Acid Splash: You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. When you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; 60 Feet; Instantaneous; V, S
Booming Blade: Make a melee attack and on a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Evocation; 1 Action; Self (5-foot radius); 1 round; S, M (a melee weapon worth at least 1 sp)
Create Bonfire: You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 minute; V, S
Dancing Lights: You create up to four torch-sized lights within range. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Evocation; 1 Action; 120 feet; Concentration up to 1 minute; V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Fire Bolt: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation; 1 Action; 120 feet; Instantaneous; V, S
Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Green-Flame Blade: Make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and fire damage. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Evocation; 1 Action; Self (5-foot radius); Instantaneous; S, M (a melee weapon worth at least 1 sp)
Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Divination; 1 Action; Touch; Concentration up to 1 minute; V, S
Light: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you cast it again or dismiss it as an action.
Evocation; 1 Action; Touch; 1 hour; V
Lightning Lure: You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; Self (15-foot radius); Instantaneous; V
Mage Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Conjuration; 1 Action; 30 feet; 1 minute; V, S
Magic Stone: You touch one to three pebbles and imbue them with magic. You can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Transmutation; 1 Bonus Action; Touch; 1 minute; V, S
Mending: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Transmutation; 1 Minute; Touch; Instantaneous; V, S, M (two lodestones)
Message: You point your finger toward a creature within range and whisper a message. Only the target hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell.
Transmutation; 1 Action; 120 feet; 1 round; V, S, M (a short piece of copper wire)
Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Conjuration; 1 Action; 10 feet; Instantaneous; V, S
Prestidigitation: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 10 feet; Up to 1 hour; V, S
Ray of Frost: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Resistance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
Abjuration; 1 Action; Touch; Concentration up to 1 minute; V, S
Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; Touch; Instantaneous; V, S
Spare the Dying: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Necromancy; 1 Action; Touch; Instantaneous; V, S
Sword Burst: You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; Self (5-foot radius); Instantaneous; V
Thorn Whip: You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation; 1 Action; 30 feet; Instantaneous; V, S, M (the stem of a plant with thorns)
Thunderclap: You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation; 1 Action; Self (5-foot radius); Instantaneous; S
Absorb Elements: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Abjuration; 1 Reaction; Self; 1 round; S
Alarm: You set an alarm against unwanted intrusion. Choose an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Abjuration; 1 Minute R; 30 feet; 8 Hours; V, S, M (a tiny bell and a piece of fine silver wire)
Arcane Weapon (UA): You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration. As a bonus action, you can change the damage type, choosing from the options above. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 hour; V, S
Catapult: Choose one object weighing 1-5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Transmutation; 1 Action; 60 feet; Instantaneous; S
Cure Wounds: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Evocation; 1 Action; Touch; Instantaneous; V, S
Detect Magic: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divination; 1 Action R; Self; Concentration, up to 10 minutes; V, S
Disguise Self: You make yourself look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, pass thru that is not really there or touch there air if you appear skinner. 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.
Illusion; 1 Action; Self; 1 hour; V, S
Expeditious Retreat: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Transmutation; 1 Bonus Action; Self; Concentration, up to 10 minutes; V, S
Faerie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Evocation; 1 Action; 60 feet; Concentration, up to 1 minute; V
False Life: Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Necromancy; 1 Action; Self; 1 hour; V, S, M (a small amount of alcohol or distilled spirits)
Feather Fall: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Transmutation; 1 Reaction; 60 feet; 1 minute; V, M (a small feather or piece of down)
Grease: Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Conjuration; 1 Action; 60 feet; 1 minute; V, S, M (a bit of pork rind or butter)
Identify: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Divination; 1 Minute R; Touch; Instantaneous; V, S, M (a pearl worth at least 100 gp and an owl feather)
Jump: You touch a creature. The creature’s jump distance is tripled until the spell ends.
Transmutation; 1 Action; Touch; 1 minute; V, S
Longstrider: You touch a creature. The target’s speed increases by 10 feet until the spell ends. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation; 1 Action; Touch; 1 hour; V, S
Purify Food and Drink: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Transmutation; 1 Action R; 10 feet; Instantaneous; V, S
Sanctuary: You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Abjuration; 1 Bonus Action; 30 feet; 1 minute; V, S, M (a small silver mirror)
Snare: The spell creates a 5-foot radius circle on a flat surface, disappearing as a magical trap. It requires a successful Intelligence check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until hanging upside down 3 feet above the protected surface. The restrained creature can either make a Dexterity saving throw with disadvantage at the end of each turn, ending the restrained effect on success, or another creature can use an Intelligence check against your spell save DC, ending the restrained effect on success.
Abjuration; 1 Minute; Touch; Until dispelled or triggered; V, S, M (30 feet of cord or rope)
Tasha's Caustic Brew: A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Evocation; 1 Action; Self (30-foot line); Concentration, up to 1 minute; V, S, M (a bit of rotten food)
Aid: Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Abjuration; 1 Action; 30 Feet; 8 hours; V, S, M (a tiny strip of white cloth)
Air Bubble: You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Conjuration; 1 Action; 60 Feet; 24 hours; S
Alter Self: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature 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 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Transmutation; 1 Action; Self; Concentration, up to 1 hour; V, S
Arcane Lock: You touch a closed entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Abjuration; 1 Action; Touch; Until dispelled; V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Blur: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Illusion; 1 Action; Self; Concentration, up to 1 minute; V
Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat or damage and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Evocation; 1 Action; Touch; Until dispelled; V, S
Darkvision: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Transmutation; 1 Action; Touch; 8 hours; V, S, M (either a pinch of dried carrot or an agate)
Enhance Ability: You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (fur or a feather from a beast)
Enlarge/Reduce: You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions and weight is multiplied by eight, increasing its size by one category. If space is limited, the target attains maximum size. The target gains an advantage on Strength checks and saving throws until the spell ends. Weapons also grow to match the target's new size, dealing 1d4 extra damage during attacks.
Reduce. The target's size is halved in all dimensions and its weight is reduced to one-eighth of normal, reducing its size by one category. The target now has disadvantage on Strength checks and saving throws until the spell ends. The target's weapons shrink to match its new size, but their attacks deal 1d4 less damage.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a pinch of powdered iron)
Heat Metal: Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a piece of iron and a flame)
Invisibility: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Illusion; 1 Action; Touch; Concentration, up to 1 hour; V, S
Kinetic Jaunt: You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; S
Lesser Restoration: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Abjuration; 1 Action; Touch; Instantaneous; V, S
Levitate: One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can only move by pushing or pulling against a fixed object or surface within reach, allowing it to move as if climbing. You can change the target's altitude by up to 20 feet on your turn. If you are the target, you can move up or down. Otherwise, you can use your action to move the target within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Transmutation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S
Magic Mouth: You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. A magical mouth appears on an object, recreating the message in your voice and at the same volume you spoke. The spell can end after delivering its message or remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or detailed as desired, but must be based on visual or audible conditions within 30 feet of the object. For instance, instructing the mouth to speak when a creature moves or a silver bell rings within 30 feet.
Illusion; 1 Minute R; 30 feet; Until dispelled; V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Magic Weapon: You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Transmutation; 1 Bonus Action; Touch; Concentration, up to 1 hour; V, S
Protection from Poison: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Abjuration; 1 Action; Touch; 1 hour; V, S
Pyrotechnics: Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Transmutation; 1 Action; 60 feet; Instantaneous; V, S
Rope Trick: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
Transmutation; 1 Action; Touch; 1 hour; V, S, M (powdered corn extract and a twisted loop of parchment)
See Invisibility: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Divination; 1 Action; Self; 1 hour; V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Skywrite: You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Transmutation; 1 Action R; Sight; Concentration, up to 1 day; V, S
Spider Climb: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (a drop of bitumen and a spider)
Vortex Warp: You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Conjuration; 1 Action; 90 feet; Instantaneous; V, S
Web: You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Webs can collapse if not anchored between solid masses or layered across a floor, wall, or ceiling. They have a depth of 5 feet and require each creature to make a Dexterity saving throw. If a save fails, the creature remains in the webs or until it breaks free. If restrained, the creature can use its action to make a Strength check against the spell save DC, and if successful, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a bit of spiderweb)
Ashardalon's Stride: The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Blink: The spell involves rolling a d20 at the end of each turn, and if the roll is 11 or higher, the player vanishes from their current plane and appears in the Ethereal Plane. If the spell fails, the player returns to an unoccupied space within 10 feet of the space they vanished from, or appears in the nearest unoccupied space. The spell can be dismissed as an action. The Ethereal Plane allows the player to see and hear their origin plane, which is cast in shades of gray, and can only be affected by other creatures on the plane. Creatures on the Ethereal Plane cannot perceive or interact with the player unless they have the ability to do so.
Transmutation; 1 Action; Self; 1 minute; V, S
Catnap: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Enchantment; 1 Action; 30 feet; 10 minutes; S, M (a pinch of sand)
Create Food and Water: You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Conjuration; 1 Action; 30 feet; Instantaneous; V, S
Dispel Magic: Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Abjuration; 1 Action; 120 feet; Instantaneous; V, S
Elemental Weapon: A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S
Flame Arrows: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S
Flame Stride (UA): The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Fly: You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation; 1 Action; Touch; Concentration, up to 10 minute; V, S, M (a wing feather from any bird)
Glyph of Warding: This spell inscribes a magical effect triggered by other creatures on a surface or within an object. The glyph can cover 10 feet in diameter and requires an Intelligence check. Triggers can be touched, removed, approached, or manipulated. The spell ends when triggered. Refine triggers based on physical characteristics, creature kind, or alignment. Choose explosive runes or spell glyphs.
Explosive runes erupt with magical energy in a 20-foot-radius sphere centered on the glyph, spreading around corners. Each creature in the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw or half as much damage on a successful one.
Spell glyphs can store a prepared spell of 3rd level or lower in the glyph, targeting a single creature or an area. When triggered, the stored spell is cast, targeting the creature that triggered the glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Abjuration; 1 Hour; Touch; Until dispelled or triggered; V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Haste: Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a shaving of licorice root)
House of Cards (UA): A defensive structure made of playing cards is created, lifting you and surrounding creatures. The house of cards has a square base that is 30 feet on each side, three floors with 10-foot-high ceilings, and a square base with ramps connecting the interior and exterior. Each card is 5 feet wide and 10 feet tall, fragile, and immune to poison and psychic damage. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If a 5 or a 6 is rolled, the house collapses, ending the spell. The house and all its cards vanish when the spell ends. The creatures inside or on top of the structure have half cover.
Conjuration; 1 Minute; Touch; 24 hours; V, S, M (a deck of cards)
Intellect Fortress: For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Abjuration; 1 Action; 30 feet; Concentration, up to 1 hour; V
Protection from Energy: For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Abjuration; 1 Action; Touch; Concentration, up to 1 hour; V, S
Revivify: You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Necromancy; 1 Action; Touch; Instantaneous; V, S, M (diamonds worth 300 gp, which the spell consumes)
Tiny Servant: This spell animates a tiny, nonmagical object, allowing the target to sprout arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. As a bonus action, you can mentally command the creature within 120 feet of you. If controlling multiple creatures, you can command them at the same time. The creature's actions and movements can be determined by you, or you can issue simple commands. If no commands are issued, the servant defends itself against hostile creatures. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over. At higher levels, you can animate two additional objects for each slot level above 3rd.
Tiny Servant
Tiny Construct
Armor Class: 15 (natural armor)
Hit Points: 10 (4d4)
Speed: 30ft., climb 30 ft.
STR: 4 (-3)
DEX: 16 (+3)
CON: 10 (+0)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 1 (-5)
Damage Immunities poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages: —
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Transmutation; 1 Minute; Touch; 8 hours; V, S
Water Breathing: This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Transmutation; 1 Action R; 30 feet; 24 hours; V, S, M (a short reed or piece of straw)
Water Walk: This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Transmutation; 1 Action R; 30 feet; 1 hour; V, S, M (a piece of cork)
Arcane Eye: You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Divination; 1 Action; 30 feet; Concentration, up to 1 hour; V, S, M (a bit of bat fur)
Elemental Bane: Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Transmutation; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Fabricate: This spell allows for the conversion of raw materials into products of the same material, such as a wooden bridge from trees, rope from hemp, and clothes from flax or wool. The spell can be used to create large or smaller objects, depending on the quantity of raw materials. However, objects made with metal, stone, or other mineral substances can only be larger than medium. The quality of the fabricated objects is proportional to the quality of the raw materials. However, this spell cannot create or transmute creatures or magic items, and it cannot be used to create high-quality craftsmanship items like jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Transmutation; 10 Minutes; 120 feet; Instantaneous; V, S
Freedom of Movement: You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Abjuration; 1 Action; Touch; 1 hour; V, S, M (a leather strap, bound around the arm or a similar appendage)
Leomund's Secret Chest: A chest with 12 cubic feet of nonliving material is hidden on the Ethereal Plane. It can be recalled by touching the miniature replica. The spell's effect ends after 60 days, with a 5% chance per day. The larger chest is irretrievable if the spell ends, the smaller replica is destroyed, or the spell is ended. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Conjuration; 1 Action; Touch; Instantaneous; V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Mordenkainen's Faithful Hound: A phantom watchdog is created in an unoccupied space, invisible to all creatures except you. It barks loudly when a creature comes within 30 feet without speaking the specified password. The hound sees invisible creatures and can see into the Ethereal Plane, ignoring illusions. At the start of each turn, the hound attempts to bite one hostile creature within 5 feet of it. The attack bonus is equal to your spellcasting ability modifier + your proficiency bonus, and on a hit, it deals 4d8 piercing damage.
Conjuration; 1 Action; 30 feet; 8 hours; V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Mordenkainen's Private Sanctum: You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Abjuration; 1 Action; 120 feet; 24 hours; V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Otiluke's Resilient Sphere: A shimmering force sphere encloses a large or smaller creature within range, requiring a Dexterity saving throw. The sphere is immune to all damage, and a creature inside cannot be damaged by external attacks or effects. The sphere is weightless and can be pushed against by an enclosed creature, allowing it to roll at half its speed. The sphere can also be picked up and moved by other creatures. A Disintegrate spell targeting the sphere destroys it without harming anything inside it.
Evocation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Stone Shape: You 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 any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Transmutation; 1 Action; Touch; Instantaneous; V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Stoneskin: This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Abjuration; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (diamond dust worth 100 gp, which the spell consumes)
Summon Construct: The spirit of a construct is summoned in an unoccupied space, using the Construct Spirit stat block. Casting the spell, choose a material like Clay, Metal, or Stone, and the creature resembles a golem or modron. It disappears when it drops to 0 hit points or the spell ends. The creature is an ally to you and your companions, sharing initiative count in combat and obeying verbal commands. If no commands are issued, it uses the Dodge action to avoid danger. At higher levels, use the higher level where the spell's level appears in the stat block.
Construct Spirit
Medium construct
Armor Class: 13 + the level of the spell (natural armor)
Hit Points: 40 + 15 for each spell level above 4th
Speed: 30 ft
STR: 18 (+4)
DEX: 10 (+0)
CON: 18 (+4)
INT: 14 (+2)
WIS: 11 (+0)
CHA: 5 (−3)
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
Animate Objects: You can summon up to ten nonmagical objects within range, with medium, large, and huge targets counting as two, four, and eight respectively. These objects become creatures under your control until the spell ends or until they have 0 hit points. As a bonus, you can mentally command any creature within 500 feet of you, or command multiple creatures simultaneously. You can decide the creature's action and location during its next turn, or issue a general command to guard a specific area. If no commands are issued, the creature defends itself against hostile creatures. Once given an order, the creature follows it until its task is completed.
Size, HP, AC, Attack, Ability Scores
Tiny, 20, 18, +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
Small, 25, 16, +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium, 40, 13, +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
Large, 50, 10, +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
Huge, 80, 10, +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10, Intelligence and Wisdom are 3, and Charisma is 1. The object has a speed of 30 feet and can hover if it lacks legs or other appendages. If attached to a surface or larger object, its speed is 0. The object has blindsight with a radius of 30 feet and is blind beyond that distance. When the object drops to 0 hit points, it reverts to its original form, and any remaining damage carries over. It can make a single melee attack against a creature within 5 feet, and a slam attack with an attack bonus and bludgeoning damage determined by its size. At higher levels, two additional objects can be animated for each slot level above 5th.
Transmutation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Bigby's Hand: Create a large, translucent hand in an unoccupied space, mimicking your hand's movements. The hand has AC 20 and hit points equal to your maximum. If it drops to 0 hit points, the spell ends. It has 26 (+8) strength and 10 (+0) dexterity. The hand doesn't fill its space. When cast, move the hand up to 60 feet and cause one of the following effects.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Evocation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (an eggshell and a snakeskin glove)
Create Spelljamming Helm: Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm. Which is used primarily for controlling a space ship
Transmutation; 1 Action; Touch; Instantaneous; V, S, M (a crystal rod worth at least 5000 gp, which the spell consumes)
Creation: The Shadowfell spell allows users to create nonliving objects of vegetable matter, such as soft goods, rope, or wood, or mineral objects like stone, crystal, or metal. The object must be no larger than a 5-foot cube and have a form and material they have seen before. The duration depends on the object's material, with the shortest duration used for multiple materials.
Material, Duration
Vegetable matter, 1 day
Stone, crystal, 12 hours
Precious metals, 1 hour
Gems, 10 minutes
Adamantine, Mithral, 1 minute
Using any material created by this spell as another spell’s material component causes that spell to fail. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Illusion; 1 Minute; 30 feet; Special; V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Greater Restoration: You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target’s attunement to a cursed magic item
Any reduction to one of the target’s ability scores
One effect reducing the target’s hit point maximum
Abjuration; 1 Action; Touch; Instantaneous; V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Skill Empowerment: Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S
Transmute Rock: You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud.
Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock.
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
Transmutation; 1 Action; 120 feet; Instantaneous; V, S, M (clay and water)
Wall of Stone: A nonmagical wall of solid stone, 6 inches thick, is created at a specific point within range. The wall is composed of ten 10-foot-by-10-foot panels, each contiguous with at least one other. If the wall cuts through a creature's space, it pushes them to one side. If a creature is surrounded by the wall, they can make a Dexterity saving throw and move up to escape. The wall can have any shape, but it cannot occupy the same space as a creature or object. It must be solidly supported by existing stone, allowing it to bridge chasms or create ramps. If the span exceeds 20 feet, the size of each panel must be halved to create supports. The wall is an object made of stone that can be damaged and breached. Each panel has AC 15 and 30 hit points per inch of thickness. Maintaining concentration on the spell for its duration makes the wall permanent and cannot be dispelled.
Evocation; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a small block of granite)