overwhelmed with despair for 1 minute. During this on a failed save.
it. 10 minutes, after which time the spell ends. Each time, it can't attack or target any creature with
You decide what triggers the glyph when you cast the creature in the sphere when the glyph activates is harmful abilities, spells, or other magical effects.
spell. For glyphs inscribed on a surface, the most targeted by its effect, as is a creature that enters the Insanity: Each target must make an Intelligence
typical triggers include touching or stepping on the sphere for the rst time on a turn or ends its turn saving throw. On a failed save, the target is driven
glyph, removing another object covering it, there. insane for 1 minute. An insane creature can't take
approaching within a certain distance of it, or Death: Each target must make a Constitution saving actions, can't understand what other creatures say,
manipulating the object that holds it. For glyphs throw, taking 10d10 necrotic damage on a failed save, can't read, and speaks only in gibberish. The DM
inscribed within an object, the most common triggers or half as much damage on a successful save. controls its movement, which is erratic.
are opening the object, Discord: Each target must make a Constitution Pain:
Wizard 7th level Abjuration Wizard 7th level Abjuration Wizard 7th level Abjuration Wizard 7th level Abjuration
Wizard 7th level Conjuration Wizard 7th level Conjuration Wizard 7th level Conjuration Wizard (XGE) 7th level Evocation
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WHIRLWIND [2/2] ABI-DALZIM'S HORRID WILTING ANTIMAGIC FIELD [1/3] ANTIMAGIC FIELD [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 150 feet 1 action Self (10-foot-radius 1 action Self (10-foot-radius
sphere) sphere)
COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 1 V, S, M Instantaneous COMPONENTS DURATION COMPONENTS DURATION
minute V, S M Concentration, up to 1 V, S M Concentration, up to 1
a bit of sponge hour hour
a piece of straw
You draw the moisture from every creature in a a pinch of powdered iron or iron lings a pinch of powdered iron or iron lings
and falls when the spell ends, unless the creature 30-foot cube centered on a point you choose
has some means to stay aloft. within range. Each creature in that area must A 10-foot-radius invisible sphere of antimagic suppressed. For example, the ames created by a wall
A restrained creature can use an action to make make a Constitution saving throw. Constructs surrounds you. This area is divorced from the magical of re are suppressed within the sphere, creating a
a Strength or Dexterity check against your spell energy that suffuses the multiverse. Within the gap in the wall if the overlap is large enough.
and undead aren't affected, and plants and water sphere, spells can't be cast, summoned creatures
save DC. If successful, the creature is no longer elementals make this saving throw with Spells: Any active spell or other magical effect on a
disappear, and even magic items become mundane. creature or an object in the sphere is suppressed while
restrained by the whirlwind and is hurled 3d6 x disadvantage. A creature takes 12d8 necrotic Until the spell ends, the sphere moves with you, the creature or object is in it.
10 feet away from it in a random direction. damage on a failed save, or half as much damage centered on you. Magic Items: The properties and powers of magic
on a successful one. Spells and other magical effects, except those created items are suppressed in the sphere. For example, a +1
Nonmagical plants in the area that aren't by an artifact or a deity, are suppressed in the sphere long sword in the sphere functions as a nonmagical
creatures, such as trees and shrubs, wither and and can't protrude into it. A slot expended to cast a long sword. A magic weapon's properties and powers
die instantly. suppressed spell is consumed. While an effect is are suppressed if it is used against a target in the
suppressed, it doesn't function, but the time it spends sphere or wielded by an attacker in the sphere. If a
suppressed counts against its duration. magic weapon or piece of magic ammunition fully
Targeted Effects: Spells and other magical effects, leaves the sphere (For example, if you re a magic
such as magic missile and charm person, that target a arrow or throw a magic spear at a target outside the
creature or an object in the sphere have no effect on sphere), the magic of the item ceases to be suppressed
that target. as soon as it exits.
Areas of Magic: The area of another spell or magical Magical Travel: Teleportation and planar travel fail
effect, such as reball, can't extend into the sphere. If to work in the sphere, whether the sphere is the
the sphere overlaps an area of magic, the part of the destination or the departure point for such magical
area that is covered by the sphere is travel. A
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 Wizard 8th level Enchantment
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CLONE CONTROL WEATHER [1/2] CONTROL WEATHER [2/2] DEMIPLANE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 10 minutes Self (5-mile radius) 10 minutes Self (5-mile radius) 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 8 V, S, M Concentration, up to 8 S 1 hour
hours hours
a diamond worth at least 1,000 gp and at least 1 You create a shadowy door on a at solid surface
cubic inch of esh of the creature that is to be burning incense and bits of earth and wood mixed in burning incense and bits of earth and wood mixed in that you can see within range. The door is large
cloned, which the spell consumes, and a vessel worth water water enough to allow Medium creatures to pass
at least 2,000 gp that has a sealable lid and is large through unhindered. When opened, the door
You take control of the weather within 5 miles of you Stage 6 - Arctic cold leads to a demiplane that appears to be an empty
enough to hold a Medium creature, such as a huge for the duration. You must be outdoors to cast this Wind: Stage 1 - Calm Stage 2 - Moderate wind room 30 feet in each dimension, made of wood
urn, cof n, mud- lled cyst in the ground, or crystal spell. Moving to a place where you don't have a clear Stage 3 - Strong wind Stage 4 - Gale Stage 5 -
path to the sky ends the spell early. or stone. When the spell ends, the door
container lled with salt water When you cast the spell, you change the current Storm disappears, and any creatures or objects inside
This spell grows an inert duplicate of a living weather conditions, which are determined by the DM the demiplane remain trapped there, as the door
creature as a safeguard against death. This clone based on the climate and season. also disappears from the other side.
You can change precipitation, temperature, and wind. Each time you cast this spell, you can create a
forms inside as a sealed vessel and grows to full It takes 1d4 x 10 minutes for the new conditions to new demiplane, or have the shadowy door
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 connect to a demiplane you created with a
conditions again. When the spell ends, the weather previous casting of this spell. Additionally, if you
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 know the nature and contents of a demiplane
undisturbed. following tables and change its stage by one, up or created by a casting of this spell by another
At any time after the clone matures, if the down. When changing the wind, you can change its creature, you can have the shadowy door
original creature dies, its soul transfers to the direction. connect to its demiplane instead.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds
clone, provided that the soul is free and willing to Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
return. The clone is physically identical to the snow Stage 5 - Torrential rain, driving hail or blizzard
original and has the same personality, memories, Temperature: Stage 1 - Unbearable heat Stage 2 -
and abilities, but none of the original's Hot 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 Necromancy Wizard 8th level Transmutation Wizard 8th level Transmutation Wizard 8th level Conjuration
DOMINATE MONSTER [1/2] DOMINATE MONSTER [2/2] FEEBLEMIND ILLUSORY DRAGON [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 150 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous S Concentration, up to 1
hour hour minute
a handful of clay, crystal, glass, or mineral spheres
You attempt to beguile a creature that you can see throw succeeds, the spell ends. By gathering threads of shadow material from the
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell You blast the mind of a creature that you can see Shadowfell, you create a Huge shadowy dragon in an
throw or be charmed by you for the duration. If you or with a 9th-level spell slot, the duration is within range, attempting to shatter its intellect unoccupied space that you can see within range. The
creatures that are friendly to you are ghting it, it has concentration, up to 8 hours. and personality. The target takes 4d6 psychic illusion lasts for the spell's duration and occupies its
advantage on the saving throw. damage and must make an Intelligence saving space, as if it were a creature.
While the creature is charmed, you have a telepathic When the illusion appears, any of your enemies that
link with it as long as the two of you are on the same throw. can see it must succeed on a Wisdom saving throw or
plane of existence. You can use this telepathic link to On a failed save, the creature's Intelligence and become frightened of it for 1 minute. If a frightened
issue commands to the creature while you are Charisma scores become 1. The creature can't creature ends its turn in a location where it doesn't
conscious (no action required), which it does its best cast spells, activate magic items, understand have line of sight to the illusion, it can repeat the
to obey. You can specify a simple and general course of language, or communicate in any intelligible way. saving throw, ending the effect on itself on a success.
action, such as Attack that creature, Run over there, The creature can, however, identify its friends, As a bonus action on your turn, you can move the
or Fetch that object. If the creature completes the follow them, and even protect them. illusion up to 60 feet. At any point during its
order and doesn't receive further direction from you, At the end of every 30 days, the creature can movement, you can cause it to exhale a blast of energy
it defends and preserves itself to the best of its ability. in a 60-foot cone originating from its space. When you
You can use your action to take total and precise repeat its saving throw against this spell. If it create the dragon, choose a damage type: acid, cold,
control of the target. Until the end of your next turn, succeeds on its saving throw, the spell ends. re, lightning, necrotic, or poison. Each creature in the
the creature takes only the actions you choose, and The spell can also be ended by greater restoration, cone must make an Intelligence saving throw, taking
doesn't do anything that you don't allow it to do. heal or wish. 7d6 damage of the chosen damage type on a failed
During this time, you can also cause the creature to save, or half as much damage on a successful one.
use a reaction, but this requires you to use your own The illusion is tangible because of the shadow stuff
reaction as well. used to create it, but attacks miss it automatically, it
Each time the target takes damage, it makes a new succeeds on all saving throws, and it is immune to all
Wisdom saving throw against the spell. If the saving damage and conditions.
Wizard 8th level Enchantment Wizard 8th level Enchantment Wizard 8th level Enchantment Wizard (XGE) 8th level Illusion
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ILLUSORY DRAGON [2/2] INCENDIARY CLOUD MADDENING DARKNESS MAZE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 150 feet 1 action 150 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S Concentration, up to 1 V, M Concentration, up to 10 V, S Concentration, up to 10
minute minute minutes 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 You banish a creature that you can see within
dragon can determine that it is an illusion by white-hot embers appears in a 20-foot-radius range into a labyrinthine demiplane. The target
succeeding on an Intelligence (Investigation) sphere centered on a point within range. The Magical darkness spreads from a point you remains there for the duration or until it escapes
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 the maze.
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 The target can use its action to attempt to
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 escape. When it does so, it makes a DC 20
throws against its breath. per hour) disperses it. see through this darkness. Nonmagical light, as Intelligence check. If it succeeds, it escapes, and
When the cloud appears, each creature in it must well as light c reated by spells of 8th level or the spell ends (a minotaur or goristro demon
make a Dexterity saving throw. A creature takes lower, can't illuminate the area. automatically succeeds).
10d8 re damage on a failed save, or half as Shrieks, gibbering, and mad laughter can be When the spell ends, the target reappears in the
much damage on a successful one. A creature heard within the sphere. Whenever a creature space it left or, if that space is occupied, in the
must also make this saving throw when it enters starts its turn in the sphere, it must make a nearest unoccupied space.
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
MIGHTY FORTRESS [1/3] MIGHTY FORTRESS [2/3] MIGHTY FORTRESS [3/3] MIND BLANK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 1 mile 1 minute 1 mile 1 minute 1 mile 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous V, S 24 hours
a diamond worth at least 500 gp, which the spell a diamond worth at least 500 gp, which the spell a diamond worth at least 500 gp, which the spell Until the spell ends, one willing creature you
consumes consumes consumes touch is immune to psychic damage, any effect
that would sense its emotions or read its
A fortress of stone erupts from a square area of keep are connected by stone staircases, its walls are 6 sinks back into the ground, leaving any creatures thoughts, divination spells, and the charmed
ground of your choice that you can see within range. inches thick, and interior rooms can have stone doors that were inside it safely on the ground. condition. The spell even foils wish spells and
The area is 120 feet on each side, and it must not have or open archways as you choose. The keep is furnished Casting this spell on the same spot once every 7 spells or effects of similar power used to affect
any buildings or other structures on it. Any creatures and decorated however you like, and it contains days for a year makes the fortress permanent.
in the area are harmlessly lifted up as the fortress suf cient food to serve a nine-course banquet for up the target's mind or to gain information about
rises. to 100 people each day. Furnishings, food, and other the target.
The fortress has four turrets with square bases, each objects created by this spell crumble to dust if
one 20 feet on a side and 30 feet tall, with one turret removed from the fortress.
on each corner. The turrets are connected to each A staff of one hundred invisible servants obeys any
other by stone walls that are each 80 feet long, command given to them by creatures you designate
creating an enclosed area. Each wall is 1 foot thick and when you cast the spell. Each servant functions as if
is composed of panels that are 10 feet wide and 20 created by the unseen servant spell.
feet tall. Each panel is contiguous with two other The walls, turrets, and keep are all made of stone that
panels or one other panel and a turret. You can place can be damaged. Each 10-foot-by-10-foot section of
up to four stone doors in the fortress's outer wall. stone has AC 15 and 30 hit points per inch of
A small keep stands inside the enclosed area. The keep thickness. It is immune to poison and psychic damage.
has a square base that is 50 feet on each side, and it Reducing a section of stone to 0 hit points destroys it
has three oors with 10-foot-high ceilings. Each of the and might cause connected sections to buckle and
oors can be divided into as many rooms as you like, collapse at the DM's discretion.
provided each room is at least 5 feet on each side. The After 7 days or when you cast this spell somewhere
oors of the else, the fortress harmlessly crumbles and
Wizard (XGE) 8th level Conjuration Wizard (XGE) 8th level Conjuration Wizard (XGE) 8th level Conjuration Wizard 8th level Abjuration
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POWER WORD STUN SUNBURST TELEPATHY ASTRAL PROJECTION [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 150 feet 1 action Unlimited 1 hour 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Instantaneous V, S, M 24 hours V, S, M Special
You speak a word of power that can overwhelm re and a piece of sunstone a pair of linked silver rings for each creature you affect with this spell, you must
the mind of one creature you can see within provide one jacinth worth at least 1,000 gp and one
range, leaving it dumbfounded. If the target has Brilliant sunlight ashes in a 60-foot radius You create a telepathic link between yourself
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,
150 hit points or fewer, it is stunned. Otherwise, all of which the spell consumes
the spell has no effect. Each creature in that light must make a familiar. The creature can be anywhere on the
The stunned target must make a Constitution 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
saving throw at the end of each of its turns. On a 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
successful save, this stunning effect ends. 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
every way, replicating your game statistics and
Constitution saving throw at the end of each of as the creature it is communicating with. The 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 Enchantment 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 9th level Conjuration
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GATE [2/2] IMPRISONMENT [1/3] IMPRISONMENT [2/3] IMPRISONMENT [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 30 feet 1 minute 30 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Until dispelled V, S, M Until dispelled V, S, M Until dispelled
minute
a vellum depiction or a carved statuette in the a vellum depiction or a carved statuette in the a vellum depiction or a carved statuette in the
a diamond worth at least 5,000 gp likeness of the target, and a special component that likeness of the target, and a special component that likeness of the target, and a special component that
You gain no special power over the creature, and varies according to the version of the spell you varies according to the version of the spell you varies according to the version of the spell you
it is free to act as the DM deems appropriate. It choose, worth at least 500 gp per Hit Die of the choose, worth at least 500 gp per Hit Die of the choose, worth at least 500 gp per Hit Die of the
might leave, attack you, or help you. target target target
You create a magical restraint to hold a creature that is a ne chain of precious metal. rare sopori c herbs.
you can see within range. The target must succeed on Hedged Prison: The spell transports the target into Ending the Spell: During the casting of the spell, in
a Wisdom saving throw or be bound by the spell, if it a tiny demiplane that is warded against teleportation any of its versions, you can specify a condition that will
succeeds, it is immune to this spell if you cast it again. and planar travel. The demiplane can be a labyrinth, a cause the spell to end and release the target. The
While affected by this spell, the creature doesn't need cage, a tower, or any similar con ned structure or area condition can be as speci c or as elaborate as you
to breathe, eat, or drink, and it doesn't age. Divination of your choice. choose, but the DM must agree that the condition is
spells can't locate or perceive the target. The special component for this version of the spell is a reasonable and has a likelihood of coming to pass. The
When you cast the spell, you choose one of the miniature representation of the prison made from conditions can be based on a creature's name, identity,
following forms of imprisonment. jade. or deity but otherwise must be based on observable
Burial: The target is entombed far beneath the earth Minimus Containment: The target shrinks to a actions or qualities and not based on intangibles such
in a sphere of magical force that is just large enough to height of 1 inch and is imprisoned inside a gemstone as level, class, or hit points.
contain the target. Nothing can pass through the or similar object. Light can pass through the gemstone A dispel magic spell can end the spell only if it is cast
sphere, nor can any creature teleport or use planar normally (allowing the target to see out and other as a 9th-level spell, targeting either the prison or the
travel to get into or out of it. creatures to see in), but nothing else can pass through, special component used to create it.
The special component for this version of the spell is a even by means of teleportation or planar travel. The You can use a particular special component to create
small mithral orb. gemstone can't be cut or broken while the spell only one prison at a time. If you cast the spell again
Chaining: Heavy chains, rmly rooted in the ground, remains in effect. using the same component, the target of the rst
hold the target in place. The target is restrained until The special component for this version of the spell is a casting is immediately freed from its binding.
the spell ends, and it can't move or be moved by any large, transparent gemstone, such as a corundum,
means until then. diamond, or ruby.
The special component for this version of the spell Slumber: The target falls asleep and can't be awoken
Wizard 9th level Conjuration Wizard 9th level Abjuration Wizard 9th level Abjuration Wizard 9th level Abjuration
Wizard (XGE) 9th level Abjuration Wizard (XGE) 9th level Transmutation Wizard (XGE) 9th level Transmutation Wizard 9th level Evocation
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POWER WORD KILL PRISMATIC WALL [1/4] PRISMATIC WALL [2/4] PRISMATIC WALL [3/4]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 10 minutes V, S 10 minutes V, S 10 minutes
You utter a word of power that can compel one A shimmering, multicolored plane of light forms a below. surface, destroys this layer.
creature you can see within range to die vertical opaque wall - up to 90 feet long, 30 feet high, The wall can be destroyed, also one layer at a time, in Blue: The creature takes 10d6 cold damage on a
instantly. If the creature you chose has 100 hit and 1 inch thick - entered on a point you can see order from red to violet, by means speci c to each failed save, or half as much damage on a successful
points or fewer, it dies. Otherwise, the spell has within range. Alternatively, you can shape the wall into layer. Once a layer is destroyed, it remains so for the one. This layer can be destroyed by dealing at least 25
a sphere up to 30 feet in diameter centered on a point duration of the spell. A rod of cancellation destroys a re damage to it.
no effect. you choose within range. The wall remains in place for prismatic wall, but an antimagic eld has no effect on Indigo: On a failed save, the creature is restrained. It
the duration. If you position the wall so that it passes it. must then make a Constitution saving throw at the
through a space occupied by a creature, the spell fails, Red: The creature takes 10d6 re damage on a failed end of each of its turns. If it successfully saves three
and your action and the spell slot are wasted. save, or half as much damage on a successful one. times, the spell ends. If it fails its save three times, it
The wall sheds bright light out to a range of 100 feet While this layer is in place, nonmagical ranged attacks permanently turns to stone and is subjected to the
and dim light for an additional 100 feet. You and can't pass through the wall. The layer can be petri ed condition. The successes and failures don't
creatures you designate at the time you cast the spell destroyed by dealing at least 25 cold damage to it. need to be consecutive, keep track of both until the
can pass through and remain near the wall without Orange: The creature takes 10d6 acid damage on a creature collects three of a kind.
harm. If another creature that can see the wall moves failed save, or half as much damage on a successful While this layer is in place, spells can't be cast through
to within 20 feet of it or starts its turn there, the one. While this layer is in place, magical ranged attacks the wall. The layer is destroyed by bright light shed by
creature must succeed on a Constitution saving throw can't pass through the wall. The layer is destroyed by a a daylight spell or a similar spell of equal or higher
or become blinded for 1 minute. strong wind. level.
The wall consists of seven layers, each with a different Yellow: The creature takes 10d6 lightning damage on Violet: On a failed save, the creature is blinded. It
color. When a creature attempts to reach into or pass a failed save, or half as much damage on a successful must then make a Wisdom saving throw at the start of
through the wall, it does so one layer at a time through one. This layer can be destroyed by dealing at least 60 your next turn. A successful save ends the blindness. If
all the wall's layers. As it passes or reaches through force damage to it. it fails that save, the creature is transported to
each layer, the creature must make a Dexterity saving Green: The creature takes 10d6 poison damage on a another plane of the DM's choosing and is no longer
throw or be affected by that layer's properties as failed save, or half as much damage on a successful blinded. (Typically, a creature that is on a plane that
described one. A passwall spell, or another spell of equal or isn't its home plane is banished home, while other
greater level that can open a portal on a solid creatures are
Wizard 9th level Enchantment Wizard 9th level Abjuration Wizard 9th level Abjuration Wizard 9th level Abjuration
Wizard 9th level Abjuration Wizard (XGE) 9th level Enchantment Wizard 9th level Transmutation Wizard 9th level Transmutation
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SHAPECHANGE [3/3] TIME STOP TRUE POLYMORPH [1/3] TRUE POLYMORPH [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour hour
You brie y stop the ow of time for everyone
a jade circlet worth at least 1,500 gp, which you but yourself. No time passes for other creatures, a drop of mercury, a dollop of gum arabic, and a wisp a drop of mercury, a dollop of gum arabic, and a wisp
must place on your head before you cast the spell while you take 1d4+1 turns in a row, during of smoke of smoke
which you can use actions and move as normal.
During this spell's duration, you can use your This spell ends if one of the actions you use Choose one creature with at least 1 hit point or assumes the hit points of its new form, and when it
action to assume a different form following the during this period, or any effects that you create nonmagical object that you can see within range. You reverts to its normal form, the creature returns to the
same restrictions and rules for the original form, transform the creature into a different creature, the number of hit points it had before it transformed. If it
during this period, affects a creature other than creature into an object, or the object into a creature reverts as a result of dropping to 0 hit points, any
with one exception - if your new form has more you or an object being worn or carried by (the object must be neither worn nor carried by excess damage carries over to its normal form. As long
hit pints than your current one, your hit points someone other than you. In addition, the spell another creature). The transformation lasts for the as the excess damage doesn't reduce the creature's
remain at their current value. ends if you move to a place more than 1,000 feet duration, or until the target drops to 0 hit points or normal form to 0 hit points, it isn't knocked
from the location where you cast it. dies. If you concentrate on this spell for the full unconscious.
duration, the transformation becomes permanent. The creature is limited in the actions it can perform by
Shapechangers aren't affected by this spell. An the nature of its new form, and it can't speak, cast
unwilling creature can make a Wisdom saving throw, spells, or take any other action that requires hands or
and if it succeeds, it isn't affected by this spell. speech unless its new form is capable of such actions.
Creature into Creature: If you turn a creature into The target's gear melds into the new form. The
another kind of creature, the new form can be any creature can't activate, use, wield, or otherwise
kind you choose whose challenge rating is equal to or bene t from any of its equipment.
less than the target's (or its level, if the target doesn't Object into Creature: You can turn an object into
have a challenge rating). The target's game statistics, any kind of creature, as long as the creature's size is no
including mental ability scores, are replaced by the larger than the object's size and the creature's
statistics of the new form. It retains its alignment and challenge rating is 9 or lower. The creature is friendly
personality. to you and your companions. It acts on each of your
The target turns. You decide what
Wizard 9th level Transmutation Wizard 9th level Transmutation Wizard 9th level Transmutation Wizard 9th level Transmutation
Wizard 9th level Transmutation Wizard 9th level Illusion Wizard 9th level Conjuration Wizard 9th level Conjuration
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WISH [3/3]
CASTING TIME RANGE
1 action Self
COMPONENTS DURATION
V, S, M Instantaneous
cast a spell until you nish a long rest, you take
1d10 necrotic damage per level of that spell. This
damage can't be reduced or prevented in any
way. In addition, your Strength drops to 3, if it
isn't 3 or lower already, for 2d4 days. For each of
those days that you spend resting and doing
nothing more than light activity, your remaining
recovery time decreases by 2 days. Finally, there
is a 33 percent chance that you are unable to
cast wish ever again if you suffer this stress.
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