Acid Splash: You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. When you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; 60 Feet; Instantaneous; V, S
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
Booming Blade: Make a melee attack and on a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Evocation; 1 Action; Self (5-foot radius); 1 round; S, M (a melee weapon worth at least 1 sp)
Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy; 1 Action; 120 feet; 1 round; V, S
Control Flames: You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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; 60 Feet; Instantaneous or 1 hour; S
Create Bonfire: You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 minute; V, S
Dancing Lights: You create up to four torch-sized lights within range. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Evocation; 1 Action; 120 feet; Concentration up to 1 minute; V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Encode Thoughts: You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Enchantment; 1 Action; Self; 8 hours; S
Fire Bolt: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation; 1 Action; 120 feet; Instantaneous; V, S
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)
Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Green-Flame Blade: Make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and fire damage. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Evocation; 1 Action; Self (5-foot radius); Instantaneous; S, M (a melee weapon worth at least 1 sp)
Gust: You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Transmutation; 1 Action; 30 feet; Instantaneous; V, S
Infestation: You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; 30 feet; Instantaneous; V, S, M (a living flea)
Light: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you cast it again or dismiss it as an action.
Evocation; 1 Action; Touch; 1 hour; V
Lightning Lure: You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; Self (15-foot radius); Instantaneous; V
Mage Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Conjuration; 1 Action; 30 feet; 1 minute; V, S
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)
Mind Sliver: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Enchantment; 1 Action; 60 feet; 1 round; V
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)
Mold Earth: You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 30 feet; Instantaneous or 1 hour; S
On/Off (UA): This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.
Transmutation T; 1 Action; 60 feet; Instantaneous; V, S
Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Conjuration; 1 Action; 10 feet; Instantaneous; V, S
Prestidigitation: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 10 feet; Up to 1 hour; V, S
Ray of Frost: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Sapping Sting: You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Necromancy D; 1 Action; 30 feet; Instantaneous; V, S
Shape Water: You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 30 feet; Instantaneous or 1 hour; S
Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; Touch; Instantaneous; V, S
Sword Burst: You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; Self (5-foot radius); Instantaneous; V
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
Toll the Dead: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Necromancy; 1 Action; 60 feet; Instantaneous; V, 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
Absorb Elements: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Abjuration; 1 Reaction; Self; 1 round; S
Acid Stream (UA): A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation; 1 Action; Self (30-foot line); Concentration, up to 1 minute; V, S, M (a bit of rotten food)
Alarm: You set an alarm against unwanted intrusion. Choose an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Abjuration; 1 Minute R; 30 feet; 8 Hours; V, S, M (a tiny bell and a piece of fine silver wire)
Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 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 (15-foot cone); Instantaneous; V, S
Catapult: Choose one object weighing 1-5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Transmutation; 1 Action; 60 feet; Instantaneous; S
Cause Fear: You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
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
Chromatic Orb: You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. 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; 90 feet; Instantaneous; V, S, M (a diamond worth at least 50 gp)
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)
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)
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
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
Expeditious Retreat: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Transmutation; 1 Bonus Action; Self; Concentration, up to 10 minutes; V, S
False Life: Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Necromancy; 1 Action; Self; 1 hour; V, S, M (a small amount of alcohol or distilled spirits)
Feather Fall: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Transmutation; 1 Reaction; 60 feet; 1 minute; V, M (a small feather or piece of down)
Find Familiar: You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Conjuration; 1 Hour R; 10 feet; Instantaneous; V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Fog Cloud: You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Conjuration; 1 Action; 120 feet; Concentration, up to 1 hour; V, S
Frost Fingers: Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried. 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 cone); Instantaneous; V, S
Gift of Alacrity: You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Divination DC; 1 Minute; Touch; 8 hours; V, S
Grease: Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Conjuration; 1 Action; 60 feet; 1 minute; V, S, M (a bit of pork rind or butter)
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 Elixir (UA): You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
Conjuration; 1 Minute; Self; 24 hours; V, S, M (alchemist’s supplies)
Ice Knife: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Conjuration; 1 Action; 60 feet; Instantaneous; S, M (a drop of water or piece of ice)
Id Insinuation (UA): You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Enchantment; 1 Action; 60 feet; 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)
Infallible Relay (UA): With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
Divination T; 1 Minute; Self; Concentration, up to 10 minutes; V, S, M (a mobile phone)
Jim's Magic Missile: You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage. If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.
Evocation; 1 Action; 120 feet; Instantaneous; V, S, M (1 gold coin, which is consumed as tax for using the spell)
Jump: You touch a creature. The creature’s jump distance is tripled until the spell ends.
Transmutation; 1 Action; Touch; 1 minute; V, S
Longstrider: You touch a creature. The target’s speed increases by 10 feet until the spell ends. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation; 1 Action; Touch; 1 hour; V, S
Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Abjuration; 1 Action; Touch; 8 hours; V, S
Magic Missile: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Evocation; 1 Action; 120 feet; Instantaneous; V, S
Magnify Gravity: The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. 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.
Transmutation DG; 1 Action; 60 feet; 1 round; V, S
Protection from Evil and Good: Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Abjuration; 1 Action; Touch; Concentration, up to 10 minutes; V, S, M (holy water or powdered silver and iron, which the spell consumes)
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
Ray of Sickness: A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. 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.
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
Remote Access (UA): You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.
Transmutation T; 1 Action; 120 feet; 10 minutes; V, S
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
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Abjuration; 1 Reaction; Self; 1 round; 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)
Snare: The spell creates a 5-foot radius circle on a flat surface, disappearing as a magical trap. It requires a successful Intelligence check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until hanging upside down 3 feet above the protected surface. The restrained creature can either make a Dexterity saving throw with disadvantage at the end of each turn, ending the restrained effect on success, or another creature can use an Intelligence check against your spell save DC, ending the restrained effect on success.
Abjuration; 1 Minute; Touch; Until dispelled or triggered; V, S, M (30 feet of cord or rope)
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 Caustic Brew: A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Evocation; 1 Action; Self (30-foot line); Concentration, up to 1 minute; V, S, M (a bit of rotten food)
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)
Tenser's Floating Disk: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Conjuration; 1 Action R; 30 feet; 1 hour V, S, M (a drop of mercury)
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
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)
Witch Bolt: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Evocation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a twig from a tree that has been struck by lightning)
Aganazzar's Scorcher: A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. 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; 30 Feet; Instantaneous; V, S, M (a red dragon’s scale)
Air Bubble: You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Conjuration; 1 Action; 60 Feet; 24 hours; S
Alter Self: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Transmutation; 1 Action; Self; Concentration, up to 1 hour; V, S
Arcane Hacking (UA): You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.
Transmutation T; 1 Action; Self; Concentration, up to 1 hour; V, S, M (hacking tools)
Arcane Lock: You touch a closed entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Abjuration; 1 Action; Touch; Until dispelled; V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Augury: By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Divination; 1 Minute R; Self; Instantaneous; V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
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
Blur: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Illusion; 1 Action; Self; Concentration, up to 1 minute; V
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)
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)
Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat or damage and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Evocation; 1 Action; Touch; Until dispelled; V, S
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
Darkness: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Evocation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, M (bat fur and a drop of pitch or piece of coal)
Darkvision: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Transmutation; 1 Action; Touch; 8 hours; V, S, M (either a pinch of dried carrot or an agate)
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)
Digital Phantom (UA): This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.
Abjuration T; 1 Action; Self; Concentration, up to 1 hour; V, S, M (a small piece of copper wire)
Dragon's Breath: You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation; 1 Bonus Action; Touch; Concentration, up to 1 minute; V, S, M (a hot pepper)
Dust Devil: Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its 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.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a pinch of dust)
Earthbind: Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
Transmutation; 1 Action; 300 feet; Concentration, up to 1 minute; V
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)
Find Vehicle (UA): You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish your choice in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
Conjuration T; 10 Minutes; 30 feet; 8 hours; V, S
Flaming Sphere: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-‐‑foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Flock of Familiars: You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Conjuration; 1 Minute; Touch; Concentration, up to 1 hour; V, S
Fortune's Favor: You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. 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.
Divination D; 1 Minute; 60 feet; 1 hour; V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
Gentle Repose: You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Necromancy; 1 Action R; Touch; 10 days; V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
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)
Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Evocation; 1 Action; Self (60-foot line); Concentration, up to 1 minute; V, S
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
Icingdeath's Frost (UA): A burst of icy cold energy emanates from you in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Evocation; 1 Action; Self (15-foot cone); Instantaneous; S, M (a vial of meltwater)
Immovable Object: You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Transmutation DG; 1 Action; Touch; 1 hour; V, S, M (gold dust worth at least 25 gp, which the spell consumes)
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
Jim's Glowing Coin: When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration.
Enchantment; 1 Action; 60 feet; 1 minute; S, M (a coin, 2 gold coins, which is consumed as tax for using the spell)
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
Levitate: One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can only move by pushing or pulling against a fixed object or surface within reach, allowing it to move as if climbing. You can change the target's altitude by up to 20 feet on your turn. If you are the target, you can move up or down. Otherwise, you can use your action to move the target within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Transmutation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S
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)
Magic Weapon: You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Transmutation; 1 Bonus Action; Touch; Concentration, up to 1 hour; V, S
Maximillian's Earthen Grasp: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a miniature hand sculpted from clay)
Melf's Acid Arrow: A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. That attack counts as a critical hit on a natural 18, 19 or 20. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. On a critical hit, the damage dice rolled at the end of the target's turn are also doubled. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Evocation; 1 Action; 90 feet; Instantaneous; V, S, M (powdered rhubarb leaf and an adder’s stomach)
Mental Barrier (UA): You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom and Charisma saving throws, and you have resistance to psychic damage.
Abjuration; 1 Reaction; Self; 1 round; V
Mind Spike: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. 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.
Divination; 1 Action; 60 feet; Concentration, up to 1 hour; S
Mind Thrust (UA): You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a fail, the target takes 3d6 psychic damage, and it can only use it's movement, an action, bonus action or reaction until the end of its next turn. On a successful save, the target takes half as much damage and none of the spell's other effects. At higher levels. 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. The creatures must be within 30 feet of each other when you cast.
Enchantment; 1 Bonus Action; 60 feet; 1 round; V, S
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
Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Conjuration; 1 Bonus Action; Self; Instantaneous; V
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)
Nystul's Magic Aura: You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Illusion; 1 Action; Touch; 24 hours; V, S, M (a small square of silk)
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
Ray of Enfeeblement: A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Rime's Binding Ice: A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Evocation; 1 Action; Self (30-foot cone); Instantaneous; S, M (a vial of meltwater)
Rope Trick: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
Transmutation; 1 Action; Touch; 1 hour; V, S, M (powdered corn extract and a twisted loop of parchment)
Scorching Ray: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Evocation; 1 Action; 120 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)
Shadow Blade: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Illusion; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
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
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
Snilloc's Snowball Storm: A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation; 1 Action; 90 feet; Instantaneous; V, S, M (a piece of ice or a small white rock chip)
Spider Climb: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (a drop of bitumen and a spider)
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
Tasha's Mind Whip: You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. 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. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 90 feet; 1 round; V
Thought Shield (UA): You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
Abjuration; 1 Action; Touch; 8 hours; V, S
Vortex Warp: You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Conjuration; 1 Action; 90 feet; Instantaneous; V, S
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
Warp Sense: For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself. If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again. 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; Concentration, up to 1 minute; Self; 1 Action; V, S, M (a razorvine leaf)
Web: You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Webs can collapse if not anchored between solid masses or layered across a floor, wall, or ceiling. They have a depth of 5 feet and require each creature to make a Dexterity saving throw. If a save fails, the creature remains in the webs or until it breaks free. If restrained, the creature can use its action to make a Strength check against the spell save DC, and if successful, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a bit of spiderweb)
Wither and Bloom: You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
Wristpocket: You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Conjuration D; 1 Action R; Self; Concentration, up to 1 hour; S
Animate Dead: This spell creates an undead servant by imbuing a target with a foul mimicry of life. The target becomes a skeleton or a zombie if chosen. Players can mentally command the creature within 60 feet of them, choosing actions and movements. The creature is under control for 24 hours, and to maintain control for another 24 hours, the spell must be cast again before the current period ends. This reasserts control over up to four animated creatures.
Necromancy; 1 Minute; 10 feet; Instantaneous; V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
he 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)
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)
Ashardalon's Stride: The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
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
Blink: The spell involves rolling a d20 at the end of each turn, and if the roll is 11 or higher, the player vanishes from their current plane and appears in the Ethereal Plane. If the spell fails, the player returns to an unoccupied space within 10 feet of the space they vanished from, or appears in the nearest unoccupied space. The spell can be dismissed as an action. The Ethereal Plane allows the player to see and hear their origin plane, which is cast in shades of gray, and can only be affected by other creatures on the plane. Creatures on the Ethereal Plane cannot perceive or interact with the player unless they have the ability to do so.
Transmutation; 1 Action; Self; 1 minute; V, S
Catnap: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Enchantment; 1 Action; 30 feet; 10 minutes; S, M (a pinch of sand)
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)
Conjure Lesser Demon (UA): You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
Counterspell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Abjuration; 1 Reaction, which you take when you see a creature within 60 feet of you casting a spell; 60 feet; Instantaneous; S
Dispel Magic: Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Abjuration; 1 Action; 120 feet; Instantaneous; V, S
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
Erupting Earth: Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Transmutation; 1 Action; 120 feet; Instantaneous; V, S, M (a piece of obsidian)
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)
Fireball: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation; 1 Action; 150 feet; Instantaneous; V, S
Flame Arrows: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S
Flame Stride (UA): The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Fly: You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation; 1 Action; Touch; Concentration, up to 10 minute; V, S, M (a wing feather from any bird)
Galder's Tower: You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest, and magical fireplace
A study with desks, books, bookshelves, parchments, ink, and ink pens
A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
A lounge with couches, armchairs, side tables and footstools
A washroom with toilets, washtubs, a magical brazier, and sauna benches
An observatory with a telescope and maps of the night sky
An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Conjuration; 10 Minutes; 30 feet; 24 hours; V, S, M (a fragment of stone, wood, or other building material)
Gaseous Form: You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (a bit of gauze and a wisp of smoke)
Glyph of Warding: This spell inscribes a magical effect triggered by other creatures on a surface or within an object. The glyph can cover 10 feet in diameter and requires an Intelligence check. Triggers can be touched, removed, approached, or manipulated. The spell ends when triggered. Refine triggers based on physical characteristics, creature kind, or alignment. Choose explosive runes or spell glyphs.
Explosive runes erupt with magical energy in a 20-foot-radius sphere centered on the glyph, spreading around corners. Each creature in the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw or half as much damage on a successful one.
Spell glyphs can store a prepared spell of 3rd level or lower in the glyph, targeting a single creature or an area. When triggered, the stored spell is cast, targeting the creature that triggered the glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Abjuration; 1 Hour; Touch; Until dispelled or triggered; V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Haste: Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a shaving of licorice root)
Haywire (UA): This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
d6, Effect
1: The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4: The device does not function.
5: The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6: The device is usable as normal.
When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
Enchantment T; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
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)
Incite Greed: When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Enchantment; 1 action; 30 feet; Concentration, up to 1 minute; V, S, M (a gem worth at least 50 gp)
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
Invisibility To Cameras (UA): Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision.
Illusion T; 1 Action; 10 feet; Concentration, up to 1 minute; V, S, M (a scrap of black paper)
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)
Life Transference: You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy; 1 Action; 30 feet; Instantaneous; V, S
Lightning Bolt: A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation; 1 Action; Self (100-foot line); Instantaneous; V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Magic Circle: You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Abjuration; 1 Minute; 10 feet; 1 hour; V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
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)
Melf's Minute Meteors: You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire 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 number of meteors created increases by two for each slot level above 3rd.
Evocation; Self; 120 feet; Concentration, up to 10 minutes; V, S, M (niter, sulfur, and pine tar formed into a bead)
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)
Phantom Steed: A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Illusion; 1 Minute R; 30 feet; 1 hour; V, S
Protection from Ballistics (UA): This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.
Abjuration T; 1 Action; Touch; Concentration, up to 10 minutes; V, S, M (a shell casing)
Protection from Energy: For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Abjuration; 1 Action; Touch; Concentration, up to 1 hour; V, S
Psionic Blast (UA): You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation; 1 Action; Self (30-foot cone); Instantaneous; V
Pulse Wave: You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Evocation D; 1 Action; Self (30-foot cone); Instantaneous; V, S
Remove Curse: At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Abjuration; 1 Action; Touch; 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)
Sleet Storm: Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Conjuration; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (a pinch of dust and a few drops of water)
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)
Spirit Shroud: You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Necromancy; 1 Bonus Action; Self; Concentration, up to 1 minute; 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)
Summon Fey: You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fey Spirit
Small fey
Armor Class: 12 + the level of the spell (natural armor)
Hit Points: 30 + 10 for each spell level above 3rd
Speed: 40 ft.
STR: 13 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 14 (+2)
WIS: 11 (+0)
CHA: 16 (+3)
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 10
Languages: Sylvan, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The Fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded flower worth at least 300 gp)
Summon Lesser Demons: You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6, Demons Summoned
1-2: Two demons of challenge rating 1 or lower
3-4: Four demons of challenge rating 1/2 or lower
5-6: Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Summon Shadowspawn: You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.
Shadow Spirit
Medium monstrosity
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 35 + 15 for each level of the spell above 3rd
Speed: 40 ft.
STR: 13 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 4 (−3)
WIS: 10 (+0)
CHA: 16 (+3)
Damage Resistances: necrotic
Condition Immunities: frightened
Senses: darkvision 120 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Action
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (tears inside a crystal vial worth at least 300 gp)
Summon Undead: You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd
Speed: 30 ft., fly 40 ft. (hover) (Ghostly only)
STR: 12 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 4 (−3)
WIS: 10 (+0)
CHA: 9 (−1)
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
Necromancy; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded skull worth at least 300 gp)
Summon Warrior Spirit (UA): You call forth a warrior spirit from the legendary Deck of Many Things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends. The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Warrior Spirit
Medium Undead
Armor Class: 13 + the level of the spell + 2 (Fighter only)
Hit Points: 30 (Babarian and Fighter only) or 20 (Monk only) + 10 for each spell level above 3rd
Speed: 30 ft., 40 ft. (Monk only)
STR: 16 (+3)
DEX: 16 (+3)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 9 (-1)
Saving Throws: Str +3, Dex +3
Damage Resistances: poison
Condition Immunities: charmed, poisoned
Senses: passive Perception 13
Languages: Common, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The warrior makes a number of attacks equal to half this spell’s level (rounded down).
Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.
Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell’s level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Bonus Actions
Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded playing card depicting a knight worth at least 300 gp)
Thunder Step: You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration; 1 Action; 90 feet; Instantaneous; V
Tidal Wave: You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
Conjuration; 1 Action; 120 feet; Instantaneous; V, S, M (a drop of water)
Tiny Servant: This spell animates a tiny, nonmagical object, allowing the target to sprout arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. As a bonus action, you can mentally command the creature within 120 feet of you. If controlling multiple creatures, you can command them at the same time. The creature's actions and movements can be determined by you, or you can issue simple commands. If no commands are issued, the servant defends itself against hostile creatures. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over. At higher levels, you can animate two additional objects for each slot level above 3rd.
Tiny Servant
Tiny Construct
Armor Class: 15 (natural armor)
Hit Points: 10 (4d4)
Speed: 30ft., climb 30 ft.
STR: 4 (-3)
DEX: 16 (+3)
CON: 10 (+0)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 1 (-5)
Damage Immunities poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages: —
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Transmutation; 1 Minute; Touch; 8 hours; V, S
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
Vampiric Touch: The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Necromancy; 1 Action; Self; Concentration, up to 1 minute; V, S
Wall of Sand: You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Evocation; 1 Action; 90 feet; Concentration, up to 10 minutes; V, S, M (a handful of sand)
Wall of Water: You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Evocation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S, M (a drop of water)
Water Breathing: This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Transmutation; 1 Action R; 30 feet; 24 hours; V, S, M (a short reed or piece of straw)
Arcane Eye: You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Divination; 1 Action; 30 feet; Concentration, up to 1 hour; V, S, M (a bit of bat fur)
Banishment: You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. 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.
Abjuration; 1 Action; 60 feet; Concentration, up to 1 minutes; V, S, M (an item distasteful to the target)
Blight: Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Necromancy; 1 Action; 30 feet; Instantaneous; V, S
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
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
Conjure Barlgura (UA): You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.
Conjuration; 1 Action; 60 feet; Up to 10 minutes; V, S
Conjure Knowbot (UA): You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable. You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.
Conjuration T; 1 Action; Touch; 10 minutes; V, S
Conjure Minor Elementals: You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
One elemental of challenge rating 2 or lower
Two elementals of challenge rating 1 or lower
Four elementals of challenge rating 1/2 or lower
Eight elementals of challenge rating 1/4 or lower
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Conjuration; 1 Minute; 90 feet; Concentration, up to 1 hour; V, S
Conjure Shadow Demon (UA): You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
Control Water: Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20--‐‑foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. Each turn in the vortex the creature is in, take 2d8 bludgeoning damage.
Transmutation; 1 Action; 300 feet; Concentration, up to 10 minutes; V, S, M (a drop of water and a pinch of dust)
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
Divination: Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Divination; 1 Action R; Self; Instantaneous; V, S, M (Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
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
Elemental Bane: Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Transmutation; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Evard's Black Tentacles: Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 minute; V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Fabricate: This spell allows for the conversion of raw materials into products of the same material, such as a wooden bridge from trees, rope from hemp, and clothes from flax or wool. The spell can be used to create large or smaller objects, depending on the quantity of raw materials. However, objects made with metal, stone, or other mineral substances can only be larger than medium. The quality of the fabricated objects is proportional to the quality of the raw materials. However, this spell cannot create or transmute creatures or magic items, and it cannot be used to create high-quality craftsmanship items like jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Transmutation; 10 Minutes; 120 feet; Instantaneous; V, S
Fire Shield: Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Evocation; 1 Action; Self; 10 minutes; V, S, M a bit of phosphorus or a firefly)
Galder's Speedy Courier: You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
Conjuration; 1 Action; 10 feet; 10 minutes; V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
Gate Seal: You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
Abjuration; 1 Minute; 60 feet; 24 hours; V, S, M (a broken portal key, which the spell consumes)
Gravity Sinkhole: A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. 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.
Evocation DG; 1 Action; 120 feet; Instantaneous; V, S, M (a black marble)
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)
Ice Storm: A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Evocation; 1 Action; 300 feet; Instantaneous; V, S, M (a pinch of dust and a few drops of water)
Leomund's Secret Chest: A chest with 12 cubic feet of nonliving material is hidden on the Ethereal Plane. It can be recalled by touching the miniature replica. The spell's effect ends after 60 days, with a 5% chance per day. The larger chest is irretrievable if the spell ends, the smaller replica is destroyed, or the spell is ended. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Conjuration; 1 Action; Touch; Instantaneous; V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
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)
Mordenkainen's Faithful Hound: A phantom watchdog is created in an unoccupied space, invisible to all creatures except you. It barks loudly when a creature comes within 30 feet without speaking the specified password. The hound sees invisible creatures and can see into the Ethereal Plane, ignoring illusions. At the start of each turn, the hound attempts to bite one hostile creature within 5 feet of it. The attack bonus is equal to your spellcasting ability modifier + your proficiency bonus, and on a hit, it deals 4d8 piercing damage.
Conjuration; 1 Action; 30 feet; 8 hours; V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Mordenkainen's Private Sanctum: You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Abjuration; 1 Action; 120 feet; 24 hours; V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Otiluke's Resilient Sphere: A shimmering force sphere encloses a large or smaller creature within range, requiring a Dexterity saving throw. The sphere is immune to all damage, and a creature inside cannot be damaged by external attacks or effects. The sphere is weightless and can be pushed against by an enclosed creature, allowing it to roll at half its speed. The sphere can also be picked up and moved by other creatures. A Disintegrate spell targeting the sphere destroys it without harming anything inside it.
Evocation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
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
Sickening Radiance: Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Evocation; 1 Action; 120 Feet; Concentration, up to 10 minutes; V, S
Spirit of Death (UA): You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit. The spirit uses the Reaper Spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points, or when the spell ends. The reaper spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but it will only attack the haunted creature. If you don’t issue the spirit any commands, it takes the Dodge action and uses its move to avoid danger When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Reaper Spirit
Medium Undead
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each level of the spell above 4th
Speed: 30 ft., fly 30 ft. (hover)
STR: 16 (+3)
DEX: 16 (+3)
CON: 16 (+3)
INT: 16 (+3)
WIS: 16 (+3)
CHA: 16 (+3)
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Haunting Tracker. You and the reaper can sense the direction and distance to the haunted creature if it’s on the same plane of existence as you.
Actions
Multiattack. The reaper makes a number of attacks equal to half this spell’s level (rounded down).
Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level necrotic damage.
Paralyzing Fear (1/Day). The reaper attempts to instill fear into the haunted creature it can see within 60 feet of itself. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the reaper for 1 minute. While frightened this way, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. The frightened creature can repeat the saving throw at the end of each of its turns, or immediately after it takes damage, ending the effect on itself on a success.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a gilded playing card depicting an avatar of death worth at least 400 gp)
Stone Shape: You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Transmutation; 1 Action; Touch; Instantaneous; V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Stoneskin: This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Abjuration; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (diamond dust worth 100 gp, which the spell consumes)
Storm Sphere: A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Evocation; 1 Action; 150 feet; Concentration, up to 1 minute; V, S
Summon Aberration: You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.
Aberrant Spirit
Medium aberration
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft., fly 30 ft. (hover) (Beholderkin only)
STR: 16 (+3)
DEX: 10 (+0)
CON: 15 (+2)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 6 (−2)
Damage Immunities: psychic
Senses: darkvision 60 ft., passive Perception 10
Languages: Deep Speech, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
Actions
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
Summon Construct: The spirit of a construct is summoned in an unoccupied space, using the Construct Spirit stat block. Casting the spell, choose a material like Clay, Metal, or Stone, and the creature resembles a golem or modron. It disappears when it drops to 0 hit points or the spell ends. The creature is an ally to you and your companions, sharing initiative count in combat and obeying verbal commands. If no commands are issued, it uses the Dodge action to avoid danger. At higher levels, use the higher level where the spell's level appears in the stat block.
Construct Spirit
Medium construct
Armor Class: 13 + the level of the spell (natural armor)
Hit Points: 40 + 15 for each spell level above 4th
Speed: 30 ft
STR: 18 (+4)
DEX: 10 (+0)
CON: 18 (+4)
INT: 14 (+2)
WIS: 11 (+0)
CHA: 5 (−3)
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
Summon Elemental: You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Elemental Spirit
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR: 18 (+4)
DEX: 15 (+2)
CON: 17 (+3)
INT: 4 (-3)
WIS: 10 (+0)
CHA: 16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
Summon Greater Demon: You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Synchronicity (UA): The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage. Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.
Enchantment T; 1 Action; Touch Concentration, up to 1 hour; V, S
System Backdoor (UA): This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell’s level is equal to or less than the level of the spell slot you used.
Transmutation T; 1 Minute; Self; Concentration, up to 1 hour; V, S, M (hacking tools)
Vitriolic Sphere: You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Evocation; 1 Action; 150 feet; Instantaneous; V, S, M (a drop of giant slug bile)
Wall of Fire: You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (a small piece of phosphorus)
Watery Sphere: You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 minute; V, S, M (a droplet of water)
Widogast's Vault of Amber (HB): You arrange 5 small amber gems in a loose circle around any non-living materials and trace Transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material. The caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled.
Transmutation; 1 minute R; Touch; Until dispelled; V, S, M (5 small amber gems worth 200 gp)
Widogast's Web of Fire (HB): Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one. The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried. 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.
Evocation; 1 Action; 60 feet; Instantaneous; V, S, M (A cat's cradle of thread or string coated in phosphorus)