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)
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
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)
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
Chaos Bolt: You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8, Damage Type
1: Acid
2: Cold
3: Fire
4: Force
5: Lightning
6: Poison
7: Psychic
8: Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Evocation; 1 Action; 120 feet; Instantaneous; 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)
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
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)
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
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)
Jump: You touch a creature. The creature’s jump distance is tripled until the spell ends.
Transmutation; 1 Action; Touch; 1 minute; 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
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
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)
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)
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
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)
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
Cloud of Daggers: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a sliver of glass)
Crown of Madness: A humanoid within range must succeed on a Wisdom saving throw or become charmed by you. This causes a twisted crown of jagged iron on its head and a madness glow in its eyes. The charmed target must use its action to make a melee attack against a creature you mentally choose. If no creature is chosen or none are within reach, the target can act normally. On subsequent turns, you must maintain control or the spell ends. The target can make a Wisdom saving throw at the end of each turn. Success ends the spell.
Enchantment; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
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
Flame Blade: You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Evocation; 1 Bonus Action; Self; Concentration, up to 10 minutes; 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. 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)
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)
Invisibility: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Illusion; 1 Action; Touch; Concentration, up to 1 hour; V, S
Kinetic Jaunt: You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; S
Knock: Choose an object within range, such as a door, box, chest, manacle set, padlock, or other object with a lock that prevents access. A locked target becomes unlocked, unstuck, or barred. If the object has multiple locks, only one is unlocked. Cast a spell with Arcane Lock, suppressing the spell for 10 minutes, allowing normal opening and closing. A loud knock, audible from 300 feet, emanates from the target object when cast.
Transmutation; 1 Action; 60 feet; Instantaneous; V
Levitate: One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can only move by pushing or pulling against a fixed object or surface within reach, allowing it to move as if climbing. You can change the target's altitude by up to 20 feet on your turn. If you are the target, you can move up or down. Otherwise, you can use your action to move the target within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Transmutation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S
Magic 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)
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)
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
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)
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
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
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
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
Daylight: A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Evocation; 1 Action; 60 feet; 1 hour; V, S
Dispel Magic: Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Abjuration; 1 Action; 120 feet; Instantaneous; V, S
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)
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)
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)
Freedom of the Waves (HB): You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw. If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.
Conjuration HB; 1 action; 120 feet; Instantaneous; V, S, M (a strand of wet hair)
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)
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)
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)
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)
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
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)
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 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
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 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)
Water Walk: This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Transmutation; 1 Action R; 30 feet; 1 hour; V, S, M (a piece of cork)
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 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)
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
Dominate Beast: You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
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
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)
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)
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
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)
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)
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
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)
Animate Objects: You can summon up to ten nonmagical objects within range, with medium, large, and huge targets counting as two, four, and eight respectively. These objects become creatures under your control until the spell ends or until they have 0 hit points. As a bonus, you can mentally command any creature within 500 feet of you, or command multiple creatures simultaneously. You can decide the creature's action and location during its next turn, or issue a general command to guard a specific area. If no commands are issued, the creature defends itself against hostile creatures. Once given an order, the creature follows it until its task is completed.
Size, HP, AC, Attack, Ability Scores
Tiny, 20, 18, +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
Small, 25, 16, +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium, 40, 13, +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
Large, 50, 10, +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
Huge, 80, 10, +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10, Intelligence and Wisdom are 3, and Charisma is 1. The object has a speed of 30 feet and can hover if it lacks legs or other appendages. If attached to a surface or larger object, its speed is 0. The object has blindsight with a radius of 30 feet and is blind beyond that distance. When the object drops to 0 hit points, it reverts to its original form, and any remaining damage carries over. It can make a single melee attack against a creature within 5 feet, and a slam attack with an attack bonus and bludgeoning damage determined by its size. At higher levels, two additional objects can be animated for each slot level above 5th.
Transmutation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Bigby's Hand: Create a large, translucent hand in an unoccupied space, mimicking your hand's movements. The hand has AC 20 and hit points equal to your maximum. If it drops to 0 hit points, the spell ends. It has 26 (+8) strength and 10 (+0) dexterity. The hand doesn't fill its space. When cast, move the hand up to 60 feet and cause one of the following effects.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Evocation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (an eggshell and a snakeskin glove)
Cloudkill: You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S
Commune with City (UA): You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
Terrain and bodies of water
Prevalent buildings, plants, animals, or intelligent creatures
Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead
Influences from other planes of existence
Electrical currents, wireless signals, and active transit lines and tracks
For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
Divination T; 1 Minute R; Self; Instantaneous; V, S
Cone of Cold: A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation; 1 Action; Self (60-foot cone); Instantaneous; V, S, M (a small crystal or glass cone)
Conjure Vrock (UA): You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends. The vrock’s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check. If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss. 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 vrock cannot cross the circle or target anyone in it while the spell
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a gem worth at least 100 gp, which the spell consumes)
Control Winds: You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Transmutation; 1 Action; 300 feet; Concentration, up to 1 hour; V, S
Creation: The Shadowfell spell allows users to create nonliving objects of vegetable matter, such as soft goods, rope, or wood, or mineral objects like stone, crystal, or metal. The object must be no larger than a 5-foot cube and have a form and material they have seen before. The duration depends on the object's material, with the shortest duration used for multiple materials.
Material, Duration
Vegetable matter, 1 day
Stone, crystal, 12 hours
Precious metals, 1 hour
Gems, 10 minutes
Adamantine, Mithral, 1 minute
Using any material created by this spell as another spell’s material component causes that spell to fail. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Illusion; 1 Minute; 30 feet; Special; V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Dominate Person: You try to beguile a humanoid within range, requiring it to succeed on a Wisdom saving throw or be charmed by you. If you or friendly creatures are fighting, the target gains an advantage on the saving throw. You have a telepathic link with the creature, allowing you to issue commands while you are conscious. You can specify simple actions like "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order without further direction, it defends and preserves itself. You can use your actions to control the target, allowing it to take only the actions you choose until the end of your next turn. You can also cause the creature to use a reaction, but this requires you to use your own reaction. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the throw succeeds, the spell ends. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Enervation: A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Far Step: You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Conjuration; 1 Bonus Action; Self; Concentration, up to 1 minute; V
Freedom of the Winds (HB): Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed. When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.
Abjuration HB; 1 action; Self; Concentration up to 10 minutes; V, S, M (a scrap of sailcloth)
Hold Monster: Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Immolation: Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
Evocation; 1 Action ;90 feet; Concentration, up to 1 minute; V
Insect Plague: Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Conjuration; 1 Action; 300 feet; Concentration, up to 10 minutes; V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Seeming: This spell allows you to alter the appearance of any number of creatures within range, giving each target a new, illusory appearance. An unwilling target can make a Charisma saving throw, which is unaffected by the spell. The spell can disguise physical appearances, clothing, armor, weapons, and equipment, making each creature appear shorter or taller, thin, fat, or in-between. However, the spell cannot change a target's body type, so the extent of the illusion is up to you. The spell lasts for the duration unless you dismiss it sooner. However, the changes made by this spell do not hold up to physical inspections. For instance, adding a hat to a creature's outfit would cause objects to pass through it, and if the creature appeared thinner, it would bump into the target's hand. A creature can use its action to inspect a target and make an Intelligence check against the spell save DC, revealing the target's disguise.
Illusion; 1 Action; 30 feet; 8 hours; V, S
Shutdown (UA): This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.
Transmutation T; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Skill Empowerment: Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S
Summon Draconic Spirit: You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Draconic Spirit
Large Dragon, Neutral
Armor Class 14 + the level of the spell (natural armor)
Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of hit dice [d10s] equal to the level of the spell)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR: 19 (+4)
DEX: 14 (+2)
CON: 17 (+3)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 14 (+2)
Damage Resistances(Chromatic and Metallic Only) acid, cold, fire, lightning, poison
Damage Resistances(Gem Only) force, necrotic, psychic, radiant, thunder
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages Draconic, understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell's level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
Synaptic Static: A spell causes psychic energy to explode at a specific point, forcing creatures within a 20-foot radius sphere to make an Intelligence saving throw. Creatures with an Intelligence score of 2 or lower cannot be affected. A failed save results in 8d6 psychic damage, while successful saves cause half as much damage. After a failed save, the target has muddled thoughts for 1 minute, rolling a d6 and subtracting it from attack rolls, ability checks, and Constitution saving throws. The target can make an Intelligence saving throw at the end of each turn, ending the effect on itself on a success.
Enchantment; 1 Action; 120 feet; Instantaneous; V, S
Telekinesis: You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature.
You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object.
You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Transmutation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S
Teleportation Circle: A spell involves drawing a 10-foot-diameter circle with sigils linking your location to a permanent teleportation circle of your choice. This circle contains a shimmering portal that remains open until the end of your next turn. Any creature entering the portal appears within 5 feet of the destination circle or in the nearest unoccupied space. Many major temples and guilds have permanent teleportation circles with unique sigil sequences. Upon first casting, you learn the sigil sequences for two destinations on the Material Plane, which can be learned during adventures. A new sigil sequence can be committed to memory after studying it for 1 minute. To create a permanent teleportation circle, cast the spell daily for one year, without using the circle for teleportation.
Conjuration; 1 Minute; 10 feet; 1 round; V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Wall of Light: A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a hand mirror)
Wall of Stone: A nonmagical wall of solid stone, 6 inches thick, is created at a specific point within range. The wall is composed of ten 10-foot-by-10-foot panels, each contiguous with at least one other. If the wall cuts through a creature's space, it pushes them to one side. If a creature is surrounded by the wall, they can make a Dexterity saving throw and move up to escape. The wall can have any shape, but it cannot occupy the same space as a creature or object. It must be solidly supported by existing stone, allowing it to bridge chasms or create ramps. If the span exceeds 20 feet, the size of each panel must be halved to create supports. The wall is an object made of stone that can be damaged and breached. Each panel has AC 15 and 30 hit points per inch of thickness. Maintaining concentration on the spell for its duration makes the wall permanent and cannot be dispelled.
Evocation; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a small block of granite)
Arcane Gate: You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Conjuration; 1 Action; 500 feet; Concentration, up to 10 minutes; V, S
Chain Lightning: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Evocation; 1 Action; 150 feet; Instantaneous; V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Circle of Death: A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Necromancy; 1 Action; 150 feet; Instantaneous; V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Disintegrate: A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Transmutation; 1 Action; 60 feet; Instantaneous; V, S, M (a lodestone and a pinch of dust)
Eyebite: The spell transforms your eyes into an inky void with dread power, affecting one creature within 60 feet of you. The creature must succeed on a Wisdom saving throw or be affected by a specific effect. You can target another creature on each turn until the spell ends, but cannot target a creature that succeeded on a saving throw against this casting.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Necromancy; 1 Action; Self; Concentration, up to 1 minute; V, S
Fizban's Platinum Shield (UA): You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. The creature protected by the field gains the following benefits:
The creature has half cover.
The creature has resistance to acid, cold, fire, lightning, and poison damage.
If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Abjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
Flesh to Stone: You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Transmutation; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a pinch of lime, water, and earth)
Globe of Invulnerability: An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Abjuration; 1 Action; Self (10-foot radius); Concentration, up to 1 minute; V, S, M (a glass or crystal bead that shatters when the spell ends)
Investiture of Flame: Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
You are immune to fire damage and have resistance to cold damage.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Investiture of Ice: Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain created by ice or snow without spending extra movement.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Investiture of Stone: Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Investiture of Wind: Until the spell ends, wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S
Mass Suggestion: You can suggest a course of activity to magically influence up to twelve creatures within range, with creatures that cannot be charmed being immune. The suggestion must be reasonable and not harmful. Each target must make a Wisdom saving throw, and if failed, the creature will continue the action. The spell can continue for the entire duration, or end when the subject completes the task. You can also specify conditions that trigger a special activity, such as a group of soldiers giving money to the first beggar they meet. If the condition is not met before the spell ends, the activity isn't performed. If you or your companions damage a creature affected by the spell, the spell ends for that creature. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Enchantment; 1 Action; 60 feet; 24 hours; V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Mental Prison: You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Illusion; 1 Action; 60 feet; Concentration, up to 1 minute; S
Move Earth: Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Transmutation; 1 Action; 120 feet; Concentration, up to 2 hours; V, S, M (an iron blade and a small bag containing a mixture of soils – clay, loam, and sand)
Otherworldly Form (UA): Immune to fire/poison or radiant/necrotic damage, 40 ft flying speed, +2 AC bonus, weapons are magical, 2 attacks.
Transmutation; 1 Action; Self; Concentration, up to 1 minute; V, S, M (requires a component worth 500 gp)
Otiluke's Freezing Sphere: A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation; 1 Action; 300 feet; Instantaneous; V, S, M (a small crystal sphere)
Psychic Crush (UA): You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.
Enchantment; 1 Action; 60 feet; 1 minute; V, S
Scatter: The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Conjuration; 1 Action; 30 feet; Instantaneous; V
Sunbeam: A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Evocation; 1 Action; Self (60-foot line); Concentration, up to 1 minute; V, S, M (magnifying glass)
Tasha's Otherworldly Guise: Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
True Seeing: This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Divination; 1 Action; Touch; 1 hour; V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Conjure Hezrou (UA): You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends. The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss. 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 hezrou 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 (food worth at least 100 gp, which the spell consumes)
Crown of Stars: Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Evocation; 1 Action; Self; 1 hour; V, S
Delayed Blast Fireball: A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Evocation; 1 Action; 150 feet; Concentration, up to 1 minute; V, S, M (a tiny ball of bat guano and sulfur)
Draconic Transformation: With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S, M (a statuette of a dragon, worth at least 500 gp)
Dream of the Blue Veil: The spell involves a group of up to eight creatures falling unconscious and experiencing visions of another world on the Material Plane. If the spell reaches its full duration, each creature encounters and pulls back a mysterious blue curtain, leading to mental and physical transport to the world in the visions. To cast the spell, one must have a magic item from the desired world and be aware of its existence. The destination in the other world is a safe location within 1 mile of the item's creation. The spell ends early on a creature if it is not transported, and for the user if they take damage, the spell ends for them and all other creatures.
Conjuration; 10 minutes; 20 feet; 6 hours; V, S, M (a magic item or a willing creature from the destination world)
Etherealness: The spell involves entering the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in this area for the duration or until you dismiss the spell. During this time, you can move in any direction, but everything there looks gray and you can only see and hear the plane you originated from. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures on the Ethereal Plane cannot perceive or interact with you unless a special ability or magic is given. You ignore all objects and effects not on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet moved. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Transmutation; 1 Action; Self; Up to 8 hours; V, S
Finger of Death: You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
Fire Storm: A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-‐‑foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Evocation; 1 Action; 150 feet; Instantaneous; V, S
Plane Shift: You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Conjuration; 1 Action; Touch; Instantaneous; V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Power Word: Pain: You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Enchantment; 1 Action; 60 feet; Instantaneous; V
Prismatic Spray: Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
d8, Color, Ray Effect
1, Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2, Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3, Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4, Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5, Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6, Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7, Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8, Special: The target is struck by two rays. Roll twice more, rerolling any 8.
Evocation; 1 Action; Self (60-foot cone); Instantaneous; V, S
Reverse Gravity: This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
Transmutation; 1 Action; 100 feet; Concentration, up to 1 minute; V, S, M (a lodestone and iron filings)
Teleport: This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity, Mishap, Similar Area, Off Target, On Target
Permanent circle, —, —, —, 01-100
Associated object, —, —, —, 01-100
Very familiar, 01-05, 06-13, 14-24, 25-100
Seen casually, 01-33, 34-43, 44-53, 54-100
Viewed once, 01-43, 44-53, 54-73, 74-100
Description, 01-43, 44-53, 54-73, 74-100
False destination, 01-50, 51-100, —, —
"Permanent circle" means a permanent Teleportation Circle whose sigil sequence you know.
"Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
"Seen casually" is someplace you have seen more than once but with which you aren't very familiar.
"Viewed once" is a place you have seen once, possibly using magic.
"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Conjuration; 1 Action; 10 feet; Instantaneous; V
Abi-Dalzim's Horrid Wilting: You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy; 1 Action; 150 feet; Instantaneous; V, S, M (a bit of sponge)
Demiplane: You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Conjuration; 1 Action; 60 feet; 1 hour; S
Dominate Monster: You try to beguile a creature within range by succeeding on a Wisdom saving throw or being charmed by you. If you or friendly creatures are fighting, the creature gains an advantage on the saving throw. You have a telepathic link with the creature, allowing you to issue commands while you are conscious. You can specify simple actions like "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order without further direction, it defends and preserves itself. You can use your actions to control the target, allowing it to take only the actions you choose until the end of your next turn. You can also cause the creature to use a reaction, but this requires you to use your own reaction. Each time the target takes damage, it makes a new Wisdom saving throw against the spell, and if it succeeds, the spell ends. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 hour; V, S
Earthquake: You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures. 1d6 fissures appear on the map at the start of your next turn. Each one is 1d10x10ft deep and 10ft wide. A creature must succeed a Dexterity saving throw or fall in it. If a structure is above the fissure, it automatically collapses.
Structures. The tremor deals 50 bludgeoning damage and any creature within half of the buildings height must make a Dexterity saving throw or take 5d6 bludgeoning damage, fall prone, and is buried in the rubble that needs a DC 20 Strength (Athletics) to escape. GM can adjust the DC. On a successful save, the creature takes half damage only.
Evocation; 1 Action; 500 feet; Concentration, up to 1 minute; V, S, M (A pinch of dirt, a piece of rock, and a lump of clay)
Incendiary Cloud: A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and 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 the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Conjuration; 1 Action; 150 feet; Concentration, up to 1 minute; V, S
Power Word: Stun: You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Enchantment; 1 Action; 60 feet; Instantaneous; V, S
Sunburst: Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.
Evocation; 1 Action; 150 feet; Instantaneous; V, S, M (Fire and a piece of sunstone)
Blade of Disaster: You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a Wall of Force.
Conjuration; 1 Bonus Action; 60 feet; Concentration, up to 1 minute; V, S
Gate: You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (A diamond worth at least 5,000 gp)
Mass Polymorph: You can transform up to ten creatures within range, with an unwilling target needing a Wisdom saving throw to resist the transformation. The target takes on a beast form of your choice, with the new form being any beast with a challenge rating equal to or less than the target's. The target's game statistics are replaced with the chosen beast's, but its hit points, alignment, and personality remain. Each target gains temporary hit points equal to its new form's, which cannot be replaced by another source. A target reverts to its normal form when it has no more temporary hit points or dies. If the spell ends before this, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Transmutation; 1 Action; 120 feet; Concentration, up to 1 hour; V, S, M (a caterpillar cocoon)
Meteor Swarm: Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Evocation; 1 Action; 1 mile; Instantaneous; V, S
Power Word: Kill: You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Enchantment; 1 Action; 60 feet; Instantaneous; V
Psychic Scream: You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Enchantment; 1 Action; 90 feet; Instantaneous; S
Time Stop: You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Transmutation; 1 Action; Self; Instantaneous; V
Wish: Conjuration; Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
1 Action; Self; Instantaneous; V