Cleric Spell List 5e

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Cleric Spell List

Cantrips
 Guidance (V, S)
o 1 Action, Touch, Concentration (1 Minute)
o Grant 1d4 to one check at will
 Light (V, M – Firefly/Glowing Moss)
o 1 Action, Touch, 1 Hour duration
o Touch object no longer than 10ft – object shines bright light in chosen colour with
20ft radius, dim light for another 20ft. Disappear on recast or with action
 Mending (V, S, M – 2 Lodestones)
o 1 Minute, Touch
o Fixes break or tear in an object, leaving no trace. Can’t be longer than 1ft. Can
repair constructs & magic items, but doesn’t restore properties
 Resistance (V, S, M – Miniature Cloak)
o 1 Action, Touch, Concentration (1 Minute)
o Grant 1d4 to one saving throw at will
 Sacred Flame (V, S)
o 1 Action, 60ft
o 1d8 Radiant DMG to visible creature (DEX save to ignore), ignores cover
o At LVL 5, 11, 17, add 1d8 radiant damage
 Spare the Dying (V, S)
o 1 Action, Touch
o Stabilise living creature at 0 HP
 Thaumaturgy (V)
o 1 Action, 30ft, 1 Minute
o Create one of following effects (up to three if recast): Boom up voice to 3x
volume; make flames flicker, dim, or change colour; cause harmless tremors;
create a sound originating anywhere within range; open or slam shut unlocked
doors or windows; alter eye appearance. May dismiss effects using one action.
 Toll the Dead (V, S)
o 1 Action, 60ft
o Deal 1d8 Necrotic DMG (1d12 if missing HP), WIS save to ignore
o At LVL 5, 11, 17, add 1d8/d12 Necrotic DMG
 Word of Radiance (V, M – Holy Symbol)
o 1 Action, 5ft
o Chosen creatures within range take 1d6 Radiant DMG (CON save – ignore)
o At LVL 5, 11, 17, add 1d6 Radiant DMG
 Virtue (V, S)
o 1 Action, Touch, 1 Round
o Grant 1d4+WISmod temporary HP

Level I
 Bane (V, S, M – Blood)
o 1 Action, 30ft, Concentration (1 Minute)
o Up to 3 visible creatures must subtract 1d4 from attack roll or save throw (CHA
save – ignore)
 Bless (V, S, M – Holy Water)
o 1 Action, 30ft, Concentration (1 Minute)
o Grant 1d4 to attack roll or saving throw to up to 3 creatures
 Ceremony (V, S, M – 25gp of Powdered Silver, consumed)
o 1 Hour (Ritual), Touch
o Choose one of rites (target must be within 10ft while casting): Atonement (DC20
Insight Check to shift alignment of creature whose has shifted), Bless Water
(Turn regular water into holy water), Coming of Age (For 24 hours, grant 1d4
bonus to any ability checks, unique), Dedication (Convert someone to your god,
granting 1d4 bonus to saves for 24 hours, unique), Funeral Rite (Bless corpse,
prevent undead for 7 days – wish can overpower this consecration), Wedding
(Marry two humanoids, they receive +2AC when within 30ft of each other for 7
days, remarriage only when widowed)
 Command (V)
o 1 Action, 60ft, 1 Round
o Give 1-word command to living creature who understands your language (resist
WIS save), cannot harm the creature. Can control more creature if used in higher
slot
 Create/Destroy Water (V, S, M – Water/Sand)
o 1 Action, 30ft
o In open container, create/destroy up to 10 gallons of water, or 30ft cube
(rain/mist) (+10 gallons/5ft per lvl)
 Cure Wounds (V, S)
o 1 Action, Touch
o Heal 1d8+WISmod (+1d8 per lvl)
 Detect Evil & Good (V, S)
o 1 Action, Self(30ft), Conc. (10min)
o Sense consecration/desecration, aberration, celestial, elemental, fey, fiend,
undead. 3ft wood/dirt, 1ft stone, 1inch metal, lead sheet block detection
 Detect Magic (V, S)
o 1 Action (Ritual), Self(30ft), Conc. (10min)
o Create aura around visible magical objects and reveal school if applicable. 3ft
wood/dirt, 1ft stone, 1inch metal, lead sheet block detection
 Detect Poison & Disease (V, S, M – Yew leaf)
o 1 Action (Ritual), Self (30ft), Conc. (10min)
o Sense poison, poisonous/venomous creatures & disease (and their properties). 3ft
wood/dirt, 1ft stone, 1inch metal, lead sheet block detection
 Guiding Bolt (V, S)
o 1 Action, 120ft, 1 Round
o 4d6 Radiant DMG & every next attack gains advantage until end of your next turn
(+1d6 per lvl)
 Healing Word (V)
o 1 Bonus Action, 60ft
o Heal 1d4+WISmod (+1d4 per lvl)
 Inflict Wounds (V, S)
o 1 Action, Touch
o 3d10 Necrotic DMG (+1d10 per lvl)
 Protection from Evil & Good (V, S, M – Holy Water/ Powdered Iron/Silver, consumed)
o 1 Action, Touch, Conc. (10min)
o Protect against aberrations, celestials, elementals, fey, fiends, and undead. These
gain disadvantage on attack. Target can’t be charmed/possessed (if already, gain
advantage on saving throw)
 Purify Food & Drink
o 1 Action (Ritual), 5ft sphere radius
o Non-magical food & drink rendered free from poison/disease
 Shield of Faith (V, S, M – Parchment w/ Holy Text)
o 1 Bonus Action, 60ft, Conc. (10min)
o Grant +2AC for duration
 Guiding Hand (V, S)
o 1min (Ritual), 5ft, Conc. (8hours)
o Summon incorporeal hand. Name landmark on same plane that has been
visited/mapped, and hand will move away from you and toward landmark,
keeping 5ft distance. Otherwise it remains in place and beckons you to follow
once every 1d4 minutes
Level II
 Aid (V, S, M – Strip of White Cloth)
o 1 Action, 30ft, 8hours
o Grant up to 3 creature +5 Temporary HP (+5 per lvl)
 Augury (V, S, M – 25gp of Marked Stick Trinkets)
o 1min (ritual), Self
o Commune with the gods to determine the future
 Blindness/Deafness (V)
o 1 Action, 30ft, 1min
o Blind/ Deafen creature (CON save – ignore). Creature throws save very next turn
until broken (+1 creature per lvl)
 Calm Emotions (V, S)
o 1 Action, 60ft, Conc. (1min)
o In 20ft sphere, every humanoid makes CHA throw. If failed, may suppress
charmed or frightened condition, or remove aggro (until it or allies are harmed)
 Continual Flame (V, S, M – 50gp Ruby Dust, consumed)
o 1 Action, Touch, Until Dispelled
o Form flame with torch brightness on object of choice. Flame doesn’t emit heat or
consume oxygen, can be covered but not put out.
 Enhance Ability (V, S, M – Fur/Feather)
o 1 Action, Touch, Conc. (1hour)
o Grant one of following effects: Bear’s Endurance (Advantage on CON checks,
+2d6 temporary HP), Bull’s Strength (Advantage on STR checks, double carry
weight), Cat’s Grace (Advantage on DEX checks, negate fall 20ft), Eagle’s
Splendour (Advantage on CHA checks), Fox’s Cunning (Advantage on INT
checks), Owl’s Wisdom (Advantage on WIS checks)
 Gentle Repose (V, S, M – Salt & Copper on corpse’s eyes for duration)
o 1 Action (Ritual), Touch, 10days
o Protect corpse from decay & becoming undead, also extend Raise Dead time limit
 Hold Person (V, S, M – Straight piece of iron)
o 1 Action, 60ft, Conc. (1min)
o Paralyse humanoid (WIS save to resist/break) (+1 humanoid in 30ft per lvl)
 Lesser Restoration (V, S)
o 1 Action, Touch
o Remove Disease, Blindness, Deafness, Paralysis, or Poison
 Locate Object (V, S, M – Forked Twig)
o 1 Action, Self, Conc. (10min)
o Locate known object within 1000ft that you can describe. Otherwise find nearest
object of general description
 Prayer of Healing (V)
o 10 Minutes, 30ft
o Heal up to 6 creatures for 2d8+WISmod (+1d8 per lvl)
 Silence (V, S)
o 1 Action (Ritual), 120ft Conc. (10min)
o Silence 20ft radius sphere. Effectively deafens creatures inside, prevents spells
with V component, and renders immune to Thunder dmg
 Spiritual Weapon (V, S)
o 1 Bonus Action, 60ft, 1min
o Summon floating weapon with 5ft range, 1d8+WISmod Force dmg. With Bonus
Action, give 20ft movement & attack (+1d8 dmg per lvl)
 Warding Bond (V, S, M – 50gp Platinum Rings – worn for duration)
o 1 Action, Touch, 1hour
o Buff +1AC and dmg resist if target within 60ft, synchronise dmg with target, spell
breaks if you hit 0HP or if recast. Dismiss with 1 Action
 Zone of Truth (V, S)
o 1 Action, 60ft, 10min
o Designate 15ft radius sphere. No creature within can lie, unless succeeding on
CHA throw (fail/success known to player)

Level III
 Beacon of Hope (V, S)
o 1 Action, 30ft, Conc. (1min)
o Grant as many creatures as desired advantage on WIS and Death saves, targets
gain maximum healing if healed
 Bestow Curse (V, S)
o 1 Action, Touch, Conc. (1min)
o Curse creature with one of following effects: disadvantage on checks & saves for
particular ability, disadvantage on attacks against you, waste turns (until broken
by WIS save), or take extra 1d8 Necrotic dmg when hit by any of your
attacks/spells (lvl 4 – 10min, lvl 5/6 – 8hours, lvl 7/8 – 24 hours, lvl 9 – until
dispelled
 Clairvoyance (V, S, M – 100gp Jewelled Horn (hearing)/ 100gp Glass Eye (seeing))
o 1 Hour, 1mi, Conc. (10min)
o Create an invisible sensor in a known or obvious location, remains at rest and is
inert. Caster may switch between seeing/hearing using 1 Action. If visible,
luminous, tangible, fist-sized orb
 Create Food & Water (V, S)
o 1 Action, 30ft
o Create 45 pounds of food & 30 gallons of water on ground/in container (food
spoils in 24 hours)

 Daylight (V, S)
o 1 Action, 60ft, 1hr
o Summon 60ft radius sphere of bright light, dim light for 60ft. If centre is an
object, light is blocked if covered in opaque material. Dispels darkness of lvl <=3
 Dispel Magic (V, S)
o 1 Action, 120ft
o Dispel any spells of lvl <=3 on object, creature, or effect. If lvl >3, make casting
check of DC10+spell lvl (threshold scales with slot lvl)
 Feign Death (V, S, M – Graveyard Dirt)
o 1 Action (Ritual), Touch
o Feign the death of a willing creature, it appears dead to inspection & spells.
Creature is blinded & incapacitated and has 0 speed. Poison & disease are blocked
for the duration
 Glyph of Warding (V, S, M – Incense, 200gp powdered diamond, consumed)
o 1hr, Touch, until dispelled/triggered
o Inscribe a glyph on surface or hidden within an opening object (area no longer
than 10ft diameter). If moved more than 10ft away from casting point, glyph ends.
You may set any conditions for triggering the glyph. Upon inscription, choose
exploding (20ft radius sphere around corner of 5d8 acid, cold, fire, lightning, or
thunder dmg (DEX save for half dmg)) or spell (trigger lvl <=3 spell) (add +1d8
or spell lvl if using higher slot)
 Life Transference (V, S)
o 1 Action, 30ft
o Take 4d8 Necrotic dmg. Target regains 2x dmg taken (+1d8 per lvl)
 Magic Circle (V, S, M – Holy Water/ 100gp of powdered Silver & Iron, consumed)
o 1min, 10ft, 1hr
o Summon a 10ft radius, 20ft-tall cylinder. This area affects (1/more types)
celestials, elementals, fey, fiends, or undead. These creatures can’t willingly enter
the field (CHA save for teleport/interplanar travel), have disadvantage on attacks
against those in the field, targets in field can’t be charmed, possessed or
frightened by these creatures. (+1hr per lvl)
 Mass Healing Word (V)
o 1 Bonus Action, 60ft
o Heal up to 6 creatures for 1d4+WISmod (+1d4 per lvl)
 Protection from Energy (V, S)
o 1 Action, Touch, Conc. (1hr)
o Give resistance to one: acid, fire, cold, thunder, lightning
 Remove Curse (V, S)
o 1 Action, Touch
o Remove curse from creature/object. If object is cursed magic item, the curse
remains, but owner’s attunement ends

 Revivify (V, S, M – 300gp Diamond, consumed)


o 1 Action, Touch
o Revive creature that died in the last minute and revive to 1HP. Doesn’t work on
death from age and doesn’t restore lost body parts.
 Sending (V, S, M – fine copper wire)
o 1 Action, Unlimited, 1 Round
o Send message of up to 25 words to familiar creature. Target hears in its mind and
can answer immediately (if INT>=1). If target is on different plane, there is a 5%
chance that the message gets lost.
 Speak with Dead (V, S, M – Burning Incense)
o 1 Action, 10ft, 10min
o Partially revive corpse that has mouth and isn’t undead. Corpse may only be
targeted once every 10 days. Ask up to 5 questions. Corpse only knows what it
did in life, and may lie, and answers cryptically, and cannot speculate or learn
about anything that happened since its death.
 Spirit Guardians (V, S, M – Holy Symbol)
o 1 Action, Self (r=15ft), Conc. (10min)
o Summon spirits around you. Choose unlimited creatures to be affected. When
inside radius, speed is halved, and upon first entering or starting turn inside, it
must make a WIS save. On failure, deal 3d8 Radiant (G/N) or Necrotic (E) dmg.
On success, half dmg. (+1d8 per lvl)
 Tongues (V, M – Model of Ziggurat)
o 1 Action, Touch, 1hr
o Creature understands any spoken language it hears. When it speaks, any creature
knowing at least 1 language can hear & understand.
 Water Walk (V, S, M – Cork)
o 1 Action (Ritual), 30ft, 1 hour
o Up to 10 willing targets gain water walking ability (lava still deals heat dmg). If
target is submerged, it floats to surface at 60ft per round
Level IV
 Banishment (V, S, M – something distasteful to target)
o 1 Action, 60ft, Conc. (1min)
o Target must pass CHA save or be banished to another plane (home plane for
foreigners, harmless demiplane otherwise). If returned home, creature doesn’t
return after 1min passes, if broken or otherwise, it returns to its original space, or
nearest free space (more creature per slot lvl)
 Control Water (V, S, M -Water, Dust)
o 1 Action, 300ft, Conc. (10min)
o Control freestanding water in 100ft cubes from either side. Choose an effect
(change or repeat using 1 Action): Flood (water lvl rises by 20ft, if area includes
shore, water spills over, if body is large, you make a 20ft tall wave going from
one side to the other, carrying away vehicles within – 25% chance to capsize –
waves repeat while flood lasts), Part Water, Redirect Flow (can move in unlikely
direction, but water will flow naturally when out of area), Whirlpool (form
whirlpool in the centre of a body of water at least 50 feet wide and 25 feet deep.
The whirlpool is a vortex 5 feet wide at the base, up to 50 feet wide at the top, and
25 feet tall. Creatures and objects within 25ft of vortex are pulled 10ft closer.
When entering or starting turn in vortex, make STR save – 2d8 bludgeoning dmg
on failure, or half. Swimming out requires athletics check (disadvantage if in
vortex). Effect continues for duration
 Death Ward (V, S)
o 1 Action, Touch, 8hrs
o When target reaches 0HP, it is brought back to 1, ending the spell. Also negates
insta-kills
 Divination (V, S, M – Sacrifice & Incense with total value of 25gp, consumed)
o 1 Action (Ritual), Self
o Ask a single question to your god about a future event in the next week. DM
answers truthfully (doesn’t consider changing circumstances). IF cast again before
next long rest, cumulative 25% chance for random reading (secret DM roll)
 Freedom of Movement (V, S, M – Leather strap bound to appendage)
o 1 Action, Touch, 1hr
o Willing target becomes unaffected by difficult terrain and can’t have its speed
slowed or altered through magic or be paralysed/restrained. Target may spend 5ft
of movement to break free from non-magical restraints. Also, being underwater
imposes no movement or attack penalties
 Guardian of Faith (V)
o 1 Action, 30ft, 8hrs
o Summon a spectral guardian bearing your holy symbols. Any enemy that comes
within 10ft of it takes 20 radiant dmg (half on DEX save). Spectral guardian
disappears after dealing 60dmg

 Locate Creature (V, S, M – Bloodhound Fur)


o 1 Action, Self, Conc. (1hr)
o Describe or name a creature familiar to you. You sense the direction to the
creature's location, if its within 1000 feet of you. If the creature is in motion, you
know the direction of its movement. The spell can locate a specific creature
known to you or the nearest of a specific kind, if you have seen it while within 30
feet of it. If the creature is in a different form, the spell doesn't work. This spell
can't locate a creature if running water at least 10 feet wide blocks a direct path
between you and the creature.
 Stone Shape (V, S, M - Soft Clay)
o 1 Action, Touch
o Touch a stone object of Medium size or smaller, or a section of stone no more
than 5 feet in any dimension and form it into a shape. The object you make can
have two hinges and a latch, but finer detail isn't possible.

Level V
 Commune (V, S, M – Incense, Holy Water)
o 1min (Ritual), Self, 1min
o Commune with your deity to ask up to three yes/no questions. DM gives correct
answer. If answer is unclear (answer would be misleading or contrary to deity’s
interests), short phrase is answered instead (cumulative 25% chance to get no
answer per extra cast before long next long rest)
 Contagion (V, S)
o 1 Action, Touch, 7 days
o Poison target. At end of every turn, target makes CON save, if 3 are successful,
spell ends. Choose a disease (does not break for duration): Blinding Sickness
(Disadvantage on all WIS rolls, blinded), Filth Fever (Disadvantage on all STR
rolls), Flesh Rot (Disadvantage on all CHA rolls, vulnerable to all dmg), Mind
Fire (Disadvantage on all INT rolls, and acts as if Confused during combat),
Seizure (Disadvantage on all DEX rolls), Slimy Doom (Disadvantage on all CON
rolls, and gets stunned until end of next turn whenever it takes dmg)
 Dawn (V, S, M – 100gp Sunburst Pendant)
o 1 Action, 60ft, Conc. (1min)
o Until the spell ends, a 30-foot radius, 40-foot high cylinder of sunlight shines on a
location you choose. Upon appearance, every creature within takes 4d10 radiant
dmg (half on CON save), same effect if creature ends turn in the area. If you are
within 60ft of cylinder, you may move 60ft as Bonus Action

 Dispel Evil & Good (V, S, M – Holy Water/ Powdered Silver/Iron)


o 1 Action, Self, Conc. (1min)
o For the duration, celestials, elementals, fey, fiends, and undead not from the
material plane have disadvantage on attack rolls against you. You can end the
spell early by using either of the following special functions. Break Enchantment
(Touch to undo charm, frighten or possession by any of the creatures), Dismissal
(Banish one creature to its home plane if not here – undead to Shadowfell, Fey to
Feywild)
 Flame Strike (V, S, M – Sulphur)
o 1 Action, 60ft
o Each creature in r=10ft, 40-ft-high cylinder, taking 4d6 Fire and 4d6 Radiant dmg
(half on DEX save) (+1d6 fire or radiant dmg per lvl)
 Geas (V)
o 1 Minute, 60 ft, 30 days

o You place a command on a creature that you can see, forcing it to do or refrain
from doing some action or activity you decide. The command can be anything
except something that would obviously cause the target to die. If the creature can't
understand you, this spell has no effect. If it can understand you, it must succeed a
Wisdom save or become charmed by you. While the creature is charmed, it takes
5d10 psychic damage each time it does something that directly counters to your
instructions, but no more than once each day. You can end the spell early by using
an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also
ends it. (lvl 7/8 – 1year duration, lvl 9 – until dispelled)
 Greater Restoration (V, S, M – 100gp Diamond Dust, consumed)
o 1 Action, Touch
o Touch a creature. You can reduce its exhaustion level by one, or end one of the
following effects on it:
 One effect that charmed or petrified it.
 One curse or attunement to a cursed item.
 Any reduction to one ability score.
 One effect reducing hit point maximum.
 Hallow (V, S, M – 1000gp of Herbs, Oils, Incense, consumed)
o 24hrs, Touch, until dispelled
o Touch an area. It can have a radius up to 60 feet, and the spell fails if the radius
includes an area already affected by Hallow. The affected area is subject to the
following effects. Celestials, elementals, fey, fiends, and undead can't enter the
area, nor can they charm, frighten, or possess creatures in it. Any creature under
said effect(s) by them is no longer affected after entering the area. You can
exclude types of creatures from this. You can bind an extra effect to the area.
Choose an effect from the following list. When a creature that would be affected
enters the spell's area for the first time or starts its turn there, it can make a
Charisma save. On a success, the creature ignores the extra effect until it leaves.

Effects:

 Courage: Affected creatures can't be frightened while in the area.


 Darkness: Darkness fills the area. Normal and magical light lower than this spell's casted
level, can't illuminate the area.
 Daylight: Bright light fills the area. Magical darkness lower than this spell's casted level,
can't put it out.
 Energy Protection: Affected creatures in the area have resistance to one damage type of
your choice, except for bludgeoning, piercing, or slashing.
 Energy Vulnerability: Affected creatures in the area have vulnerability to one damage
type of your choice, except for bludgeoning, piercing, or slashing.
 Everlasting Rest: Dead bodies in the area can't be turned into undead.
 Extradimensional Interference: Affected creatures can't move or travel using
teleportation or interplanar means.
 Fear: Affected creatures are frightened while in the area.
 Silence: No sound can emanate from within the area, and no sound can reach into it.
 Tongues: Affected creatures can communicate with any other creature in the area, even if
they don't share a common language.

 Holy Weapon (V, S)


o 1 Bonus Action, Touch, Conc. (1hr)

o Until the spell ends, a weapon you touch emits bright light in a 30-foot radius and
dim light for an additional 30 feet. Attacks made with it deal an extra 2d8 radiant
damage on a hit. If it isn't already a magic weapon, it becomes one for the
duration. As a bonus action, you can dismiss the spell and cause the weapon to
release a burst of radiance. Each creature of your choice that you can see within
30 feet of the weapon must make a Constitution save. On a failure, it takes 4d8
radiant damage and it is blinded for 1 minute. On a successful save, it takes half
damage and isn't blinded. At the end of each of its turns, a blinded creature can
make a Constitution save, ending the blindness on a success.
 Insect Plague (V, S, M – Grain, Sugar, Fat)
o 1 Action, 300ft, Conc. (10min)
o Locusts fill a 20-foot-radius sphere. It spreads around corners, remains for the
duration, and its area is lightly obscured and difficult terrain. When the swarm
appears, each creature in its area must make a Constitution save. A creature takes
4d10 piercing damage on a fail, or half on a success. It must also make this saving
throw when it enters the spell's area for the first time or ends its turn there. (+1d10
per lvl)
 Legend Lore (V, S, M – 250gp Incense, consumed; 4 50gp Ivory strips)
o 10min, Self
o Name or describe a person, place, or object. The spell gives you a summary of
significant lore about it. If the thing you named isn't of legendary importance, you
gain no information. The more information you already have, the more detailed
the information you receive is.
 Mass Cure Wounds (V, S)
o 1 Action, 60ft
o Choose up to six creatures in a 30-foot-radius sphere. Each regain hit points equal
to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or
constructs. (+1d8 healing per lvl)
 Planar Binding (V, S, M – 100gp Jewel, consumed)
o 1hr, 60ft, 24hr
o You attempt to bind a celestial, elemental, fey, or fiend to your service. It must be
within range for the entire casting of the spell. At completion, it makes a
Charisma save. If it fails, it's bound to serve you for the duration. If the creature
was brought by another spell, its duration is extended. A bound creature must
follow your instructions to the best of its ability. It obeys the letter of your
instructions, but if it's hostile, it may twist your words to achieve its own goals. If
the creature carries out your instructions completely before the spell ends, it
reports this to you if you're on the same plane of existence. If you're not, it returns
to where you bound it and remains there until the spell ends. (lvl 6 – 10 days, lvl 7
– 30 days, lvl 8 – 180days, lvl 9 -366 days)
 Raise Dead (V, S, M – 500gp Diamond, consumed)
o 1hr, Touch
o Touch a creature dead for no longer than 10 days. If its soul is both willing and at
liberty to rejoin the body, the creature returns to life with 1 hit point. This spell
has no effect on undead. This spell neutralizes poisons and cures nonmagical
diseases. This spell doesn't remove magical effects. If they aren't removed prior to
casting, they return when the creature comes back to life. This spell closes all
mortal wounds but doesn't restore missing body parts. If the creature doesn't have
body parts or organs necessary for survival, the spell fails. Coming back from the
dead is an ordeal. The target takes a -4 penalty to all attacks, saves, and ability
checks. Every time it finishes a long rest, the penalty is reduced by 1 until it
disappears.
 Scrying (V, S, M – 1000gp focus)
o 10mins, Self, Conc. (10min)
o You can see and hear a target on the same plane. It must make a WIS save (can
fail at will if target knows you’re casting). If save succeeds, spell fails, and target
cannot be rapt for 24hrs. On save fail, create invisible sensor (seeing & hearing)
within 10ft of target (appears a fist-sized luminous orb for creatures that can see
it). Alternatively, a location may be chosen, and the sensor remains fixed.
Modifiers: Knowledge (+5 – heard of target, +0 – met target, -5 – know the target
well), Connection (-2 - likeness/picture, -4 – possession/garment, -10 – body part)

Level VI

 Blade Barrier (V, S)


o 1 Action, 90ft, Conc. (10min)
o You create a wall of magical blades up to 100 feet long, 20 feet high, and 5 feet
thick; or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The
wall provides three-quarters cover and is difficult terrain. When a creature enters
the wall's area for the first time on a turn or starts its turn there, it must make a
Dexterity save. On a fail, the creature takes 6d10 slashing damage, or half as
much on a success.
 Create Undead (V, S, M – Clay pot w/ grave earth, clay pot w/ water, 150gp Black Onyx)
o 1min, 10ft
o This spell can only be cast at night. Up to three corpses of Medium or Small
humanoids you choose become ghouls under your control. You can mentally
command a ghoul as a bonus action if they are within 120 feet of you. You can
command multiples at once if you issue the same command. You decide what
action the ghoul will take and where it will move during its next turn, or issue a
general command. If you issue no commands, the ghoul only defends itself
against hostile creatures. Once given an order, the ghoul will follow it until its
task is complete. The ghouls are under your control for 24 hours. To maintain
control of the ghouls for another 24 hours, you must recast this spell on up to
three of them before the current 24 hours end. (lvl 7 – 4 ghouls, lvl 8 – 5 ghouls/
2 ghasts/wights – lvl 9 – 6 ghouls/3 ghasts/wights/2 mummies)
 Find the Path (V, S, M – 100gp divination tools, object from destination)
o 1min, Self, Conc. (1 day)
o This spell finds you the shortest, most direct route to a location you are familiar
with. If you name a destination on another plane of existence, a destination that
moves, or a destination that isn't specific, the spell fails. For the duration, as long
as you are on the same plane of existence as the destination, you know how far it
is and in what direction it lies. Whenever you are presented with a choice of paths
along the way, you automatically determine which path is the most direct route to
the destination.
 Forbiddance (V, S, M – Holy water, rare incense, 1000gp powdered ruby)
o 10min (Ritual), Touch, 1 day
o You create a ward up to 40,000 sqft big and 30 ft high against magical travel. For
the duration, creatures can't teleport into the area or use portals to enter the area.
The spell also proofs the area against planar travel. In addition, the spell damages
celestials, elementals, fey, fiends, and undead. Choose one or more types when
you cast the spell. When one enters the spell's area or starts its turn there, it takes
5d10 radiant or necrotic damage-- your choice when you cast this spell. When you
cast this spell, you can make a password. A creature that says the password as it
enters takes no damage. The spell's area can't overlap with another Forbiddance
spell. If you cast this spell every day for 30 days in the same location, it lasts until
dispelled, and the material components are consumed on the last casting.

 Harm (V, S)
o 1 Action, 60ft
o A creature you can see must make a Constitution save. It takes 14d6 necrotic
damage on a fail, or half on a success. Also, on a fail, its hit point maximum is
reduced by the damage it took for 1 hour, but the spell can't reduce it below 1.
Creatures immune to disease are unaffected by this spell, and effects that end
disease relieve the reduced hit point maximum.
 Heal (V, S)
o 1 Action, 60ft
o Heal visible creature for 70HP. Blindness/deafness/disease end (+10HP healing
per lvl)
 Heroes’ Feast (V, S, M – 1000gp gem-encrusted bowl, consumed)
o 10min, 30ft

o You bring forth a feast. It takes 1 hour to consume and disappears after, and the
effects don't set in until the hour is over. Up to twelve creatures can partake in the
feast. Any creature partaking in the feast is cured of all diseases and poison,
becomes immune to poison and being frightened, and makes Wisdom saves with
advantage. Its max HP increases by 2d10, and it gains the same number of hit
points. These benefits last for 24 hours.
 Planar Ally (V, S)
o 10min, 60ft
o You ask a being of cosmic power you know for aid. That entity sends a celestial,
elemental, or fiend loyal to it to aid you. It appears in an unoccupied space within
range. If you know a specific creature's name, you can request it, though you
might get a different creature anyway. When the creature appears, it's under no
compulsion to behave in any particular way. You can ask the creature to do
something in exchange for payment, but it isn't obliged to do so. The requested
task can range from simple to complex. You must be able to communicate with
the creature to bargain for its services. After the creature completes the task or the
duration of service expires, the creature returns to its home plane after reporting
back to you. If you are unable to agree on a price, the creature returns to its home
plane. A creature enlisted to join your group counts as a member of it, receiving a
full share of experience points.
 True Seeing (V, S, M – 25gp eye ointment of mushroom powder, saffron, and fat,
consumed)
o 1 Action, Touch, 1hr
o Target gains Truesight, notices secret doors hidden by magic, and can see into
Ethereal Plane in 120ft range
 Word of Recall (V)
o 1 Action, 5ft
o You and up to five willing creatures within 5 feet of you instantly teleport to a
previously designated sanctuary, appearing in the nearest unoccupied space to the
spot you chose. If you cast this spell without first preparing a sanctuary, the spell
has no effect. You must designate a sanctuary by casting this spell within a
location dedicated or strongly linked to your deity. If you attempt to cast the spell
in an area that isn't dedicated to your deity, the spell has no effect.

Level VII

 Conjure Celestial (V, S)


o 1min, 90ft, Conc. (1hr)
o You summon a celestial of CR 4 or lower, which appears in an unoccupied space
that you can see. It disappears when it drops to 0 hit points or when the spell ends.
It's friendly to you and your companions. Roll initiative for it. It obeys any verbal
commands that you issue to it, no action required by you, as long as they don't go
against its alignment. If you don't issue any commands to the celestial, it only
defends itself from hostile creatures. (lvl 9 – CR5 or lower)
 Divine Word (V)
o 1 Bonus Action, 30ft
o Choose any number of creatures you can see. Each creature that can hear you
must make a Charisma save. On failure, a creature suffers an effect based on its
current hit points: (50HP or less – deafened 1min, 40HP or less – deafened &
blinded 10min, 30HP or less – blinded, deafened, stunned 1hr, 20HP or less –
killed) Regardless of its current hit points, a celestial, an elemental, a fey, or a
fiend that fails its save is forced back to its plane of origin and can't return for 24
hours by any means short of Wish.
 Etherealness (V, S)
o 1 Action, Self, up to 8hrs
o You step into the Border Ethereal for the duration or until you use your action to
dismiss the spell. During this time, you can move in any direction. If you move up
or down, every foot of movement costs an extra foot. You can see and hear the
plane you came from, but everything looks gray and you can't see more than 60
feet. While on the Ethereal Plane, you can only interact with other creatures on
that plane. Creatures not on the Ethereal Plane can't perceive or interact with you,
unless a special ability has given them the ability to. You ignore all objects and
effects that aren't on the Ethereal Plane. When the spell ends, you immediately
return to the plane you came from in the spot you currently occupy. If you occupy
the same spot as a solid object or creature when this happens, you are moved to
the nearest unoccupied space and take force damage equal to twice the feet you
are moved. This spell has no effect if you cast it while you are on the Ethereal
Plane or a plane that doesn't border it. (up to 3 extra creatures per extra lvl, must
be within 10ft when casting)
 Fire Storm (V, S)
o 1 Action, 150ft

o Up to ten 10-foot cubes, which you can arrange as you wish, appear. Each cube
must have at least one face touching another cube's face. Each creature in the area
makes a Dexterity save. It takes 7d10 fire damage on a failed save, or half on a
success. The fire damages objects in the area and ignites flammable objects that
aren't being worn or carried. If you choose, plant life in the area is unaffected by
this spell.

 Plane Shift (V, S, M – 250gp forked metal rod attuned to target plane)
o 1 Action, Touch
o You and up to eight willing creatures who link hands in a circle are transported to
a different plane. You can specify a target destination in general or specific terms,
and you appear in or near that destination. Alternatively, if you know the sigil
sequence of a teleportation circle on another plane, this spell can take you to that
circle. If the circle is too small to hold everyone, they appear in the closest
unoccupied spaces. You can use this spell to banish an unwilling creature to
another plane. Make a melee spell attack against a creature in reach. On a hit, the
creature must make a Charisma save. If the creature fails, it is transported to a
random location on the plane you specify. It must find its own way back to your
plane.
 Regenerate (V, S, M – Holy water, Prayer wheel)
o 1min, Touch, 1hr
o You touch a creature. It regains 4d8+15 hit points. For the duration of the spell,
the target regains 1 hit point at the start of its turns. Any severed body parts are
restored after 2 minutes. If you have the severed part and hold it to the stump, the
spell immediately reattaches it.
 Resurrection (V, S, M – 1000gp diamond, consumed)
o 1hr, Touch
o You touch a creature that has been dead for no more than a century, didn't die of
old age, and isn't undead. If its soul is willing, the target returns to life with all its
hit points. This spell neutralizes any poisons and cures normal diseases. It doesn't,
however, remove magical diseases, curses, and the like. This spell closes all
mortal wounds and restores any missing body parts. Coming back from the dead
is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and
ability checks. Every time the target finishes a long rest, the penalty is reduced by
1 until it disappears. If you use this spell on a creature that has been dead for one
year or longer, you can't cast spells, and have disadvantage on all attacks, ability
checks, and saves until you finish a long rest.
 Symbol (V, S, M – Mercury, Phosphorous, 1000gp powdered diamond/opal, consumed)
o 1min, Touch, until triggered/dispelled
o You inscribe a glyph either upon a surface or within an object that can be closed
to hide it. It can cover an area no larger than 10 feet in diameter. If the surface or
object is moved more than 10 feet from where you cast the spell, it ends without
being triggered. You decide what triggers the glyph when you cast the spell. Once
the glyph is triggered, this spell ends. You can further refine the trigger, so the
spell activates only under certain circumstances or according to physical
characteristics, creature kind, or alignment. You can also set conditions for
creatures that don't trigger the glyph. The glyph is nearly invisible and requires a
successful Investigation check to be found. When you inscribe the glyph, choose
one of the options below. Once triggered, the glyph glows a 60-foot-radius dim
light sphere for 10 minutes, after which the spell ends. Each creature in the sphere
when the glyph activates, and any creature that enters the sphere or ends its turn
there, is affected.
o Effects:

 Death: Each target must make a Constitution save, taking 10d10 necrotic damage on a failed
save, or half on a success.
 Discord: Each target must make a Constitution save. On a failed save, a target is incapable of
meaningful communication and has disadvantage on attack rolls and ability checks for 1 minute.
 Fear: Each target must pass a Wisdom saving throw or become frightened for 1 minute. While
frightened, the target drops whatever it's holding and moves at least 30 feet away from the glyph
on each of its turns.
 Hopelessness: Each target must make a Charisma save. On a failed save, the target can't attack or
target any creature with harmful abilities, spells, or other magical effects for 1 minute.
 Insanity: Each target must make an Intelligence save. On a failed save, the target can't take
actions, can't understand what others say, can't read, speaks gibberish, and has erratic movement
for 1 minute.
 Pain: Each target must pass a Constitution save or incapacitated for 1 minute.
 Sleep: Each target must pass a Wisdom saving throw or fall unconscious for 10 minutes. A
creature awakens if it takes damage or if someone uses an action to wake it up.
 Stunning: Each target must pass a Wisdom saving throw or become stunned for 1 minute.

 Temple of the Gods (V, S, M – Holy symbol of at least 5gp)


o 1hr, 120ft, 24hrs
o You cause a temple to shimmer into existence on ground you can see within
range. The temple must fit within an unoccupied cube of space, up to 120 feet on
each side. The temple remains until the spell ends. It is dedicated to whatever god,
pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by
a floor, walls, and a roof, with one door granting access to the interior and as
many windows as you wish. Only you and any creatures you designate when you
cast the spell can open or close the door. The temple's interior is an open space
with an idol or altar at one end. You decide whether the temple is illuminated and
whether that illumination is bright light or dim light. The smell of burning incense
fills the air within, and the temperature is mild. The temple opposes types of
creatures you choose when you cast this spell. Choose one or more of the
following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen
type attempts to enter the temple, that creature must make a Charisma saving
throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature
can enter the temple, the magic there hinders it; whenever it makes an attack roll,
an ability check, or a saving throw inside the temple, it must roll a d4 and subtract
the number rolled from the d20 roll. In addition, the sensors created by divination
spell can't appear inside the temple, and creatures within can't be targeted by
divination spells. Finally, whenever any creature in the temple regains hit points
from a spell of 1st level or higher, the creature regains additional hit points equal
to your Wisdom modifier (minimum 1 hit point). The temple is made from
opaque magical force that extends into the Ethereal Plane, thus blocking ethereal
travel into the temple's interior. Nothing can physically pass through the temple's
exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on
it. A disintegrate spell destroys the temple instantly. Casting this spell on the
same spot every day for a year makes this effect permanent.

Level VIII

 Antimagic Field (V, S, M – Iron filings/powdered Iron)


o 1 Action, Self (r=10ft), Conc. (1hr)
o A 10-foot-radius invisible sphere surrounds you. Within the sphere, spells can't be
cast, summoned creatures disappear, and magic items become normal. The sphere
moves with you. Summoned creatures re-appear once the sphere leaves their space,
and magic items are restored upon being removed from the sphere. Magical effects,
except those created by an artifact or a deity, are suppressed in the sphere and can't
enter or affect things within it. A slot expended to cast a suppressed spell is
consumed. While an effect is suppressed, it doesn't function, but the time it spends
suppressed counts against its duration. The sphere cannot be dispelled by magic, nor
can two antimagic fields suppress each other.
 Control Weather (V, S, M – Burning Incense, earth and wood in water)
o 10min, Self (r=5mi), Conc. (8hrs)
o You take control of the weather within 5 miles of you. You must be outdoors. If you
move to a place where you don't have a clear path to the sky, the spell ends early.
When you cast the spell, you change the current weather conditions. It takes 1d4 x 10
minutes for the new conditions to take effect. Once they do, you can change the
conditions again. When the spell ends, the weather gradually returns to normal. When
you change the weather conditions, find a condition on the table and change its stage
by one. When changing the wind, you can change its direction.

Precipitation Temperature Wind


Stage Condition Stage Condition Stage Condition
1 Clear 1 Unbearable heat 1 Calm
2 Light clouds 2 Hot 2 Moderate wind
3 Overcast or ground fog 3 Warm 3 Strong Wind
4 Rain, hail or snow 4 Cool 4 Gale
5 Heavy rain, hail, or snow 5 Cold 5 Storm
6 Arctic cold

 Earthquake (V, S, M – Dirt, rock, clay)


o 1 Action, 500ft, Conc. (1min)
o For the duration, an intense tremor rips through the ground in a 100-foot-radius circle
centered on a point you can see. The ground in the area becomes difficult terrain.
Each creature on the ground must make a concentration save if applicable. When you
cast this spell, and at the end of your turns, each creature on the ground in the area
must make a Dexterity saving throw. On a failure, it's knocked prone. This spell can
have additional effects depending on the terrain in the area, as determined by the DM.

 Fissures: 1d6 fissures open in the spell's area at the start of your next turn in locations chosen by
the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area
to the opposite side. A creature standing on a spot where a fissure opens must pass a Dexterity
save or fall in. A creature that saves moves with the fissure's edge. A fissure that opens beneath a
structure causes it to automatically collapse.
 Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground
when you cast the spell and at the start of your turns. If a structure drops to 0 hit points, it
collapses. Any creature within half the distance of the structure's height must make a Dexterity
save. On a failure, it takes 5d6 bludgeoning damage, is knocked prone, and is buried in the
rubble. It can make a DC 20 Athletics check as an action to escape. The DM can adjust the DC
depending on the nature of the rubble. On a successful save, the creature takes half as much
damage and doesn't fall prone or become buried.

 Holy Aura (V, S, M – Tiny reliquary w/ sacred relic)


o 1 Action, Self, Conc. (1min)
o Creatures of your choice in a 30-foot radius when you cast the spell shed 5 feet of
dim light and have advantage on all saving throws. Other creatures have
disadvantage on attack rolls against them. In addition, when a fiend or an undead
hits an affected creature with a melee attack, they must pass a Constitution save or
be blinded until the spell ends.

Level IX

 Astral Projection (V, S, M – per target: 1000gp Jacinth, 100gp Silver bar, consumed)
o 1hr, 10ft, Special
o You and up to eight willing creatures within range project yourselves into the Astral
Plane. The material body you leave behind is unconscious and in a state of suspended
animation. Your astral body resembles your normal form in almost every way. The
main difference is a cord that extends from your back and trails behind you, fading to
invisibility after 1 foot. This cord is your tether to your material body. If the cord is
cut, you die instantly. Your astral form can pass through portals leading to any other
plane. If you enter a new plane or return to the plane you were on, your body and
possessions are transported, allowing you to re-enter your body. Any damage or other
effects that apply to your astral form have no effect on your physical body, nor do
they persist when you return to it. The spell ends for you and your companions when
you use your action to dismiss it. When the spell ends, the affected creature returns to
its physical body and awakens. A successful Dispel Magic spell used against an astral
or physical body ends the spell for that creature. If a creature's original body or astral
form drops to 0 hit points, the spell ends for it and it returns to its body. If you are
returned to your body prematurely, your companions remain in their astral forms and
must find their own way back to their bodies.
 Gate (V, S, M – 5000gp Diamond)
o 1 Action, 60ft, Conc. (1min)
o You make a portal in an unoccupied space you can see that goes to a precise location
on a different plane of existence. The portal is a circular opening 5 to 20 feet in
diameter. You can orient the portal in any direction you choose. The portal lasts for
the duration. The portal has a front and a back, but travel is only possible through the
front. Anything that moves through it is instantly transported to the other plane,
appearing in the nearest unoccupied space. Planar rulers can prevent portals from
opening in their presence or anywhere in their domains. When you cast this spell, you
can say the name of a specific creature and it will be pulled to the nearest unoccupied
space next to you. ☀If that creature is on a plane other than the one you are on, the
portal opens in the named creature's immediate vicinity and draws the creature
through it to the nearest unoccupied space on your side of the portal.  You gain no
special power over the creature and it's free to act as desired.
 Mass Heal (V, S)
o 1 Action, 60ft
o You restore up to 700 hit points, divided among any number of creatures that you can
see. Creatures are also cured of all diseases, blindness, and deafness. This spell has no
effect on undead or constructs.

 True Resurrection (V, S, M – Holy water, 25000gp Diamonds, consumed)


o 1hr, Touch
o You touch a creature that has been dead for no longer than 200 years and that died for
any reason except old age. If the creature's soul is free and willing, it's restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all
diseases, and lifts any curses. The spell replaces damaged or missing organs and
limbs. If the creature was undead, it is restored to its non-undead form. The spell can
provide a new body if the original no longer exists, in which case you must speak the
creature's name. The creature appears in an unoccupied space you choose within 10
feet of you.

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