Blade Ward: You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Abjuration; 1 Action; Self; 1 round; 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)
Friends: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Enchantment; 1 Action; Self; Concentration, up to 1 minute; S, M (a small amount of makeup applied to the face as this spell is cast)
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
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
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)
Minor Illusion: A spell creates a lasting sound or image of an object within range, which ends if dismissed or cast again. The sound can range from whisper to scream and can be any sound you choose. The image must be no larger than a 5-foot cube and cannot create sound, light, smell, or other sensory effects. Physical interaction with the image reveals it as an illusion. If a creature examines the sound or image, they can determine it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, it becomes faint to them.
Illusion; 1 Action; 30 feet; 1 minute; S, M (a bit of fleece)
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
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
True Strike: You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Divination; 1 Action; 30 feet; Concentration up to 1 round; S
Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Enchantment; 1 Action; 60 feet; Instantaneous; V
Animal Friendship: This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Enchantment; 1 Action; 30 feet; 24 hours; V, S, M (a morsel of food)
Bane: Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. 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.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a drop of blood)
Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. 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. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 30 feet; 1 hour; V, S
Color Spray: The spell creates a colorful light array from your hand, affecting creatures in a 15-foot cone in ascending order of their current hit points. Roll 6d10, the total is how many hit points of creatures this spell can effect. Starting with the lowest hit point, each creature is blinded until the end of your next turn. Subtract each creature's hit points from the total, moving on to the next lowest hit point. A creature's hit points must be equal to or less than the remaining total for it to be affected.
Illusion; 1 Action; Self (15-foot cone); 1 round; V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Command: A spell is a one-word command that a creature can see within range must follow or succeed on a Wisdom saving throw. It doesn't work if the target is undead, doesn't understand the spell, or is harmful. The DM determines the target's behavior if you issue a different command, and if the target can't follow the command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 60 feet; 1 round; V
Comprehend Languages: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
Divination; 1 Action R; Self; 1 hour; V, S, M (a pinch of soot and salt)
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
Dissonant Whispers: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Enchantment; 1 Action; 60 feet; Instantaneous; V
Distort Value: You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
Illusion; 1 Minute; Touch; 8 hours; V
Earth Tremor: You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation; 1 Action; Self (10-foot radius); Instantaneous; 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
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)
Guiding Hand (UA): A tiny, shimmering light hand appears in an unoccupied space, disappearing if you are teleported or traveled to a different plane of existence. When the hand appears, you name a major landmark on the same plane of existence as you, ensuring it has been mapped by someone in history. If the landmark appears on no map, the spell fails. If you move towards the hand, it moves away at the same speed and in the direction of the landmark, remaining 5 feet away. If you don't move, the hand remains in place and beckons for your follow every 1d4 minutes.
Divination; 1 Minute R; 5 feet; Concentration, up to 8 hours; V, S
Healing Word: A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Evocation; 1 Bonus Action; 60 feet; Instantaneous; V
Heroism: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. 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.
Enchantment; 1 Action; Touch; Concentration, up to 1 minute; V, S
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)
Illusory Script: A spell involves writing on a material and creating a powerful illusion that reflects the intended meaning. The spell enables the spell to be cast on a specific creature, causing the writing to appear normal and convey the intended message. However, the spell can also cause the writing to appear in an unknown or magical script, or in a different hand and language, requiring a known language. If the spell is dispelled, the original script and illusion disappear. A creature with truesight to read the hidden message.
Illusion; 1 Minute R; Touch; 10 days; S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
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
Puppet (UA): Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Enchantment; 1 Action; 120 feet; Instantaneous; V
Sense Emotion (UA): You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
Divination; 1 Action; Self; Concentration, up to 1 minute; V, S
Silent Image: Create a 15-foot cube image of an object, creature, or other visible phenomenon, appearing at a specific spot within range and lasting for the duration. The image is purely visual and cannot be accompanied by sound, smell, or other sensory effects. Use your action to cause the image to move to any spot within range, altering its appearance to make movements appear natural. Physical interaction with the image reveals it to be an illusion, as things can pass through it. A creature can determine the illusion's nature with a successful Intelligence (Investigation) check against your spell save DC. If the creature discerns the illusion, they can see through the image.
Illusion; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S, M
Silvery Barbs: You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Enchantment; 1 Reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw; 60 feet; Instantaneous; V
Sleep: This spell sends creatures into a magical slumber, affecting them in ascending order of their current hit points within 20 feet. Roll 5d8, the total is how many hit points of creatures this spell can affect. The spell starts with the lowest hit point creature and affects them until the spell ends, the sleeper takes damage, or someone uses an action to awaken them. The spell's hit points must be equal to or less than the remaining total for a creature to be affected. Undead and creatures immune to charm are not affected by this spell. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Enchantment; 1 Action; 90 feet; 1 minute; V, S, M (a pinch of fine sand, rose petals, or a cricket)
Speak with Animals: You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Divination; 1 Action R; Self; 10 minutes; V, S
Sudden Awakening (UA): Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.
Enchantment; 1 Bonus Action; 10 feet; Instantaneous; V
Tasha's Hideous Laughter: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (tiny tarts and a feather that is waved in the air)
Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation; 1 Action; Self (15-foot cube); Instantaneous; V, S
Unearthly Chorus (UA): A spell enchants you with music that spreads around you and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. You make Charisma (Performance) checks with advantage until the spell ends. You can also use a bonus action to beguile a creature within 30 feet of you, who must make a Charisma saving throw. If successful, the creature becomes friendly to you for as long as it can hear the music and for 1 hour after. You make Charisma (Deception) and Charisma (Persuasion) checks against friendly creatures with advantage.
Illusion; 1 Action; Self (30-foot radius); Concentration, up to 10 minutes; V
Unseen Servant: The spell creates a Medium force that performs simple tasks at your command until the spell ends. The servant is invisible, mindless, and shapeless, with AC 10, 1 hit point, and a Strength of 2. It cannot attack and can't drop to 0 hit points. As a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform tasks like fetching, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. If you command the servant to move more than 60 feet away, the spell ends.
Conjuration; 1 Action R; 60 feet; 1 hour; V, S, M (a piece of string and a bit of wood)
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)
Animal Messenger: This spell allows you to use an animal to deliver a message. Choose a small creature within range, specify a location and a recipient matching a description. You can speak up to 25 words and the creature travels 50 miles per 24 hours for a flying messenger or 25 miles for other animals. When the messenger arrives, it delivers the message to the described creature, replicating your voice. The message is only sent to a creature matching the description. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the creature returns to its original location. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Enchantment; 1 Action R; 30 Feet; 24 hours; V, S, M (a morsel of food)
Blindness/Deafness: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 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.
Necromancy; 1 Action; 30 Feet; 1 minute; V
Borrowed Knowledge: You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Divination; 1 Action; Self; 1 hour; V, S, M (a book worth at least 25 gp)
Calm Emotions: You aim to suppress strong emotions in a group of people by making a Charisma saving throw for each humanoid in a 20-foot-radius sphere. If a creature fails, you can choose two effects: suppressing any effect causing a target to be charmed or frightened, which resumes when the spell ends, or making a target indifferent about hostile creatures. This indifference ends if the target is attacked or harmed by a spell or witnesses harm to its friends. The creature becomes hostile again when the spell ends, unless the DM rules otherwise.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Cloud of Daggers: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a sliver of glass)
Crown of Madness: A humanoid within range must succeed on a Wisdom saving throw or become charmed by you. This causes a twisted crown of jagged iron on its head and a madness glow in its eyes. The charmed target must use its action to make a melee attack against a creature you mentally choose. If no creature is chosen or none are within reach, the target can act normally. On subsequent turns, you must maintain control or the spell ends. The target can make a Wisdom saving throw at the end of each turn. Success ends the spell.
Enchantment; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Detect Thoughts: This spell allows you to read the thoughts of certain creatures for a duration. You can focus your mind on any creature within 30 feet of you, even if it has an Intelligence of 3 or lower or doesn't speak any language. The spell initially learns the surface thoughts of the creature, but you can either shift your attention to another creature's thoughts or probe deeper into the same creature's mind. If the target fails, you gain insight into its reasoning, emotional state, and something looming large in its mind. If the target succeeds, the spell ends. This spell is particularly effective as part of an interrogation, as questions verbally directed at the target creature naturally shape its thoughts. You can also use this spell to detect the presence of thinking creatures you can't see. The spell can penetrate barriers, but 2 feet of rock, 2 inches of metal other than lead, or a thin sheet of lead can block you. Once you detect a creature's presence, you can read its thoughts for the rest of the duration, even if you can't see it, but it must still be within range.
Divination; 1 Action; Touch; Concentration, up to 1 minute; V, S, M (a copper piece)
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)
Enthrall: You weave a string of words, causing creatures within range to make a Wisdom saving throw. Creatures that cannot be charmed succeed automatically, and if you or your companions are fighting, they gain an advantage. If a save fails, the target has disadvantage on Wisdom checks until the spell ends or the target can no longer hear you. The spell ends if you are incapacitated or cannot speak.
Enchantment; 1 Action; 60 feet; 1 minute; V, S
Gift of Gab: When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
Enchantment; Reaction; Self; Instantaneous; V, S, M (2 gold coins, which is consumed as tax for using the spell)
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)
Hold Person: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
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
Knock: Choose an object within range, such as a door, box, chest, manacle set, padlock, or other object with a lock that prevents access. A locked target becomes unlocked, unstuck, or barred. If the object has multiple locks, only one is unlocked. Cast a spell with Arcane Lock, suppressing the spell for 10 minutes, allowing normal opening and closing. A loud knock, audible from 300 feet, emanates from the target object when cast.
Transmutation; 1 Action; 60 feet; Instantaneous; V
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
Locate Animals or Plants: Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Divination; 1 Action R; Self; Instantaneous; V, S
Locate Object: The spell can locate familiar objects within 1,000 feet of you, or the direction of their movement if they are in motion. It can also locate specific objects known to you, such as apparel, jewelry, furniture, tools, or weapons, if you have seen them up close within 30 feet at least once. However, the spell cannot locate an object if any thickness of lead blocks a direct path between you and the object.
Divination; 1 Action; Self; Concentration, up to 10 minutes; V, S, M (a forked twig)
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)
Mirror Image: Three illusory duplicates of you appear in your space, mimicking your actions until the spell ends. You can use your action to dismiss the duplicates. Each time a creature targets you with an attack, roll a d20 to determine if the attack targets one of your duplicates. If you have three duplicates, roll a 6 or higher to change the attack's target to a duplicate. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed, ignoring all other damage and effects. The spell ends when all three duplicates are destroyed. Creatures unaffected by this spell are those who cannot see, rely on senses other than sight, or perceive illusions as false.
Illusion; 1 Action; Self; 1 minute; V, S
Nathair's Mischief: You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
Mischievous Surge
d4, Effect
1: The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2: Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3: Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4: Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.
Illusion; 1 Action; 60ft; Concentration, up to 1 minute; S, M (a piece of crust from an apple pie)
Phantasmal Force: The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The target can examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes the phantasm is an illusion and the spell ends. While a target is affected by the spell, they treat the phantasm as if it were real, rationalizing any illogical outcomes from interacting with it. A phantasm created to appear as a creature can attack the target, or a phantasm created to appear as fire, acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target, as long as the illusion is of a creature or hazard that could logically deal damage.
Illusion; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a bit of fleece)
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
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)
Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. 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.
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Silence: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Illusion; 1 Action R; 120 feet; Concentration, up to 10 minutes; V, S
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
Spray of Cards (UA); You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards:
Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.
Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save or half as much damage on a successful one.
When you cast this spell using a spell slot of 4th level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd
Conjuration; 1 Action; 15-foot cone; Instantaneous; V, S, M (a deck of cards)
Suggestion: You suggest a course of action to a creature within range that can hear and understand you. Creatures that cannot be charmed are immune to this effect. The suggestion must be reasonable and sound reasonable. If the creature does something harmful, the spell ends. The target must make a Wisdom saving throw, and if failed, it continues the action. The spell can continue for the entire duration or end when the subject completes the task. You can specify conditions that trigger a special activity during the duration, such as a knight giving her warhorse to a beggar. If the condition is not met before the spell expires, the activity isn't performed.
Enchantment; 1 Action; 30 feet; Concentration, up to 8 hours; V
Warding Wind: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Evocation; 1 Action; Self; Concentration, up to 10 minutes; V
Zone of Truth: Create a 15-foot-radius magical zone to protect against deception. Each creature entering or starting the zone must make a Charisma saving throw until the spell ends. If a creature fails, they cannot speak a deliberate lie. The spell affects affected creatures who is aware of the spell, who can avoid answering questions they would normally respond with a lie. They can be evasive in their answers as long as they remain within the truth's boundaries.
Enchantment; 1 Action; 60 feet; 10 minutes; V, S
Antagonize (UA): You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Enchantment; 1 Action; 30 feet; Instantaneous; V, S, M (a playing card depicting a rogue)
Bestow Curse: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Necromancy; 1 Action; Touch; Concentration, up to 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)
Clairvoyance: An invisible sensor is created in a familiar or unfamiliar location, preventing attacks or interaction. When casting the spell, the user chooses between seeing or hearing, and can use the chosen sense through the sensor as if they were in its space. The sensor can be switched between seeing and hearing, and a creature with see invisibility or truesight sees a luminous, intangible orb about the size of the user's fist. This allows the user to switch between seeing and hearing senses.
Divination; 10 Minutes; 1 mile; Concentration, up to 10 minutes; V, S, M (Reflective object)
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
Enemies Abound: A creature is forced to make an Intelligence saving throw, which automatically succeeds if it is immune to being frightened. If failed, the target loses the ability to distinguish friends from foes and treats all creatures it sees as enemies until the spell ends. The target can repeat the saving throw each time it takes damage, ending the effect on itself if successful. When choosing another target, the creature must choose at random from its range. If an enemy provokes an opportunity attack, the creature must make it.
Enchantment; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Fast Friends: This spell involves casting a spell on a humanoid within range that can see, hear, and understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. The creature is charmed and agrees to perform any services or activities you ask it to the best of its ability. You can set the creature new tasks or end its current task. If the service or activity might cause harm or conflict with the creature's normal activities, the creature can make another Wisdom saving throw to end the effect. If the activity would result in death, the spell ends. 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.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 hour; V
Fear: You project a phantasmal image of a creature's worst fears, causing them to become frightened for the duration. During this fear, the creature must take the Dash action and move away from the player. If the creature ends its turn in a location without line of sight, it can make a Wisdom saving throw, and a successful save ends the spell for that creature.
Illusion;1 Action; Self (30-foot cone); Concentration, up to 1 minute; V, S, M (a white feather or the heart of a hen)
Feign Death: You touch a willing creature and put it into a cataleptic state that appears dead to all outward inspection and spells used to determine its status. The target is blinded, incapacitated, and its speed drops to 0. It is resistant to all damage except psychic damage. If the target is diseased or poisoned during the spell, the disease and poison have no effect until the spell ends.
Necromancy; 1 Action R; Touch; 1 hour; V, S, M (a pinch of graveyard dirt)
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)
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)
Hypnotic Pattern: Create a colorful pattern in a 30-foot cube, appearing briefly and disappearing. Each creature within range must make a Wisdom saving throw. If unsuccessful, the creature becomes charmed, incapacitated, and has a speed of 0. The spell ends if the creature takes damage or if someone else shakes it out of its stupor.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
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
Leomund's Tiny Hut: A 10-foot-radius immobile dome of force appears around you, stationary for the duration of a spell. It can fit nine medium-sized creatures, but fails if it contains larger creatures or more than nine. Creatures and objects within the dome can move freely, but spells and magical effects cannot extend or be cast through it. The atmosphere inside is comfortable and dry, regardless of weather. Until the spell ends, you can control the interior's lighting or darkness. The dome is opaque from the outside but transparent from the inside.
Evocation; 1 Minute R; Self (10-foot radius hemisphere); 8 hours; V, S, M (a small crystal bead)
Major Image: A 20-foot cube illusion is created where an object, creature, or other visible phenomenon appears at a spot within range and lasts for the duration. The illusion appears completely real, including sounds, smells, and temperature. However, it cannot create enough heat or cold to cause damage, loud enough to deafen a creature, or a smell that might sicken a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance to make its movements natural. Physical interaction with the illusion reveals it as things can pass through it. A creature can determine the illusion by using an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, its other sensory qualities become faint. At higher levels, the spell lasts until dispelled without requiring concentration, sometimes known as Permanent Image.
Illusion; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a bit of fleece)
Mass Healing Word: As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Evocation; 1 Bonus Action; 60 feet; Instantaneous; V
Motivational Speech: Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Enchantment; 1 hour; 60 feet; 1 hour; V
Nondetection: For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
Abjuration; 1 Action; Touch; 8 hours; V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Plant Growth: This spell channels vitality into plants in a specific area, providing immediate or long-term benefits. It can be cast in one action, causing normal plants within a 100-foot radius to become thick and overgrown. Creatures must spend 4 feet for every 1 foot they move. The spell can be excluded from affected areas. If cast over 8 hours, it enriches the land, allowing plants within a half-mile radius to yield twice the normal amount of food when harvested.
Transmutation; 1 Action or 8 Hours; 150 feet; Instantaneous; V, S
Sending: You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Evocation; 1 Action; Unlimited; 1 round; V, S, M (a short piece of fine copper wire)
Slow: You can control up to six creatures in a 40-foot cube, each of which must succeed on a Wisdom saving throw or be affected by the spell. The affected creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it cannot use reactions. It can only use one action or bonus action on its turn. A spell with a casting time of 1 action requires a d20 roll, with an 11 or higher causing the spell to take effect until the next turn. The creature must use its action to complete the spell, or it is wasted. The spell ends after each turn, and a successful save ends the effect.
Transmutation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (a drop of molasses)
Speak with Dead: The spell grants life and intelligence to a corpse within range, allowing it to answer questions. The corpse must have a mouth and cannot be undead. The spell fails if the corpse was targeted with this spell within the last 10 days. Until the spell ends, you can ask up to five questions, but the corpse only knows what it knew in life, including languages. Answers are brief, cryptic, or repetitive. The spell doesn't return the corpse's soul to its body, meaning it can't learn new information, comprehend events since death, or speculate about future events.
Necromancy; 1 Action; 10 feet; 10 minutes; V, S, M (burning incense)
Speak with Plants: The spell allows you to imbue plants within 30 feet with limited sentience and animation, allowing them to communicate and follow your commands. You can ask plants about past events, weather, and other circumstances. You can also turn difficult terrain caused by plant growth into ordinary terrain or make ordinary terrain difficult, causing vines and branches to hinder pursuers. Plants can perform other tasks on your behalf, but they cannot uproot themselves or move about. If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it. The spell can also cause plants to release a restrained creature.
Transmutation; 1 Action; Self (30-foot radius); 10 minutes; V, S
Stinking Cloud: Create a 20-foot-radius yellow, nauseating gas cloud centered on a point within range. The cloud spreads around corners and remains obscured. Each creature within the cloud must make a Constitution saving throw against poison. If a save fails, the creature spends its action retching and reeling. Creatures immune to poison or not breathing can succeed on this saving throw. A moderate wind disperses the cloud after 4 rounds, while a strong wind disperses it after 1 round.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 minute; V, S, M (rotten item)
Tongues: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Divination; 1 Action; Touch; 1 hour; V
Charm Monster: You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. 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.
Enchantment; 1 Action; 30 feet; 1 hour; V, S
Compulsion: Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. If a target cannot be charmed, it succeeds. If unsuccessful, the spell affects the target. You can use bonus actions to designate a horizontal direction to move in. The affected target must use as much movement as possible to move in that direction. After moving, it can make another Wisdom saving throw to end the effect. A target is not forced to move into a deadly hazard but will provoke opportunity attacks to move in the designated direction.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V, S
Confusion: This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10, Behavior
1, The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6, The creature doesn’t move or take actions this turn.
7-8, The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10, The creature can act and move normally.
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Enchantment; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Dimension Door: This spell allows you to teleport yourself from your current location to any desired spot within range, as long as it is visible, visualized, or described by distance and direction. You can bring objects as long as their weight doesn't exceed your capacity, and one creature of your size or smaller carrying gear up to its capacity, as long as the creature is within 5 feet of you. If you would arrive in a place already occupied by an object or creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Conjuration; 1 Action; 500 feet; Instantaneous; V
Ego Whip (UA): You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V
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)
Greater Invisibility: You or 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.
Illusion; 1 Action; Touch; Concentration, up to 1 minute; V, S
Hallucinatory Terrain: Create a 150-foot cube of natural terrain to resemble various terrains, such as swamps, hills, crevasses, ponds, slopes, or rock-strewn gullies. The texture of the terrain remains unchanged, allowing creatures to see through the illusion. If the difference isn't obvious by touch, a creature can attempt an Intelligence check against your spell to disbelieve it. If a creature discerns the illusion, they see it as a vague image superimposed on the terrain. Manufactured structures, equipment, and creatures within the area remain unchanged.
Illusion; 10 Minutes; 300 feet; 24 hours; V, S, M (a stone, a twig, and a bit of green plant)
Locate Creature: The spell can locate a familiar creature within 1,000 feet of you, as long as you have seen it up close within 30 feet at least once. If the creature is in a different form, such as under a polymorph spell, the spell doesn't locate it. Also, the spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. The spell can also sense the direction of the creature's movement.
Divination; 1 Action; Self; Concentration, up to 1 hour; V, S, M (a bit of fur from a bloodhound)
Phantasmal Killer: You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Polymorph: This spell transforms a creature within range into a new form, requiring a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts until the target drops to 0 hit points or dies. The new form can be any beast with a challenge rating equal to or less than the target's, and the target's game statistics are replaced with the chosen beast's. The creature assumes the hit points of its new form, and when it reverts to its normal form, it returns to its original hit points. Excess damage carries over to its normal form, but it is not knocked unconscious. The creature is limited in actions, cannot speak, cast spells, or take actions requiring hands or speech. Its gear melds into the new form, and it cannot activate, use, wield, or benefit from its equipment. This spell cannot affect a target with 0 hit points.
Transmutation; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a caterpillar cocoon)
Raulothim's Psychic Lance (UA): You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature’s name. If the named target is within range, it gains no benefit from cover or invisibility as the lance homes in on it. If the named target isn’t within range, the lance dissipates, and the spell slot is not expended. The target must succeed on an Intelligence saving throw or take 10d6 psychic damage and be incapacitated until the start of your next turn. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Enchantment; 1 Action; 120 feet; Instantaneous; V
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
Awaken: After casting a gemstone, you touch a huge beast or smaller beast or plant with Intelligence score of 3 or less. The target gains 10 Intelligence, speaks one language, and moves its limbs, roots, vines, and creepers. The DM chooses statistics for the awakened plant, such as shrub or tree. The awakened beast or plant is charmed for 30 days or until harm is done. When the charmed condition ends, the creature decides whether to remain friendly to you based on how you treated it during its charm
Transmutation; 8 Hours; Touch; Instantaneous; V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Dominate Person: You try to beguile a humanoid within range, requiring it to succeed on a Wisdom saving throw or be charmed by you. If you or friendly creatures are fighting, the target gains an advantage on the saving throw. You have a telepathic link with the creature, allowing you to issue commands while you are conscious. You can specify simple actions like "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order without further direction, it defends and preserves itself. You can use your actions to control the target, allowing it to take only the actions you choose until the end of your next turn. You can also cause the creature to use a reaction, but this requires you to use your own reaction. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the throw succeeds, the spell ends. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Dream: This spell shapes a creature's dreams by casting a trance state on the target, who must be on the same plane of existence as the target. The target can converse with the messenger while asleep, creating landscapes and objects in the dream. The messenger can emerge from the trance at any time, ending the spell early. If the target is awake, the messenger can end the trance or wait for the target to fall asleep. The target can make the messenger appear monstrous and terrifying, delivering a message of no more than ten words. If the save is failed, echoes of the phantasmal monstrosity spawn a nightmare that lasts the target's sleep and prevents any benefit from the rest. When the target wakes up, they take 3d6 psychic damage. If you have a body part from the target’s body, the saving throw is disadvantageous, and each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Illusion; 1 Minute; Special; 8 hours; V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Geas: You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Enchantment; 1 Minute; 60 feet; 30 days; V
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)
Hold Monster: Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Legend Lore: A spell can be used to describe a person, place, or object, providing a brief summary of significant lore about it. This information can be from current tales, forgotten stories, or secret lore. If the object is not of legendary importance, no information is gained. The more information you have, the more precise and detailed the information. The spell may also use figurative language, such as warning the evildoer whose hand touches the axe, and stating that only a true Child of Stone, lover of Moradin, can awaken the axe's true powers with the sacred word Rudnogg on the lips.
Divination; 10 Minutes; Self; Instantaneous; V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Mass Cure Wounds: A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Mislead: You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Illusion; 1 Action; Self; Concentration, up to 1 hour; S
Modify Memory: A creature's memories can be reshaped by a Wisdom saving throw, which can be used to charm the target. The charmed target is incapacitated and unaware of its surroundings, but can still hear you. The charm can affect the target's memory of an event within the last 24 hours and no more than 10 minutes, permanently eliminating all memory, allowing perfect recall, changing details, or creating a new memory. The target must speak to describe the modified memories and fill in gaps in the description. If the spell ends before the description is completed, the modified memories take hold. Modified memories don't necessarily affect the creature's behavior, especially if they contradict their natural inclinations, alignment, or beliefs. Illogical modified memories may be dismissed as bad dreams or considered too nonsensical by the DM. A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V, S
Planar Binding: This spell binds a celestial, elemental, fey, or fiend to your service, requiring them to be within range for the entire casting. The creature must make a Charisma saving throw at the end of the casting, and if a save fails, it is bound to serve you for the duration. If the creature was summoned or created by another spell, its duration is extended. The creature must follow your instructions, including accompanying you on adventures, guarding locations, or delivering messages. If the creature completes the spell before the spell ends, it reports to you, or returns to the bound place until the spell ends. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.
Abjuration; 1 Hour; 60 feet; 24 hours; V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Raise Dead: The spell allows you to bring a dead creature back to life if it has been dead for 10 days. If the creature's soul is willing and at liberty to rejoin the body, it returns with 1 hit point. The spell neutralizes poison and cures nonmagical diseases affected by the creature's death. However, it doesn't remove magical diseases or curses. The spell can't return an undead creature. It closes mortal wounds but doesn't restore missing body parts. If the creature lacks vital organs, the spell fails. Returning from the dead incurs a -4 penalty on attack rolls, saving throws, and ability checks. The penalty is reduced by 1 after a long rest.
Necromancy; 1 Action; Touch; Instantaneous; V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Rary's Telepathic Bond: You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Divination; 1 Action R; 30 feet; 1 hour; V, S
Scrying: You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge, Save Modifier
Secondhand (you have heard of the target), +5
Firsthand (you have met the target), +0
Familiar (you know the target well), -5
Connection, Save Modifier
Likeness or picture, -2
Possession or garment, -4
Body part, lock of hair, bit of nail, or the like, -10
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Divination; 10 Minutes; Self; Concentration, up to 10 minutes; V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Seeming: This spell allows you to alter the appearance of any number of creatures within range, giving each target a new, illusory appearance. An unwilling target can make a Charisma saving throw, which is unaffected by the spell. The spell can disguise physical appearances, clothing, armor, weapons, and equipment, making each creature appear shorter or taller, thin, fat, or in-between. However, the spell cannot change a target's body type, so the extent of the illusion is up to you. The spell lasts for the duration unless you dismiss it sooner. However, the changes made by this spell do not hold up to physical inspections. For instance, adding a hat to a creature's outfit would cause objects to pass through it, and if the creature appeared thinner, it would bump into the target's hand. A creature can use its action to inspect a target and make an Intelligence check against the spell save DC, revealing the target's disguise.
Illusion; 1 Action; 30 feet; 8 hours; V, S
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
Synaptic Static: A spell causes psychic energy to explode at a specific point, forcing creatures within a 20-foot radius sphere to make an Intelligence saving throw. Creatures with an Intelligence score of 2 or lower cannot be affected. A failed save results in 8d6 psychic damage, while successful saves cause half as much damage. After a failed save, the target has muddled thoughts for 1 minute, rolling a d6 and subtracting it from attack rolls, ability checks, and Constitution saving throws. The target can make an Intelligence saving throw at the end of each turn, ending the effect on itself on a success.
Enchantment; 1 Action; 120 feet; Instantaneous; V, S
Teleportation Circle: A spell involves drawing a 10-foot-diameter circle with sigils linking your location to a permanent teleportation circle of your choice. This circle contains a shimmering portal that remains open until the end of your next turn. Any creature entering the portal appears within 5 feet of the destination circle or in the nearest unoccupied space. Many major temples and guilds have permanent teleportation circles with unique sigil sequences. Upon first casting, you learn the sigil sequences for two destinations on the Material Plane, which can be learned during adventures. A new sigil sequence can be committed to memory after studying it for 1 minute. To create a permanent teleportation circle, cast the spell daily for one year, without using the circle for teleportation.
Conjuration; 1 Minute; 10 feet; 1 round; V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Eyebite: The spell transforms your eyes into an inky void with dread power, affecting one creature within 60 feet of you. The creature must succeed on a Wisdom saving throw or be affected by a specific effect. You can target another creature on each turn until the spell ends, but cannot target a creature that succeeded on a saving throw against this casting.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Necromancy; 1 Action; Self; Concentration, up to 1 minute; V, S
Find the Path: This spell allows you to find the shortest and most direct physical route to a specific fixed location on the same plane of existence. It fails if you name a destination on another plane, a moving destination, or a non-specific one. As long as you are on the same plane as the destination, you know its distance and direction. When presented with paths, you automatically determine the shortest and most direct route, but not necessarily the safest.
Divination; 1 Minute; Self; Concentration, up to 1 day; V, S, M (a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp, and an object from the location you wish to find)
Guards and Wards: Create a ward that protects up to 2,500 square feet of floor space, with the warded area up to 20 feet tall and shaped as desired. Divide the area among several stories of a stronghold, as long as you can walk into each contiguous area while casting the spell. Select individuals unaffected by the chosen effects and specify a password that makes the speaker immune to these effects when spoken aloud. Guards and Wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.
Place Magic Mouth in two locations.
Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.
Place a constant Gust of Wind in one corridor or room.
Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.
The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year.
Abjuration; 10 Minutes; Touch; 24 hours; V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Heroes' Feast: You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Conjuration; 10 Minutes; 30 feet; Instantaneous; V, S, M (a gem-encrusted bowl worth at least 1,000 gp)
Mass Suggestion: You can suggest a course of activity to magically influence up to twelve creatures within range, with creatures that cannot be charmed being immune. The suggestion must be reasonable and not harmful. Each target must make a Wisdom saving throw, and if failed, the creature will continue the action. The spell can continue for the entire duration, or end when the subject completes the task. You can also specify conditions that trigger a special activity, such as a group of soldiers giving money to the first beggar they meet. If the condition is not met before the spell ends, the activity isn't performed. If you or your companions damage a creature affected by the spell, the spell ends for that creature. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Enchantment; 1 Action; 60 feet; 24 hours; V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Otto's Irresistible Dance: Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V
Programmed Illusion: A spell can create an illusion of an object, creature, or visible phenomenon within range that activates when a specific condition occurs. The illusion must be no larger than a 30-foot cube and can last up to 5 minutes. When the specified condition occurs, the illusion springs into existence and performs as described. Once it finishes, it disappears and remains dormant for 10 minutes before being activated again. The triggering condition can be as general or detailed as you like, but must be based on visual or audible conditions within 30 feet of the area. Physical interaction with the image reveals the illusion as things can pass through it. A creature can determine the illusion's existence with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, they can see through the image and any noise it makes sounds hollow to the creature.
Illusion; 1 Action; 120 feet; Until dispelled; V, S, M (a bit of fleece and jade dust worth at least 25 gp)
True Seeing: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Divination; 1 Action; Touch; 1 hour; V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Dream of the Blue Veil: The spell involves a group of up to eight creatures falling unconscious and experiencing visions of another world on the Material Plane. If the spell reaches its full duration, each creature encounters and pulls back a mysterious blue curtain, leading to mental and physical transport to the world in the visions. To cast the spell, one must have a magic item from the desired world and be aware of its existence. The destination in the other world is a safe location within 1 mile of the item's creation. The spell ends early on a creature if it is not transported, and for the user if they take damage, the spell ends for them and all other creatures.
Conjuration; 10 minutes; 20 feet; 6 hours; V, S, M (a magic item or a willing creature from the destination world)
Etherealness: The spell involves entering the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in this area for the duration or until you dismiss the spell. During this time, you can move in any direction, but everything there looks gray and you can only see and hear the plane you originated from. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures on the Ethereal Plane cannot perceive or interact with you unless a special ability or magic is given. You ignore all objects and effects not on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet moved. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Transmutation; 1 Action; Self; Up to 8 hours; V, S
Forcecage: A cube-shaped prison, either a cage or a solid box, is created by magical force around an area within range. The cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced apart. The box can be up to 10 feet on a side, creating a solid barrier that prevents matter from passing through and blocking spells. When a spell is cast, creatures inside the cage are trapped, while those outside are pushed away. Creatures inside the cage cannot leave without a Charisma saving throw, and teleportation or interplanar travel must be used to exit the cage. The cage also extends into the Ethereal Plane, blocking ethereal travel. The spell cannot be dispelled by dispel magic.
Evocation; 1 Action; 100 feet; 1 hour; V, S, M (ruby dust worth 1,500 gp)
Mirage Arcane: The spell allows users to create terrain in a 1 mile square area to resemble various terrains, such as swamps, hills, crevasses, or grassy meadows. It also allows for altering the appearance of structures and adding them where none are present. The spell does not disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, allowing the spell to turn clear ground into difficult terrain or impede movement. Any piece of the illusory terrain disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form, but all other elements remain, allowing them to physically interact with the illusion.
Illusion; 10 Minutes; Sight; 10 days; V, S
Mordenkainen's Magnificent Mansion: You create an extradimensional dwelling with a shimmering entrance, 5 feet wide and 10 feet tall. You and any creature you designate can enter the dwelling as long as the portal remains open. The entrance is invisible when closed. Beyond the portal is a magnificent foyer with numerous chambers. The space can be created in any floor plan but cannot exceed 50 cubes. The dwelling has enough food for a nine-course banquet for up to 100 people. A staff of 100 servants, obedient to your orders, can perform tasks like fetching, cleaning, and serving food. They can go anywhere in the mansion but cannot leave it. The furnishings and objects created by the spell dissipate into smoke if removed. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Conjuration; 1 Minute; 300 feet; 24 hours; V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Mordenkainen's Sword: You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Evocation; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Prismatic Spray: Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
d8, Color, Ray Effect
1, Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2, Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3, Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4, Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5, Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6, Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7, Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8, Special: The target is struck by two rays. Roll twice more, rerolling any 8.
Evocation; 1 Action; Self (60-foot cone); Instantaneous; V, S
Project Image: An illusory copy of oneself is created that appears at any location within range, despite obstacles. The illusion mimics one's mannerisms and can be moved up to twice its speed. It can see and hear through its eyes and ears, and can switch between using its senses on your turn. However, while using its senses, you are blinded and deafened. Physical interaction with the illusion reveals it as an illusion, as things can pass through it. A creature can determine the illusion's existence by examining it with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, they can see through the image and hear any noise it makes as hollow.
Illusion; 1 Action; 500 Miles; Concentration, up to 1 day; V, S, M (a small replica of you made from materials worth at least 5 gp)
Regenerate: You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Transmutation; 1 Minute; Touch; 1 hour; V, S, M (a prayer wheel and holy water)
Resurrection: A dead creature that has been dead for over a century, not old or undead, can be revived if its soul is free and willing. The spell neutralizes poisons and cures normal diseases, but does not remove magical diseases or curses. It closes mortal wounds and restores missing body parts. Returning from the dead is an ordeal, with the target taking a -4 penalty on attack rolls, saving throws, and ability checks. The penalty is reduced by 1 after a long rest. Casting this spell to revive a dead creature increases your taxation, as you cannot cast spells until you finish a long rest, and you have disadvantages on attack rolls, ability checks, and saving throws.
Necromancy; 1 Hour; Touch; Instantaneous; V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
Symbol: This spell involves casting a harmful glyph on a surface or within an object that can be concealed. The glyph can cover an area no larger than 10 feet in diameter and must remain in place. The glyph is nearly invisible and requires an Intelligence check against your spell save DC to find it. The trigger for the glyph can be touched, removed, approached, or manipulated. For glyphs within an object, triggers include opening, approaching, or seeing or reading the glyph. The trigger can be refined to activate the spell under specific circumstances or according to a creature's physical characteristics. Additionally, the spell can be set to target creatures who say a certain password. When the glyph is inscribed, the spell's effect is chosen. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes. Each creature in the sphere when the glyph activates is targeted by its effect, as well as those who enter or end their turn in the sphere.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Abjuration; 1 Minute; Touch; Until dispelled or triggered; V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Teleport: This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity, Mishap, Similar Area, Off Target, On Target
Permanent circle, —, —, —, 01-100
Associated object, —, —, —, 01-100
Very familiar, 01-05, 06-13, 14-24, 25-100
Seen casually, 01-33, 34-43, 44-53, 54-100
Viewed once, 01-43, 44-53, 54-73, 74-100
Description, 01-43, 44-53, 54-73, 74-100
False destination, 01-50, 51-100, —, —
"Permanent circle" means a permanent Teleportation Circle whose sigil sequence you know.
"Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
"Seen casually" is someplace you have seen more than once but with which you aren't very familiar.
"Viewed once" is a place you have seen once, possibly using magic.
"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Conjuration; 1 Action; 10 feet; Instantaneous; V
Antipathy/Sympathy: This spell targets an object or area within range, either large or small, and a type of intelligent creature like red dragons, goblins, or vampires. It provides an aura that attracts or repels the creatures for a duration, with the effect being either antipathy or sympathy.
Antipathy: The enchantment causes creatures to feel a strong urge to leave and avoid a target. If a creature can see or is within 60 feet of the target, it must succeed on a Wisdom saving throw or become frightened. The creature must move to a safe spot from which it can't see the target. If the creature moves more than 60 feet and can't see the target, it's no longer frightened. However, it becomes frightened again if it regains sight or moves within 60 feet.
Sympathy: The enchantment causes creatures to feel a strong urge to approach a target within 60 feet of it. To do so, they must succeed on a Wisdom saving throw or use their movement on each turn. Once they have entered the area, they cannot move away. If the target damages an affected creature, they can make a Wisdom saving throw to end the effect.
A creature ends its turn without being within 60 feet of a target, making a Wisdom saving throw. A successful save removes the target's effect and the feeling of repugnance or attraction as magical. The spell allows another Wisdom saving throw every 24 hours, and a successful save immunity for 1 minute. After this, the creature can be affected again.
Enchantment; 1 Hour; 60 feet; 10 Days; V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
Dominate Monster: You try to beguile a creature within range by succeeding on a Wisdom saving throw or being charmed by you. If you or friendly creatures are fighting, the creature gains an advantage on the saving throw. You have a telepathic link with the creature, allowing you to issue commands while you are conscious. You can specify simple actions like "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order without further direction, it defends and preserves itself. You can use your actions to control the target, allowing it to take only the actions you choose until the end of your next turn. You can also cause the creature to use a reaction, but this requires you to use your own reaction. Each time the target takes damage, it makes a new Wisdom saving throw against the spell, and if it succeeds, the spell ends. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 hour; V, S
Feeblemind: You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.
Enchantment; 1 Action; 150 feet; Instantaneous ;V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Glibness: Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Transmutation; 1 Action; Self; 1 hour; V
Mind Blank: Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Abjuration; 1 Action; Touch; 24 hours; V, S
Power Word: Stun: You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Enchantment; 1 Action; 60 feet; Instantaneous; V, S
Foresight: You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Divination; 1 Minute; Touch; 8 hours; V, S, M (a hummingbird feather)
Mass Polymorph: You can transform up to ten creatures within range, with an unwilling target needing a Wisdom saving throw to resist the transformation. The target takes on a beast form of your choice, with the new form being any beast with a challenge rating equal to or less than the target's. The target's game statistics are replaced with the chosen beast's, but its hit points, alignment, and personality remain. Each target gains temporary hit points equal to its new form's, which cannot be replaced by another source. A target reverts to its normal form when it has no more temporary hit points or dies. If the spell ends before this, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Transmutation; 1 Action; 120 feet; Concentration, up to 1 hour; V, S, M (a caterpillar cocoon)
Power Word: Heal: A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Evocation; 1 Action; Touch; Instantaneous; V, S
Power Word: Kill: You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Enchantment; 1 Action; 60 feet; Instantaneous; V
Prismatic Wall: A shimmering, multicolored plane of light forms a vertical opaque wall up to 90 feet long, 30 feet high, and 1 inch thick, centered on a point within range. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. Creatures can pass through and remain near the wall without harm. If another creature can see the wall, they must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach or pass through the wall, they must make a Dexterity saving throw or be affected by that layer's properties. The wall can be destroyed, one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell, and an Antimagic Field has no effect on it.
Color, Effect
Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or a similar spell of equal or higher level.
Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or similar spell of equal or higher level that can end spells and magical effects.
Abjuration; 1 Action; 60 feet; 10 minutes; V, S
Psychic Scream: You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Enchantment; 1 Action; 90 feet; Instantaneous; S
True Polymorph: Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. This spell can't affect a target that has 0 hit points.
Creature into Creature.
If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature.
You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object.
If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 hour; V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)