Acid Splash: You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. When you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; 60 Feet; Instantaneous; V, S
Blade Ward: You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Abjuration; 1 Action; Self; 1 round; V, S
Booming Blade: Make a melee attack and on a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Evocation; 1 Action; Self (5-foot radius); 1 round; S, M (a melee weapon worth at least 1 sp)
Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy; 1 Action; 120 feet; 1 round; V, S
Control Flames: You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 60 Feet; Instantaneous or 1 hour; S
Create Bonfire: You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 minute; V, S
Dancing Lights: You create up to four torch-sized lights within range. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Evocation; 1 Action; 120 feet; Concentration up to 1 minute; V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Encode Thoughts: You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Enchantment; 1 Action; Self; 8 hours; S
Fire Bolt: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation; 1 Action; 120 feet; Instantaneous; V, S
Friends: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Enchantment; 1 Action; Self; Concentration, up to 1 minute; S, M (a small amount of makeup applied to the face as this spell is cast)
Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Green-Flame Blade: Make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and fire damage. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Evocation; 1 Action; Self (5-foot radius); Instantaneous; S, M (a melee weapon worth at least 1 sp)
Gust: You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Transmutation; 1 Action; 30 feet; Instantaneous; V, S
Infestation: You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; 30 feet; Instantaneous; V, S, M (a living flea)
Light: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you cast it again or dismiss it as an action.
Evocation; 1 Action; Touch; 1 hour; V
Lightning Lure: You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; Self (15-foot radius); Instantaneous; V
Mage Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Conjuration; 1 Action; 30 feet; 1 minute; V, S
Mending: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Transmutation; 1 Minute; Touch; Instantaneous; V, S, M (two lodestones)
Message: You point your finger toward a creature within range and whisper a message. Only the target hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell.
Transmutation; 1 Action; 120 feet; 1 round; V, S, M (a short piece of copper wire)
Mind Sliver: You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Enchantment; 1 Action; 60 feet; 1 round; V
Minor Illusion: A spell creates a lasting sound or image of an object within range, which ends if dismissed or cast again. The sound can range from whisper to scream and can be any sound you choose. The image must be no larger than a 5-foot cube and cannot create sound, light, smell, or other sensory effects. Physical interaction with the image reveals it as an illusion. If a creature examines the sound or image, they can determine it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, it becomes faint to them.
Illusion; 1 Action; 30 feet; 1 minute; S, M (a bit of fleece)
Mold Earth: You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 30 feet; Instantaneous or 1 hour; S
On/Off (UA): This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.
Transmutation T; 1 Action; 60 feet; Instantaneous; V, S
Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Conjuration; 1 Action; 10 feet; Instantaneous; V, S
Prestidigitation: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 10 feet; Up to 1 hour; V, S
Ray of Frost: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Sapping Sting: You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Necromancy D; 1 Action; 30 feet; Instantaneous; V, S
Shape Water: You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation; 1 Action; 30 feet; Instantaneous or 1 hour; S
Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation; 1 Action; Touch; Instantaneous; V, S
Sword Burst: You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration; 1 Action; Self (5-foot radius); Instantaneous; V
Thunderclap: You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation; 1 Action; Self (5-foot radius); Instantaneous; S
Toll the Dead: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
True Strike: You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Divination; 1 Action; 30 feet; Concentration up to 1 round; S
Absorb Elements: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Abjuration; 1 Reaction; Self; 1 round; S
Acid Stream (UA): A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation; 1 Action; Self (30-foot line); Concentration, up to 1 minute; V, S, M (a bit of rotten food)
Alarm: You set an alarm against unwanted intrusion. Choose an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Abjuration; 1 Minute R; 30 feet; 8 Hours; V, S, M (a tiny bell and a piece of fine silver wire)
Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation; 1 Action; Self (15-foot cone); Instantaneous; V, S
Catapult: Choose one object weighing 1-5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Transmutation; 1 Action; 60 feet; Instantaneous; S
Cause Fear: You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 30 feet; 1 hour; V, S
Chromatic Orb: You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation; 1 Action; 90 feet; Instantaneous; V, S, M (a diamond worth at least 50 gp)
Color Spray: The spell creates a colorful light array from your hand, affecting creatures in a 15-foot cone in ascending order of their current hit points. Roll 6d10, the total is how many hit points of creatures this spell can effect. Starting with the lowest hit point, each creature is blinded until the end of your next turn. Subtract each creature's hit points from the total, moving on to the next lowest hit point. A creature's hit points must be equal to or less than the remaining total for it to be affected.
Illusion; 1 Action; Self (15-foot cone); 1 round; V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Comprehend Languages: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
Divination; 1 Action R; Self; 1 hour; V, S, M (a pinch of soot and salt)
Detect Magic: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divination; 1 Action R; Self; Concentration, up to 10 minutes; V, S
Disguise Self: You make yourself look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, pass thru that is not really there or touch there air if you appear skinner. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Illusion; 1 Action; Self; 1 hour; V, S
Distort Value: You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
Illusion; 1 Minute; Touch; 8 hours; V
Earth Tremor: You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation; 1 Action; Self (10-foot radius); Instantaneous; V, S
Expeditious Retreat: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Transmutation; 1 Bonus Action; Self; Concentration, up to 10 minutes; V, S
False Life: Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Necromancy; 1 Action; Self; 1 hour; V, S, M (a small amount of alcohol or distilled spirits)
Feather Fall: Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Transmutation; 1 Reaction; 60 feet; 1 minute; V, M (a small feather or piece of down)
Find Familiar: You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Conjuration; 1 Hour R; 10 feet; Instantaneous; V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Fog Cloud: You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Conjuration; 1 Action; 120 feet; Concentration, up to 1 hour; V, S
Frost Fingers: Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation; 1 Action; Self (15-foot cone); Instantaneous; V, S
Gift of Alacrity: You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Divination DC; 1 Minute; Touch; 8 hours; V, S
Grease: Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Conjuration; 1 Action; 60 feet; 1 minute; V, S, M (a bit of pork rind or butter)
Guiding Hand (UA): A tiny, shimmering light hand appears in an unoccupied space, disappearing if you are teleported or traveled to a different plane of existence. When the hand appears, you name a major landmark on the same plane of existence as you, ensuring it has been mapped by someone in history. If the landmark appears on no map, the spell fails. If you move towards the hand, it moves away at the same speed and in the direction of the landmark, remaining 5 feet away. If you don't move, the hand remains in place and beckons for your follow every 1d4 minutes.
Divination; 1 Minute R; 5 feet; Concentration, up to 8 hours; V, S
Healing Elixir (UA): You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
Conjuration; 1 Minute; Self; 24 hours; V, S, M (alchemist’s supplies)
Ice Knife: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Conjuration; 1 Action; 60 feet; Instantaneous; S, M (a drop of water or piece of ice)
Id Insinuation (UA): You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Identify: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Divination; 1 Minute R; Touch; Instantaneous; V, S, M (a pearl worth at least 100 gp and an owl feather)
Illusory Script: A spell involves writing on a material and creating a powerful illusion that reflects the intended meaning. The spell enables the spell to be cast on a specific creature, causing the writing to appear normal and convey the intended message. However, the spell can also cause the writing to appear in an unknown or magical script, or in a different hand and language, requiring a known language. If the spell is dispelled, the original script and illusion disappear. A creature with truesight to read the hidden message.
Illusion; 1 Minute R; Touch; 10 days; S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
Infallible Relay (UA): With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
Divination T; 1 Minute; Self; Concentration, up to 10 minutes; V, S, M (a mobile phone)
Jim's Magic Missile: You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage. If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.
Evocation; 1 Action; 120 feet; Instantaneous; V, S, M (1 gold coin, which is consumed as tax for using the spell)
Jump: You touch a creature. The creature’s jump distance is tripled until the spell ends.
Transmutation; 1 Action; Touch; 1 minute; V, S
Longstrider: You touch a creature. The target’s speed increases by 10 feet until the spell ends. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation; 1 Action; Touch; 1 hour; V, S
Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Abjuration; 1 Action; Touch; 8 hours; V, S
Magic Missile: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Evocation; 1 Action; 120 feet; Instantaneous; V, S
Magnify Gravity: The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation DG; 1 Action; 60 feet; 1 round; V, S
Protection from Evil and Good: Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Abjuration; 1 Action; Touch; Concentration, up to 10 minutes; V, S, M (holy water or powdered silver and iron, which the spell consumes)
Puppet (UA): Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Enchantment; 1 Action; 120 feet; Instantaneous; V
Ray of Sickness: A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
Remote Access (UA): You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.
Transmutation T; 1 Action; 120 feet; 10 minutes; V, S
Sense Emotion (UA): You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
Divination; 1 Action; Self; Concentration, up to 1 minute; V, S
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Abjuration; 1 Reaction; Self; 1 round; V, S
Silent Image: Create a 15-foot cube image of an object, creature, or other visible phenomenon, appearing at a specific spot within range and lasting for the duration. The image is purely visual and cannot be accompanied by sound, smell, or other sensory effects. Use your action to cause the image to move to any spot within range, altering its appearance to make movements appear natural. Physical interaction with the image reveals it to be an illusion, as things can pass through it. A creature can determine the illusion's nature with a successful Intelligence (Investigation) check against your spell save DC. If the creature discerns the illusion, they can see through the image.
Illusion; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S, M
Silvery Barbs: You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Enchantment; 1 Reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw; 60 feet; Instantaneous; V
Sleep: This spell sends creatures into a magical slumber, affecting them in ascending order of their current hit points within 20 feet. Roll 5d8, the total is how many hit points of creatures this spell can affect. The spell starts with the lowest hit point creature and affects them until the spell ends, the sleeper takes damage, or someone uses an action to awaken them. The spell's hit points must be equal to or less than the remaining total for a creature to be affected. Undead and creatures immune to charm are not affected by this spell. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Enchantment; 1 Action; 90 feet; 1 minute; V, S, M (a pinch of fine sand, rose petals, or a cricket)
Snare: The spell creates a 5-foot radius circle on a flat surface, disappearing as a magical trap. It requires a successful Intelligence check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until hanging upside down 3 feet above the protected surface. The restrained creature can either make a Dexterity saving throw with disadvantage at the end of each turn, ending the restrained effect on success, or another creature can use an Intelligence check against your spell save DC, ending the restrained effect on success.
Abjuration; 1 Minute; Touch; Until dispelled or triggered; V, S, M (30 feet of cord or rope)
Sudden Awakening (UA): Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.
Enchantment; 1 Bonus Action; 10 feet; Instantaneous; V
Tasha's Caustic Brew: A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Evocation; 1 Action; Self (30-foot line); Concentration, up to 1 minute; V, S, M (a bit of rotten food)
Tasha's Hideous Laughter: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (tiny tarts and a feather that is waved in the air)
Tenser's Floating Disk: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Conjuration; 1 Action R; 30 feet; 1 hour V, S, M (a drop of mercury)
Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation; 1 Action; Self (15-foot cube); Instantaneous; V, S
Unseen Servant: The spell creates a Medium force that performs simple tasks at your command until the spell ends. The servant is invisible, mindless, and shapeless, with AC 10, 1 hit point, and a Strength of 2. It cannot attack and can't drop to 0 hit points. As a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform tasks like fetching, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. If you command the servant to move more than 60 feet away, the spell ends.
Conjuration; 1 Action R; 60 feet; 1 hour; V, S, M (a piece of string and a bit of wood)
Witch Bolt: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Evocation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a twig from a tree that has been struck by lightning)
Aganazzar's Scorcher: A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation; 1 Action; 30 Feet; Instantaneous; V, S, M (a red dragon’s scale)
Air Bubble: You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
Conjuration; 1 Action; 60 Feet; 24 hours; S
Alter Self: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Transmutation; 1 Action; Self; Concentration, up to 1 hour; V, S
Arcane Hacking (UA): You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used.
Transmutation T; 1 Action; Self; Concentration, up to 1 hour; V, S, M (hacking tools)
Arcane Lock: You touch a closed entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Abjuration; 1 Action; Touch; Until dispelled; V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Augury: By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Divination; 1 Minute R; Self; Instantaneous; V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Blindness/Deafness: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Necromancy; 1 Action; 30 Feet; 1 minute; V
Blur: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Illusion; 1 Action; Self; Concentration, up to 1 minute; V
Borrowed Knowledge: You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Divination; 1 Action; Self; 1 hour; V, S, M (a book worth at least 25 gp)
Cloud of Daggers: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a sliver of glass)
Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat or damage and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Evocation; 1 Action; Touch; Until dispelled; V, S
Crown of Madness: A humanoid within range must succeed on a Wisdom saving throw or become charmed by you. This causes a twisted crown of jagged iron on its head and a madness glow in its eyes. The charmed target must use its action to make a melee attack against a creature you mentally choose. If no creature is chosen or none are within reach, the target can act normally. On subsequent turns, you must maintain control or the spell ends. The target can make a Wisdom saving throw at the end of each turn. Success ends the spell.
Enchantment; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Darkness: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Evocation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, M (bat fur and a drop of pitch or piece of coal)
Darkvision: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Transmutation; 1 Action; Touch; 8 hours; V, S, M (either a pinch of dried carrot or an agate)
Detect Thoughts: This spell allows you to read the thoughts of certain creatures for a duration. You can focus your mind on any creature within 30 feet of you, even if it has an Intelligence of 3 or lower or doesn't speak any language. The spell initially learns the surface thoughts of the creature, but you can either shift your attention to another creature's thoughts or probe deeper into the same creature's mind. If the target fails, you gain insight into its reasoning, emotional state, and something looming large in its mind. If the target succeeds, the spell ends. This spell is particularly effective as part of an interrogation, as questions verbally directed at the target creature naturally shape its thoughts. You can also use this spell to detect the presence of thinking creatures you can't see. The spell can penetrate barriers, but 2 feet of rock, 2 inches of metal other than lead, or a thin sheet of lead can block you. Once you detect a creature's presence, you can read its thoughts for the rest of the duration, even if you can't see it, but it must still be within range.
Divination; 1 Action; Touch; Concentration, up to 1 minute; V, S, M (a copper piece)
Digital Phantom (UA): This spell works to actively hide your presence within a computer system. For the spell’s duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.
Abjuration T; 1 Action; Self; Concentration, up to 1 hour; V, S, M (a small piece of copper wire)
Dragon's Breath: You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation; 1 Bonus Action; Touch; Concentration, up to 1 minute; V, S, M (a hot pepper)
Dust Devil: Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a pinch of dust)
Earthbind: Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
Transmutation; 1 Action; 300 feet; Concentration, up to 1 minute; V
Enhance Ability: You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (fur or a feather from a beast)
Enlarge/Reduce: You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions and weight is multiplied by eight, increasing its size by one category. If space is limited, the target attains maximum size. The target gains an advantage on Strength checks and saving throws until the spell ends. Weapons also grow to match the target's new size, dealing 1d4 extra damage during attacks.
Reduce. The target's size is halved in all dimensions and its weight is reduced to one-eighth of normal, reducing its size by one category. The target now has disadvantage on Strength checks and saving throws until the spell ends. The target's weapons shrink to match its new size, but their attacks deal 1d4 less damage.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a pinch of powdered iron)
Find Vehicle (UA): You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish your choice in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
Conjuration T; 10 Minutes; 30 feet; 8 hours; V, S
Flaming Sphere: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-‐‑foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Flock of Familiars: You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Conjuration; 1 Minute; Touch; Concentration, up to 1 hour; V, S
Fortune's Favor: You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Divination D; 1 Minute; 60 feet; 1 hour; V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
Gentle Repose: You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Necromancy; 1 Action R; Touch; 10 days; V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Gift of Gab: When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
Enchantment; Reaction; Self; Instantaneous; V, S, M (2 gold coins, which is consumed as tax for using the spell)
Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Evocation; 1 Action; Self (60-foot line); Concentration, up to 1 minute; V, S
Hold Person: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Icingdeath's Frost (UA): A burst of icy cold energy emanates from you in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Evocation; 1 Action; Self (15-foot cone); Instantaneous; S, M (a vial of meltwater)
Immovable Object: You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Transmutation DG; 1 Action; Touch; 1 hour; V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Invisibility: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Illusion; 1 Action; Touch; Concentration, up to 1 hour; V, S
Jim's Glowing Coin: When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration.
Enchantment; 1 Action; 60 feet; 1 minute; S, M (a coin, 2 gold coins, which is consumed as tax for using the spell)
Kinetic Jaunt: You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; S
Knock: Choose an object within range, such as a door, box, chest, manacle set, padlock, or other object with a lock that prevents access. A locked target becomes unlocked, unstuck, or barred. If the object has multiple locks, only one is unlocked. Cast a spell with Arcane Lock, suppressing the spell for 10 minutes, allowing normal opening and closing. A loud knock, audible from 300 feet, emanates from the target object when cast.
Transmutation; 1 Action; 60 feet; Instantaneous; V
Levitate: One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can only move by pushing or pulling against a fixed object or surface within reach, allowing it to move as if climbing. You can change the target's altitude by up to 20 feet on your turn. If you are the target, you can move up or down. Otherwise, you can use your action to move the target within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Transmutation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S
Locate Object: The spell can locate familiar objects within 1,000 feet of you, or the direction of their movement if they are in motion. It can also locate specific objects known to you, such as apparel, jewelry, furniture, tools, or weapons, if you have seen them up close within 30 feet at least once. However, the spell cannot locate an object if any thickness of lead blocks a direct path between you and the object.
Divination; 1 Action; Self; Concentration, up to 10 minutes; V, S, M (a forked twig)
Magic Mouth: You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. A magical mouth appears on an object, recreating the message in your voice and at the same volume you spoke. The spell can end after delivering its message or remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or detailed as desired, but must be based on visual or audible conditions within 30 feet of the object. For instance, instructing the mouth to speak when a creature moves or a silver bell rings within 30 feet.
Illusion; 1 Minute R; 30 feet; Until dispelled; V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Magic Weapon: You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Transmutation; 1 Bonus Action; Touch; Concentration, up to 1 hour; V, S
Maximillian's Earthen Grasp: You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a miniature hand sculpted from clay)
Melf's Acid Arrow: A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. That attack counts as a critical hit on a natural 18, 19 or 20. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. On a critical hit, the damage dice rolled at the end of the target's turn are also doubled. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Evocation; 1 Action; 90 feet; Instantaneous; V, S, M (powdered rhubarb leaf and an adder’s stomach)
Mental Barrier (UA): You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom and Charisma saving throws, and you have resistance to psychic damage.
Abjuration; 1 Reaction; Self; 1 round; V
Mind Spike: You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Divination; 1 Action; 60 feet; Concentration, up to 1 hour; S
Mind Thrust (UA): You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a fail, the target takes 3d6 psychic damage, and it can only use it's movement, an action, bonus action or reaction until the end of its next turn. On a successful save, the target takes half as much damage and none of the spell's other effects. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you cast.
Enchantment; 1 Bonus Action; 60 feet; 1 round; V, S
Mirror Image: Three illusory duplicates of you appear in your space, mimicking your actions until the spell ends. You can use your action to dismiss the duplicates. Each time a creature targets you with an attack, roll a d20 to determine if the attack targets one of your duplicates. If you have three duplicates, roll a 6 or higher to change the attack's target to a duplicate. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed, ignoring all other damage and effects. The spell ends when all three duplicates are destroyed. Creatures unaffected by this spell are those who cannot see, rely on senses other than sight, or perceive illusions as false.
Illusion; 1 Action; Self; 1 minute; V, S
Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Conjuration; 1 Bonus Action; Self; Instantaneous; V
Nathair's Mischief: You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
Mischievous Surge
d4, Effect
1: The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2: Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3: Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4: Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.
Illusion; 1 Action; 60ft; Concentration, up to 1 minute; S, M (a piece of crust from an apple pie)
Nystul's Magic Aura: You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Illusion; 1 Action; Touch; 24 hours; V, S, M (a small square of silk)
Phantasmal Force: The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The target can examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes the phantasm is an illusion and the spell ends. While a target is affected by the spell, they treat the phantasm as if it were real, rationalizing any illogical outcomes from interacting with it. A phantasm created to appear as a creature can attack the target, or a phantasm created to appear as fire, acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target, as long as the illusion is of a creature or hazard that could logically deal damage.
Illusion; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a bit of fleece)
Pyrotechnics: Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Transmutation; 1 Action; 60 feet; Instantaneous; V, S
Ray of Enfeeblement: A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Rime's Binding Ice: A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Evocation; 1 Action; Self (30-foot cone); Instantaneous; S, M (a vial of meltwater)
Rope Trick: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
Transmutation; 1 Action; Touch; 1 hour; V, S, M (powdered corn extract and a twisted loop of parchment)
Scorching Ray: You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Evocation; 1 Action; 120 feet; Instantaneous; V, S
See Invisibility: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Divination; 1 Action; Self; 1 hour; V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Shadow Blade: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Illusion; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation; 1 Action; 60 feet; Instantaneous; V, S
Skywrite: You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Transmutation; 1 Action R; Sight; Concentration, up to 1 day; V, S
Snilloc's Snowball Storm: A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation; 1 Action; 90 feet; Instantaneous; V, S, M (a piece of ice or a small white rock chip)
Spider Climb: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (a drop of bitumen and a spider)
Spray of Cards (UA); You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards:
Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.
Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save or half as much damage on a successful one.
When you cast this spell using a spell slot of 4th level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd
Conjuration; 1 Action; 15-foot cone; Instantaneous; V, S, M (a deck of cards)
Suggestion: You suggest a course of action to a creature within range that can hear and understand you. Creatures that cannot be charmed are immune to this effect. The suggestion must be reasonable and sound reasonable. If the creature does something harmful, the spell ends. The target must make a Wisdom saving throw, and if failed, it continues the action. The spell can continue for the entire duration or end when the subject completes the task. You can specify conditions that trigger a special activity during the duration, such as a knight giving her warhorse to a beggar. If the condition is not met before the spell expires, the activity isn't performed.
Enchantment; 1 Action; 30 feet; Concentration, up to 8 hours; V
Tasha's Mind Whip: You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 90 feet; 1 round; V
Thought Shield (UA): You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
Abjuration; 1 Action; Touch; 8 hours; V, S
Vortex Warp: You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Conjuration; 1 Action; 90 feet; Instantaneous; V, S
Warding Wind: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Evocation; 1 Action; Self; Concentration, up to 10 minutes; V
Web: You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Webs can collapse if not anchored between solid masses or layered across a floor, wall, or ceiling. They have a depth of 5 feet and require each creature to make a Dexterity saving throw. If a save fails, the creature remains in the webs or until it breaks free. If restrained, the creature can use its action to make a Strength check against the spell save DC, and if successful, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a bit of spiderweb)
Wither and Bloom: You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Necromancy; 1 Action; 60 feet; Instantaneous; V, S
Wristpocket: You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Conjuration D; 1 Action R; Self; Concentration, up to 1 hour; S
Animate Dead: This spell creates an undead servant by imbuing a target with a foul mimicry of life. The target becomes a skeleton or a zombie if chosen. Players can mentally command the creature within 60 feet of them, choosing actions and movements. The creature is under control for 24 hours, and to maintain control for another 24 hours, the spell must be cast again before the current period ends. This reasserts control over up to four animated creatures.
Necromancy; 1 Minute; 10 feet; Instantaneous; V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Antagonize (UA): You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Enchantment; 1 Action; 30 feet; Instantaneous; V, S, M (a playing card depicting a rogue)
Ashardalon's Stride: The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Bestow Curse: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Necromancy; 1 Action; Touch; Concentration, up to 1 minute; V, S
Blink: The spell involves rolling a d20 at the end of each turn, and if the roll is 11 or higher, the player vanishes from their current plane and appears in the Ethereal Plane. If the spell fails, the player returns to an unoccupied space within 10 feet of the space they vanished from, or appears in the nearest unoccupied space. The spell can be dismissed as an action. The Ethereal Plane allows the player to see and hear their origin plane, which is cast in shades of gray, and can only be affected by other creatures on the plane. Creatures on the Ethereal Plane cannot perceive or interact with the player unless they have the ability to do so.
Transmutation; 1 Action; Self; 1 minute; V, S
Catnap: You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Enchantment; 1 Action; 30 feet; 10 minutes; S, M (a pinch of sand)
Clairvoyance: An invisible sensor is created in a familiar or unfamiliar location, preventing attacks or interaction. When casting the spell, the user chooses between seeing or hearing, and can use the chosen sense through the sensor as if they were in its space. The sensor can be switched between seeing and hearing, and a creature with see invisibility or truesight sees a luminous, intangible orb about the size of the user's fist. This allows the user to switch between seeing and hearing senses.
Divination; 10 Minutes; 1 mile; Concentration, up to 10 minutes; V, S, M (Reflective object)
Conjure Lesser Demon (UA): You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
Counterspell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Abjuration; 1 Reaction, which you take when you see a creature within 60 feet of you casting a spell; 60 feet; Instantaneous; S
Dispel Magic: Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Abjuration; 1 Action; 120 feet; Instantaneous; V, S
Enemies Abound: A creature is forced to make an Intelligence saving throw, which automatically succeeds if it is immune to being frightened. If failed, the target loses the ability to distinguish friends from foes and treats all creatures it sees as enemies until the spell ends. The target can repeat the saving throw each time it takes damage, ending the effect on itself if successful. When choosing another target, the creature must choose at random from its range. If an enemy provokes an opportunity attack, the creature must make it.
Enchantment; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Erupting Earth: Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Transmutation; 1 Action; 120 feet; Instantaneous; V, S, M (a piece of obsidian)
Fast Friends: This spell involves casting a spell on a humanoid within range that can see, hear, and understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. The creature is charmed and agrees to perform any services or activities you ask it to the best of its ability. You can set the creature new tasks or end its current task. If the service or activity might cause harm or conflict with the creature's normal activities, the creature can make another Wisdom saving throw to end the effect. If the activity would result in death, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 hour; V
Fear: You project a phantasmal image of a creature's worst fears, causing them to become frightened for the duration. During this fear, the creature must take the Dash action and move away from the player. If the creature ends its turn in a location without line of sight, it can make a Wisdom saving throw, and a successful save ends the spell for that creature.
Illusion;1 Action; Self (30-foot cone); Concentration, up to 1 minute; V, S, M (a white feather or the heart of a hen)
Feign Death: You touch a willing creature and put it into a cataleptic state that appears dead to all outward inspection and spells used to determine its status. The target is blinded, incapacitated, and its speed drops to 0. It is resistant to all damage except psychic damage. If the target is diseased or poisoned during the spell, the disease and poison have no effect until the spell ends.
Necromancy; 1 Action R; Touch; 1 hour; V, S, M (a pinch of graveyard dirt)
Fireball: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation; 1 Action; 150 feet; Instantaneous; V, S
Flame Arrows: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S
Flame Stride (UA): The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.
Transmutation; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Fly: You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation; 1 Action; Touch; Concentration, up to 10 minute; V, S, M (a wing feather from any bird)
Galder's Tower: You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest, and magical fireplace
A study with desks, books, bookshelves, parchments, ink, and ink pens
A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
A lounge with couches, armchairs, side tables and footstools
A washroom with toilets, washtubs, a magical brazier, and sauna benches
An observatory with a telescope and maps of the night sky
An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Conjuration; 10 Minutes; 30 feet; 24 hours; V, S, M (a fragment of stone, wood, or other building material)
Gaseous Form: You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Transmutation; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (a bit of gauze and a wisp of smoke)
Glyph of Warding: This spell inscribes a magical effect triggered by other creatures on a surface or within an object. The glyph can cover 10 feet in diameter and requires an Intelligence check. Triggers can be touched, removed, approached, or manipulated. The spell ends when triggered. Refine triggers based on physical characteristics, creature kind, or alignment. Choose explosive runes or spell glyphs.
Explosive runes erupt with magical energy in a 20-foot-radius sphere centered on the glyph, spreading around corners. Each creature in the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw or half as much damage on a successful one.
Spell glyphs can store a prepared spell of 3rd level or lower in the glyph, targeting a single creature or an area. When triggered, the stored spell is cast, targeting the creature that triggered the glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Abjuration; 1 Hour; Touch; Until dispelled or triggered; V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
*Grim Scythe: Uttering a necromantic command, you call a swarm of shadowy undead spirits around you, which coalesce into a large, semi-corporeal scythe that hovers above you. When you cast the spell, and as an action for the duration, you can make a single, sweeping cleave attack against up to three creatures within 10 feet of you. Each creature must be within 5 feet of each other. Each creature when hit by the attack will suffer necrotic damage equal to 2d12 + your spellcasting ability modifier. If you reduce a creature to 0 hit points with this spell, the target must make a Charisma saving throw. On a failure, its spirit is compelled to join the swarm that forms the scythe, increasing the damage dealt by this spell by a duration for 3 minutes. This bonus stacks to a maximum amount equal to 3x the spell's level. A creature killed this way can be revived or regain hit points until the spell ends. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for every spell slot above 3rd.
Necromancy; 1 Action; Self; Concentration, up to 10 minutes; V, S
Haste: Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a shaving of licorice root)
Haywire (UA): This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
d6, Effect
1: The device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-4: The device does not function.
5: The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.
6: The device is usable as normal.
When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
Enchantment T; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
House of Cards (UA): A defensive structure made of playing cards is created, lifting you and surrounding creatures. The house of cards has a square base that is 30 feet on each side, three floors with 10-foot-high ceilings, and a square base with ramps connecting the interior and exterior. Each card is 5 feet wide and 10 feet tall, fragile, and immune to poison and psychic damage. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If a 5 or a 6 is rolled, the house collapses, ending the spell. The house and all its cards vanish when the spell ends. The creatures inside or on top of the structure have half cover.
Conjuration; 1 Minute; Touch; 24 hours; V, S, M (a deck of cards)
Hypnotic Pattern: Create a colorful pattern in a 30-foot cube, appearing briefly and disappearing. Each creature within range must make a Wisdom saving throw. If unsuccessful, the creature becomes charmed, incapacitated, and has a speed of 0. The spell ends if the creature takes damage or if someone else shakes it out of its stupor.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Incite Greed: When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Enchantment; 1 action; 30 feet; Concentration, up to 1 minute; V, S, M (a gem worth at least 50 gp)
Intellect Fortress: For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Abjuration; 1 Action; 30 feet; Concentration, up to 1 hour; V
Invisibility To Cameras (UA): Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision.
Illusion T; 1 Action; 10 feet; Concentration, up to 1 minute; V, S, M (a scrap of black paper)
Leomund's Tiny Hut: A 10-foot-radius immobile dome of force appears around you, stationary for the duration of a spell. It can fit nine medium-sized creatures, but fails if it contains larger creatures or more than nine. Creatures and objects within the dome can move freely, but spells and magical effects cannot extend or be cast through it. The atmosphere inside is comfortable and dry, regardless of weather. Until the spell ends, you can control the interior's lighting or darkness. The dome is opaque from the outside but transparent from the inside.
Evocation; 1 Minute R; Self (10-foot radius hemisphere); 8 hours; V, S, M (a small crystal bead)
Life Transference: You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy; 1 Action; 30 feet; Instantaneous; V, S
Lightning Bolt: A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation; 1 Action; Self (100-foot line); Instantaneous; V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Magic Circle: You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Abjuration; 1 Minute; 10 feet; 1 hour; V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Major Image: A 20-foot cube illusion is created where an object, creature, or other visible phenomenon appears at a spot within range and lasts for the duration. The illusion appears completely real, including sounds, smells, and temperature. However, it cannot create enough heat or cold to cause damage, loud enough to deafen a creature, or a smell that might sicken a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance to make its movements natural. Physical interaction with the illusion reveals it as things can pass through it. A creature can determine the illusion by using an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, its other sensory qualities become faint. At higher levels, the spell lasts until dispelled without requiring concentration, sometimes known as Permanent Image.
Illusion; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a bit of fleece)
Melf's Minute Meteors: You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Evocation; Self; 120 feet; Concentration, up to 10 minutes; V, S, M (niter, sulfur, and pine tar formed into a bead)
Nondetection: For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
Abjuration; 1 Action; Touch; 8 hours; V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Phantom Steed: A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Illusion; 1 Minute R; 30 feet; 1 hour; V, S
Protection from Ballistics (UA): This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.
Abjuration T; 1 Action; Touch; Concentration, up to 10 minutes; V, S, M
Protection from Energy: For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Abjuration; 1 Action; Touch; Concentration, up to 1 hour; V, S
Psionic Blast (UA): You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation; 1 Action; Self (30-foot cone); Instantaneous; V
Pulse Wave: You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Evocation D; 1 Action; Self (30-foot cone); Instantaneous; V, S
Remove Curse: At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Abjuration; 1 Action; Touch; Instantaneous; V, S
Sending: You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Evocation; 1 Action; Unlimited; 1 round; V, S, M (a short piece of fine copper wire)
Sleet Storm: Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Conjuration; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (a pinch of dust and a few drops of water)
Slow: You can control up to six creatures in a 40-foot cube, each of which must succeed on a Wisdom saving throw or be affected by the spell. The affected creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it cannot use reactions. It can only use one action or bonus action on its turn. A spell with a casting time of 1 action requires a d20 roll, with an 11 or higher causing the spell to take effect until the next turn. The creature must use its action to complete the spell, or it is wasted. The spell ends after each turn, and a successful save ends the effect.
Transmutation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (a drop of molasses)
Speak with Dead: The spell grants life and intelligence to a corpse within range, allowing it to answer questions. The corpse must have a mouth and cannot be undead. The spell fails if the corpse was targeted with this spell within the last 10 days. Until the spell ends, you can ask up to five questions, but the corpse only knows what it knew in life, including languages. Answers are brief, cryptic, or repetitive. The spell doesn't return the corpse's soul to its body, meaning it can't learn new information, comprehend events since death, or speculate about future events.
Necromancy; 1 Action; 10 feet; 10 minutes; V, S, M (burning incense)
Spirit Shroud: You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Necromancy; 1 Bonus Action; Self; Concentration, up to 1 minute; V, S
Stinking Cloud: Create a 20-foot-radius yellow, nauseating gas cloud centered on a point within range. The cloud spreads around corners and remains obscured. Each creature within the cloud must make a Constitution saving throw against poison. If a save fails, the creature spends its action retching and reeling. Creatures immune to poison or not breathing can succeed on this saving throw. A moderate wind disperses the cloud after 4 rounds, while a strong wind disperses it after 1 round.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 minute; V, S, M (rotten item)
Summon Fey: You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fey Spirit
Small fey
Armor Class: 12 + the level of the spell (natural armor)
Hit Points: 30 + 10 for each spell level above 3rd
Speed: 40 ft.
STR: 13 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 14 (+2)
WIS: 11 (+0)
CHA: 16 (+3)
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 10
Languages: Sylvan, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The Fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded flower worth at least 300 gp)
Summon Lesser Demons: You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6, Demons Summoned
1-2: Two demons of challenge rating 1 or lower
3-4: Four demons of challenge rating 1/2 or lower
5-6: Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Summon Shadowspawn: You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.
Shadow Spirit
Medium monstrosity
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 35 + 15 for each level of the spell above 3rd
Speed: 40 ft.
STR: 13 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 4 (−3)
WIS: 10 (+0)
CHA: 16 (+3)
Damage Resistances: necrotic
Condition Immunities: frightened
Senses: darkvision 120 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Action
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (tears inside a crystal vial worth at least 300 gp)
Summon Undead: You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd
Speed: 30 ft., fly 40 ft. (hover) (Ghostly only)
STR: 12 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 4 (−3)
WIS: 10 (+0)
CHA: 9 (−1)
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
Necromancy; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded skull worth at least 300 gp)
Summon Warrior Spirit (UA): You call forth a warrior spirit from the legendary Deck of Many Things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends. The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Warrior Spirit
Medium Undead
Armor Class: 13 + the level of the spell + 2 (Fighter only)
Hit Points: 30 (Babarian and Fighter only) or 20 (Monk only) + 10 for each spell level above 3rd
Speed: 30 ft., 40 ft. (Monk only)
STR: 16 (+3)
DEX: 16 (+3)
CON: 14 (+2)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 9 (-1)
Saving Throws: Str +3, Dex +3
Damage Resistances: poison
Condition Immunities: charmed, poisoned
Senses: passive Perception 13
Languages: Common, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multiattack. The warrior makes a number of attacks equal to half this spell’s level (rounded down).
Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.
Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell’s level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Bonus Actions
Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a gilded playing card depicting a knight worth at least 300 gp)
Thunder Step: You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration; 1 Action; 90 feet; Instantaneous; V
Tidal Wave: You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
Conjuration; 1 Action; 120 feet; Instantaneous; V, S, M (a drop of water)
Tiny Servant: This spell animates a tiny, nonmagical object, allowing the target to sprout arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. As a bonus action, you can mentally command the creature within 120 feet of you. If controlling multiple creatures, you can command them at the same time. The creature's actions and movements can be determined by you, or you can issue simple commands. If no commands are issued, the servant defends itself against hostile creatures. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over. At higher levels, you can animate two additional objects for each slot level above 3rd.
Tiny Servant
Tiny Construct
Armor Class: 15 (natural armor)
Hit Points: 10 (4d4)
Speed: 30ft., climb 30 ft.
STR: 4 (-3)
DEX: 16 (+3)
CON: 10 (+0)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 1 (-5)
Damage Immunities poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages: —
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Transmutation; 1 Minute; Touch; 8 hours; V, S
Tongues: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Divination; 1 Action; Touch; 1 hour; V
Vampiric Touch: The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Necromancy; 1 Action; Self; Concentration, up to 1 minute; V, S
Wall of Sand: You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Evocation; 1 Action; 90 feet; Concentration, up to 10 minutes; V, S, M (a handful of sand)
Wall of Water: You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Evocation; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S, M (a drop of water)
Water Breathing: This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Transmutation; 1 Action R; 30 feet; 24 hours; V, S, M (a short reed or piece of straw)
Arcane Eye: You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Divination; 1 Action; 30 feet; Concentration, up to 1 hour; V, S, M (a bit of bat fur)
Banishment: You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Abjuration; 1 Action; 60 feet; Concentration, up to 1 minutes; V, S, M (an item distasteful to the target)
Blight: Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Necromancy; 1 Action; 30 feet; Instantaneous; V, S
Charm Monster: You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Enchantment; 1 Action; 30 feet; 1 hour; V, S
Confusion: This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10, Behavior
1, The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6, The creature doesn’t move or take actions this turn.
7-8, The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10, The creature can act and move normally.
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Enchantment; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Conjure Barlgura (UA): You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.
Conjuration; 1 Action; 60 feet; Up to 10 minutes; V, S
Conjure Knowbot (UA): You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable. You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.
Conjuration T; 1 Action; Touch; 10 minutes; V, S
Conjure Minor Elementals: You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
One elemental of challenge rating 2 or lower
Two elementals of challenge rating 1 or lower
Four elementals of challenge rating 1/2 or lower
Eight elementals of challenge rating 1/4 or lower
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Conjuration; 1 Minute; 90 feet; Concentration, up to 1 hour; V, S
Conjure Shadow Demon (UA): You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.
Conjuration; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
Control Water: Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20--‐‑foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. Each turn in the vortex the creature is in, take 2d8 bludgeoning damage.
Transmutation; 1 Action; 300 feet; Concentration, up to 10 minutes; V, S, M (a drop of water and a pinch of dust)
Dimension Door: This spell allows you to teleport yourself from your current location to any desired spot within range, as long as it is visible, visualized, or described by distance and direction. You can bring objects as long as their weight doesn't exceed your capacity, and one creature of your size or smaller carrying gear up to its capacity, as long as the creature is within 5 feet of you. If you would arrive in a place already occupied by an object or creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Conjuration; 1 Action; 500 feet; Instantaneous; V
Divination: Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Divination; 1 Action R; Self; Instantaneous; V, S, M (Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Ego Whip (UA): You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V
Elemental Bane: Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Transmutation; 1 Action; 90 feet; Concentration, up to 1 minute; V, S
Evard's Black Tentacles: Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 minute; V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Fabricate: This spell allows for the conversion of raw materials into products of the same material, such as a wooden bridge from trees, rope from hemp, and clothes from flax or wool. The spell can be used to create large or smaller objects, depending on the quantity of raw materials. However, objects made with metal, stone, or other mineral substances can only be larger than medium. The quality of the fabricated objects is proportional to the quality of the raw materials. However, this spell cannot create or transmute creatures or magic items, and it cannot be used to create high-quality craftsmanship items like jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Transmutation; 10 Minutes; 120 feet; Instantaneous; V, S
Fire Shield: Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Evocation; 1 Action; Self; 10 minutes; V, S, M a bit of phosphorus or a firefly)
Galder's Speedy Courier: You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
Conjuration; 1 Action; 10 feet; 10 minutes; V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
Gravity Sinkhole: A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Evocation DG; 1 Action; 120 feet; Instantaneous; V, S, M (a black marble)
Greater Invisibility: You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
Illusion; 1 Action; Touch; Concentration, up to 1 minute; V, S
Hallucinatory Terrain: Create a 150-foot cube of natural terrain to resemble various terrains, such as swamps, hills, crevasses, ponds, slopes, or rock-strewn gullies. The texture of the terrain remains unchanged, allowing creatures to see through the illusion. If the difference isn't obvious by touch, a creature can attempt an Intelligence check against your spell to disbelieve it. If a creature discerns the illusion, they see it as a vague image superimposed on the terrain. Manufactured structures, equipment, and creatures within the area remain unchanged.
Illusion; 10 Minutes; 300 feet; 24 hours; V, S, M (a stone, a twig, and a bit of green plant)
Ice Storm: A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Evocation; 1 Action; 300 feet; Instantaneous; V, S, M (a pinch of dust and a few drops of water)
Leomund's Secret Chest: A chest with 12 cubic feet of nonliving material is hidden on the Ethereal Plane. It can be recalled by touching the miniature replica. The spell's effect ends after 60 days, with a 5% chance per day. The larger chest is irretrievable if the spell ends, the smaller replica is destroyed, or the spell is ended. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Conjuration; 1 Action; Touch; Instantaneous; V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Locate Creature: The spell can locate a familiar creature within 1,000 feet of you, as long as you have seen it up close within 30 feet at least once. If the creature is in a different form, such as under a polymorph spell, the spell doesn't locate it. Also, the spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. The spell can also sense the direction of the creature's movement.
Divination; 1 Action; Self; Concentration, up to 1 hour; V, S, M (a bit of fur from a bloodhound)
Mordenkainen's Faithful Hound: A phantom watchdog is created in an unoccupied space, invisible to all creatures except you. It barks loudly when a creature comes within 30 feet without speaking the specified password. The hound sees invisible creatures and can see into the Ethereal Plane, ignoring illusions. At the start of each turn, the hound attempts to bite one hostile creature within 5 feet of it. The attack bonus is equal to your spellcasting ability modifier + your proficiency bonus, and on a hit, it deals 4d8 piercing damage.
Conjuration; 1 Action; 30 feet; 8 hours; V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Mordenkainen's Private Sanctum: You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Abjuration; 1 Action; 120 feet; 24 hours; V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Otiluke's Resilient Sphere: A shimmering force sphere encloses a large or smaller creature within range, requiring a Dexterity saving throw. The sphere is immune to all damage, and a creature inside cannot be damaged by external attacks or effects. The sphere is weightless and can be pushed against by an enclosed creature, allowing it to roll at half its speed. The sphere can also be picked up and moved by other creatures. A Disintegrate spell targeting the sphere destroys it without harming anything inside it.
Evocation; 1 Action; 30 feet; Concentration, up to 1 minute; V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Phantasmal Killer: You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
Polymorph: This spell transforms a creature within range into a new form, requiring a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts until the target drops to 0 hit points or dies. The new form can be any beast with a challenge rating equal to or less than the target's, and the target's game statistics are replaced with the chosen beast's. The creature assumes the hit points of its new form, and when it reverts to its normal form, it returns to its original hit points. Excess damage carries over to its normal form, but it is not knocked unconscious. The creature is limited in actions, cannot speak, cast spells, or take actions requiring hands or speech. Its gear melds into the new form, and it cannot activate, use, wield, or benefit from its equipment. This spell cannot affect a target with 0 hit points.
Transmutation; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a caterpillar cocoon)
Raulothim's Psychic Lance (UA): You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter the creature’s name. If the named target is within range, it gains no benefit from cover or invisibility as the lance homes in on it. If the named target isn’t within range, the lance dissipates, and the spell slot is not expended. The target must succeed on an Intelligence saving throw or take 10d6 psychic damage and be incapacitated until the start of your next turn. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Enchantment; 1 Action; 120 feet; Instantaneous; V
Sickening Radiance: Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Evocation; 1 Action; 120 Feet; Concentration, up to 10 minutes; V, S
Spirit of Death (UA): You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit. The spirit uses the Reaper Spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points, or when the spell ends. The reaper spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but it will only attack the haunted creature. If you don’t issue the spirit any commands, it takes the Dodge action and uses its move to avoid danger When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Reaper Spirit
Medium Undead
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each level of the spell above 4th
Speed: 30 ft., fly 30 ft. (hover)
STR: 16 (+3)
DEX: 16 (+3)
CON: 16 (+3)
INT: 16 (+3)
WIS: 16 (+3)
CHA: 16 (+3)
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Haunting Tracker. You and the reaper can sense the direction and distance to the haunted creature if it’s on the same plane of existence as you.
Actions
Multiattack. The reaper makes a number of attacks equal to half this spell’s level (rounded down).
Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level necrotic damage.
Paralyzing Fear (1/Day). The reaper attempts to instill fear into the haunted creature it can see within 60 feet of itself. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the reaper for 1 minute. While frightened this way, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. The frightened creature can repeat the saving throw at the end of each of its turns, or immediately after it takes damage, ending the effect on itself on a success.
Necromancy; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a gilded playing card depicting an avatar of death worth at least 400 gp)
Stone Shape: You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Transmutation; 1 Action; Touch; Instantaneous; V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Stoneskin: This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Abjuration; 1 Action; Touch; Concentration, up to 1 hour; V, S, M (diamond dust worth 100 gp, which the spell consumes)
Storm Sphere: A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Evocation; 1 Action; 150 feet; Concentration, up to 1 minute; V, S
Summon Aberration: You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.
Aberrant Spirit
Medium aberration
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft., fly 30 ft. (hover) (Beholderkin only)
STR: 16 (+3)
DEX: 10 (+0)
CON: 15 (+2)
INT: 16 (+3)
WIS: 10 (+0)
CHA: 6 (−2)
Damage Immunities: psychic
Senses: darkvision 60 ft., passive Perception 10
Languages: Deep Speech, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
Actions
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
Summon Construct: The spirit of a construct is summoned in an unoccupied space, using the Construct Spirit stat block. Casting the spell, choose a material like Clay, Metal, or Stone, and the creature resembles a golem or modron. It disappears when it drops to 0 hit points or the spell ends. The creature is an ally to you and your companions, sharing initiative count in combat and obeying verbal commands. If no commands are issued, it uses the Dodge action to avoid danger. At higher levels, use the higher level where the spell's level appears in the stat block.
Construct Spirit
Medium construct
Armor Class: 13 + the level of the spell (natural armor)
Hit Points: 40 + 15 for each spell level above 4th
Speed: 30 ft
STR: 18 (+4)
DEX: 10 (+0)
CON: 18 (+4)
INT: 14 (+2)
WIS: 11 (+0)
CHA: 5 (−3)
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
Summon Elemental: You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Elemental Spirit
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR: 18 (+4)
DEX: 15 (+2)
CON: 17 (+3)
INT: 4 (-3)
WIS: 10 (+0)
CHA: 16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
Summon Greater Demon: You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Conjuration; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Synchronicity (UA): The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage. Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.
Enchantment T; 1 Action; Touch Concentration, up to 1 hour; V, S
System Backdoor (UA): This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell’s level is equal to or less than the level of the spell slot you used.
Transmutation T; 1 Minute; Self; Concentration, up to 1 hour; V, S, M (hacking tools)
Vitriolic Sphere: You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Evocation; 1 Action; 150 feet; Instantaneous; V, S, M (a drop of giant slug bile)
Wall of Fire: You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation; 1 Action; 120 feet; Concentration, up to 1 minute; V, S, M (a small piece of phosphorus)
Watery Sphere: You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 minute; V, S, M (a droplet of water)
Widogast's Vault of Amber (HB): You arrange 5 small amber gems in a loose circle around any non-living materials and trace Transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material. The caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled.
Transmutation; 1 minute R; Touch; Until dispelled; V, S, M (5 small amber gems worth 200 gp)
Widogast's Web of Fire (HB): Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one. The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation; 1 Action; 60 feet; Instantaneous; V, S, M (A cat's cradle of thread or string coated in phosphorus)
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 Elemental: You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
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)
Contact Other Plane: You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Divination; 1 Minute R; Self; 1 minute; V
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
Create Spelljamming Helm: Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm. Which is used primarily for controlling a space ship
Transmutation; 1 Action; Touch; Instantaneous; V, S, M (a crystal rod worth at least 5000 gp, which the spell consumes)
Creation: The Shadowfell spell allows users to create nonliving objects of vegetable matter, such as soft goods, rope, or wood, or mineral objects like stone, crystal, or metal. The object must be no larger than a 5-foot cube and have a form and material they have seen before. The duration depends on the object's material, with the shortest duration used for multiple materials.
Material, Duration
Vegetable matter, 1 day
Stone, crystal, 12 hours
Precious metals, 1 hour
Gems, 10 minutes
Adamantine, Mithral, 1 minute
Using any material created by this spell as another spell’s material component causes that spell to fail. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Illusion; 1 Minute; 30 feet; Special; V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Danse Macabre: Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Necromancy; 1 Action; 60 Feet; Concentration, up to 1 hour; V, S
Dawn: The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Evocation; 1 Action; 60 Feet; Concentration, up to 1 minute; V, S, M (a sunburst pendant worth at least 100 gp)
Dominate Person: You try to beguile a humanoid within range, requiring it to succeed on a Wisdom saving throw or be charmed by you. If you or friendly creatures are fighting, the target gains an advantage on the saving throw. You have a telepathic link with the creature, allowing you to issue commands while you are conscious. You can specify simple actions like "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order without further direction, it defends and preserves itself. You can use your actions to control the target, allowing it to take only the actions you choose until the end of your next turn. You can also cause the creature to use a reaction, but this requires you to use your own reaction. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the throw succeeds, the spell ends. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Enchantment; 1 Action; 60 feet; Concentration, up to 1 minute; V, S
Dream: This spell shapes a creature's dreams by casting a trance state on the target, who must be on the same plane of existence as the target. The target can converse with the messenger while asleep, creating landscapes and objects in the dream. The messenger can emerge from the trance at any time, ending the spell early. If the target is awake, the messenger can end the trance or wait for the target to fall asleep. The target can make the messenger appear monstrous and terrifying, delivering a message of no more than ten words. If the save is failed, echoes of the phantasmal monstrosity spawn a nightmare that lasts the target's sleep and prevents any benefit from the rest. When the target wakes up, they take 3d6 psychic damage. If you have a body part from the target’s body, the saving throw is disadvantageous, and each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Illusion; 1 Minute; Special; 8 hours; V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
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
Geas: You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Enchantment; 1 Minute; 60 feet; 30 days; V
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
Infernal Calling: Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Conjuration; 1 Minute; 90 feet; Concentration, up to 1 hour; V, S, M (a ruby worth at least 999 gp)
Legend Lore: A spell can be used to describe a person, place, or object, providing a brief summary of significant lore about it. This information can be from current tales, forgotten stories, or secret lore. If the object is not of legendary importance, no information is gained. The more information you have, the more precise and detailed the information. The spell may also use figurative language, such as warning the evildoer whose hand touches the axe, and stating that only a true Child of Stone, lover of Moradin, can awaken the axe's true powers with the sacred word Rudnogg on the lips.
Divination; 10 Minutes; Self; Instantaneous; V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Mislead: You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Illusion; 1 Action; Self; Concentration, up to 1 hour; S
Modify Memory: A creature's memories can be reshaped by a Wisdom saving throw, which can be used to charm the target. The charmed target is incapacitated and unaware of its surroundings, but can still hear you. The charm can affect the target's memory of an event within the last 24 hours and no more than 10 minutes, permanently eliminating all memory, allowing perfect recall, changing details, or creating a new memory. The target must speak to describe the modified memories and fill in gaps in the description. If the spell ends before the description is completed, the modified memories take hold. Modified memories don't necessarily affect the creature's behavior, especially if they contradict their natural inclinations, alignment, or beliefs. Illogical modified memories may be dismissed as bad dreams or considered too nonsensical by the DM. A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V, S
Negative Energy Flood: You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Necromancy; 1 Action; 60 feet; Instantaneous; V, M (a broken bone and a square of black silk)
Passwall: A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Transmutation; 1 Action; 30 feet; 1 hour; V, S, M (a pinch of sesame seeds)
Planar Binding: This spell binds a celestial, elemental, fey, or fiend to your service, requiring them to be within range for the entire casting. The creature must make a Charisma saving throw at the end of the casting, and if a save fails, it is bound to serve you for the duration. If the creature was summoned or created by another spell, its duration is extended. The creature must follow your instructions, including accompanying you on adventures, guarding locations, or delivering messages. If the creature completes the spell before the spell ends, it reports to you, or returns to the bound place until the spell ends. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.
Abjuration; 1 Hour; 60 feet; 24 hours; V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Rary's Telepathic Bond: You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Divination; 1 Action R; 30 feet; 1 hour; V, S
Scrying: You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge, Save Modifier
Secondhand (you have heard of the target), +5
Firsthand (you have met the target), +0
Familiar (you know the target well), -5
Connection, Save Modifier
Likeness or picture, -2
Possession or garment, -4
Body part, lock of hair, bit of nail, or the like, -10
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Divination; 10 Minutes; Self; Concentration, up to 10 minutes; V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Seeming: This spell allows you to alter the appearance of any number of creatures within range, giving each target a new, illusory appearance. An unwilling target can make a Charisma saving throw, which is unaffected by the spell. The spell can disguise physical appearances, clothing, armor, weapons, and equipment, making each creature appear shorter or taller, thin, fat, or in-between. However, the spell cannot change a target's body type, so the extent of the illusion is up to you. The spell lasts for the duration unless you dismiss it sooner. However, the changes made by this spell do not hold up to physical inspections. For instance, adding a hat to a creature's outfit would cause objects to pass through it, and if the creature appeared thinner, it would bump into the target's hand. A creature can use its action to inspect a target and make an Intelligence check against the spell save DC, revealing the target's disguise.
Illusion; 1 Action; 30 feet; 8 hours; V, S
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
Steel Wind Strike: You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Conjuration; 1 Action; 30 feet; Instantaneous; S, M (a melee weapon worth at least 1 sp)
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)
Temporal Shunt: You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. 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. All targets must be within 30 feet of each other.
Transmutation DC; 1 Reaction, taken when a creature you see makes an attack roll or starts to cast a spell; 120 feet; 1 round; V, S
Transmute Rock: You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud.
Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock.
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
Transmutation; 1 Action; 120 feet; Instantaneous; V, S, M (clay and water)
Wall of Force: An invisible wall of force springs into existence at a point you choose within range.
The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Evocation; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a pinch of powder made by crushing a clear gemstone)
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)
Contingency: Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Evocation; 10 Minutes; Self; 10 days; V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Create Homunculus: While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.
Transmutation; 1 Hour; 120 feet; Instantaneous; V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)
Create Undead: You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Necromancy; 1 Minute; 10 feet; Instantaneous; V, S, M (One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
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)
Drawmij's Instant Summons: You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
Conjuration; 1 Minute R; Touch; Until dispelled; V, S, M (a sapphire worth 1,000 gp)
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)
Gravity Fissure: You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation DG; 1 Action; Self (100-foot line); Instantaneous; V, S, M (a fistful of iron filings)
Guards and Wards: Create a ward that protects up to 2,500 square feet of floor space, with the warded area up to 20 feet tall and shaped as desired. Divide the area among several stories of a stronghold, as long as you can walk into each contiguous area while casting the spell. Select individuals unaffected by the chosen effects and specify a password that makes the speaker immune to these effects when spoken aloud. Guards and Wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.
Place Magic Mouth in two locations.
Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.
Place a constant Gust of Wind in one corridor or room.
Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.
The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year.
Abjuration; 10 Minutes; Touch; 24 hours; V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
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
Magic Jar: Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
Necromancy; 1 Minute; Self; Until dispelled; V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Mass Suggestion: You can suggest a course of activity to magically influence up to twelve creatures within range, with creatures that cannot be charmed being immune. The suggestion must be reasonable and not harmful. Each target must make a Wisdom saving throw, and if failed, the creature will continue the action. The spell can continue for the entire duration, or end when the subject completes the task. You can also specify conditions that trigger a special activity, such as a group of soldiers giving money to the first beggar they meet. If the condition is not met before the spell ends, the activity isn't performed. If you or your companions damage a creature affected by the spell, the spell ends for that creature. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Enchantment; 1 Action; 60 feet; 24 hours; V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
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)
Otto's Irresistible Dance: Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Enchantment; 1 Action; 30 feet; Concentration, up to 1 minute; V
Programmed Illusion: A spell can create an illusion of an object, creature, or visible phenomenon within range that activates when a specific condition occurs. The illusion must be no larger than a 30-foot cube and can last up to 5 minutes. When the specified condition occurs, the illusion springs into existence and performs as described. Once it finishes, it disappears and remains dormant for 10 minutes before being activated again. The triggering condition can be as general or detailed as you like, but must be based on visual or audible conditions within 30 feet of the area. Physical interaction with the image reveals the illusion as things can pass through it. A creature can determine the illusion's existence with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, they can see through the image and any noise it makes sounds hollow to the creature.
Illusion; 1 Action; 120 feet; Until dispelled; V, S, M (a bit of fleece and jade dust worth at least 25 gp)
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
Soul Cage: This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Necromancy; Special; 60 feet; 8 hours; V, S, M (a tiny silver cage worth 100 gp)
Summon Fiend: You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, 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 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Fiendish Spirit
Large fiend
Armor Class: 12 + the level of the spell (natural armor)
Hit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
Speed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)
STR: 13 (+1)
DEX: 16 (+3)
CON: 15 (+2)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 16 (+3)
Damage Resistances: fire
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Infernal, telepathy 60 ft.
Challenge: —
Proficiency Bonus: equals your bonus
Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell’s level fire damage on a failed save, or half as much damage on a successful one.
Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down).
Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Conjuration; 1 Action; 90 feet; Concentration, up to 1 hour; V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
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)
Tenser's Transformation: You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
You have advantage on attack rolls that you make with simple and martial weapons.
When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
You have proficiency with all armor, shields, simple weapons, and martial weapons.
You have proficiency in Strength and Constitution saving throws.
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 gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Transmutation; 1 Action; Self; Concentration, up to 10 minutes; V, S, M (a few hairs from a bull)
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)
Wall of Ice: You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 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 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Evocation; 1 Action; 120 feet; Concentration, up to 10 minutes; V, S, M (a small piece of quartz)
Widogast's Transmogrification (HB): You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay, you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race. They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion. Once a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year.
Transmutation; 1 hour; Touch; Instantaneous; V, S, M (Damp clay equal to the weight of the target and 150 gp worth of crushed gem dust, both of which the spell consumes)
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)
Create Magen: While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum. Any magen you create with this spell obeys your commands without question.
Transmutation; 1 Hour; Touch; Instantaneous; V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)
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
Forcecage: A cube-shaped prison, either a cage or a solid box, is created by magical force around an area within range. The cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced apart. The box can be up to 10 feet on a side, creating a solid barrier that prevents matter from passing through and blocking spells. When a spell is cast, creatures inside the cage are trapped, while those outside are pushed away. Creatures inside the cage cannot leave without a Charisma saving throw, and teleportation or interplanar travel must be used to exit the cage. The cage also extends into the Ethereal Plane, blocking ethereal travel. The spell cannot be dispelled by dispel magic.
Evocation; 1 Action; 100 feet; 1 hour; V, S, M (ruby dust worth 1,500 gp)
Mirage Arcane: The spell allows users to create terrain in a 1 mile square area to resemble various terrains, such as swamps, hills, crevasses, or grassy meadows. It also allows for altering the appearance of structures and adding them where none are present. The spell does not disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, allowing the spell to turn clear ground into difficult terrain or impede movement. Any piece of the illusory terrain disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form, but all other elements remain, allowing them to physically interact with the illusion.
Illusion; 10 Minutes; Sight; 10 days; V, S
Mordenkainen's Magnificent Mansion: You create an extradimensional dwelling with a shimmering entrance, 5 feet wide and 10 feet tall. You and any creature you designate can enter the dwelling as long as the portal remains open. The entrance is invisible when closed. Beyond the portal is a magnificent foyer with numerous chambers. The space can be created in any floor plan but cannot exceed 50 cubes. The dwelling has enough food for a nine-course banquet for up to 100 people. A staff of 100 servants, obedient to your orders, can perform tasks like fetching, cleaning, and serving food. They can go anywhere in the mansion but cannot leave it. The furnishings and objects created by the spell dissipate into smoke if removed. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Conjuration; 1 Minute; 300 feet; 24 hours; V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Mordenkainen's Sword: You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Evocation; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
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
Project Image: An illusory copy of oneself is created that appears at any location within range, despite obstacles. The illusion mimics one's mannerisms and can be moved up to twice its speed. It can see and hear through its eyes and ears, and can switch between using its senses on your turn. However, while using its senses, you are blinded and deafened. Physical interaction with the illusion reveals it as an illusion, as things can pass through it. A creature can determine the illusion's existence by examining it with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion, they can see through the image and hear any noise it makes as hollow.
Illusion; 1 Action; 500 Miles; Concentration, up to 1 day; V, S, M (a small replica of you made from materials worth at least 5 gp)
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)
Sequester: By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by the divination of spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakes." This spells also ends if the target takes any damage.
Transmutation; 1 Action; Touch; Until dispelled; V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
Simulacrum: You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Illusion; 12 hours; Touch; Until dispelled; V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
Symbol: This spell involves casting a harmful glyph on a surface or within an object that can be concealed. The glyph can cover an area no larger than 10 feet in diameter and must remain in place. The glyph is nearly invisible and requires an Intelligence check against your spell save DC to find it. The trigger for the glyph can be touched, removed, approached, or manipulated. For glyphs within an object, triggers include opening, approaching, or seeing or reading the glyph. The trigger can be refined to activate the spell under specific circumstances or according to a creature's physical characteristics. Additionally, the spell can be set to target creatures who say a certain password. When the glyph is inscribed, the spell's effect is chosen. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes. Each creature in the sphere when the glyph activates is targeted by its effect, as well as those who enter or end their turn in the sphere.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Abjuration; 1 Minute; Touch; Until dispelled or triggered; V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Teleport: This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity, Mishap, Similar Area, Off Target, On Target
Permanent circle, —, —, —, 01-100
Associated object, —, —, —, 01-100
Very familiar, 01-05, 06-13, 14-24, 25-100
Seen casually, 01-33, 34-43, 44-53, 54-100
Viewed once, 01-43, 44-53, 54-73, 74-100
Description, 01-43, 44-53, 54-73, 74-100
False destination, 01-50, 51-100, —, —
"Permanent circle" means a permanent Teleportation Circle whose sigil sequence you know.
"Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
"Seen casually" is someplace you have seen more than once but with which you aren't very familiar.
"Viewed once" is a place you have seen once, possibly using magic.
"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Conjuration; 1 Action; 10 feet; Instantaneous; V
Tether Essence: Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Necromancy D; 1 Action; 60 feet; Concentration, up to 1 hour; V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
Whirlwind: A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Evocation; 1 Action; 300 feet; Concentration, up to 1 minute; V, M (a piece of straw)
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)
Antimagic Field: A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
Abjuration; 1 Action; Self (10-foot radius sphere); Concentration, up to 1 hour; V, S, M (a pinch of powdered iron or iron fillings)
Antipathy/Sympathy: This spell targets an object or area within range, either large or small, and a type of intelligent creature like red dragons, goblins, or vampires. It provides an aura that attracts or repels the creatures for a duration, with the effect being either antipathy or sympathy.
Antipathy: The enchantment causes creatures to feel a strong urge to leave and avoid a target. If a creature can see or is within 60 feet of the target, it must succeed on a Wisdom saving throw or become frightened. The creature must move to a safe spot from which it can't see the target. If the creature moves more than 60 feet and can't see the target, it's no longer frightened. However, it becomes frightened again if it regains sight or moves within 60 feet.
Sympathy: The enchantment causes creatures to feel a strong urge to approach a target within 60 feet of it. To do so, they must succeed on a Wisdom saving throw or use their movement on each turn. Once they have entered the area, they cannot move away. If the target damages an affected creature, they can make a Wisdom saving throw to end the effect.
A creature ends its turn without being within 60 feet of a target, making a Wisdom saving throw. A successful save removes the target's effect and the feeling of repugnance or attraction as magical. The spell allows another Wisdom saving throw every 24 hours, and a successful save immunity for 1 minute. After this, the creature can be affected again.
Enchantment; 1 Hour; 60 feet; 10 Days; V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
Clone: This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
Necromancy; 1 Hour; Touch; Instantaneous; V, S, M (a diamond worth at least 1000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes. A vessel worth at least 2000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
Control Weather: You take control of the weather within 5 miles of you for the Duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to The Sky ends the spell early. When you cast the spell, you change the current weather Conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new Conditions to take Effect. Once they do so, you can change the Conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather Conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation: Stage 1 - Clear, Stage 2 - Light clouds, Stage 3 - Overcast or ground fog, Stage 4 - Rain, hail or snow, Stage 5 - Torrential rain, driving hail or Blizzard
Temperature: Stage 1 - Unbearable heat, Stage 2 - Hot Stage, 3 - Warm Stage, 4 - Cool Stage, 5 - Cold Stage, 6 - Arctic cold
Wind: Stage 1 - Calm Stage, 2 - Moderate wind Stage, 3 - Strong Wind Stage, 4 - Gale Stage, 5 - Storm
Transmutation; 10 Minutes; Self (5 mile radius); Concentration, Up to 8 hours; V, S, M (Burning incense and bits of earth and wood mixed in water)
Dark Star: This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Evocation DG; 1 Action; 150 Feet; Concentration, up to 1 minute; V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)
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
Feeblemind: You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.
Enchantment; 1 Action; 150 feet; Instantaneous; V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Illusory Dragon: By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; S
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
Maddening Darkness: Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Evocation; 1 Action; 150 feet; Concentration, up to 10 minutes; V, M (a drop of pitch mixed with a drop of mercury)
Maze: You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Conjuration; 1 Action; 60 feet; Concentration, up to 10 minutes; V, S
Mind Blank: Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Abjuration; 1 Action; Touch; 24 hours; V, S
Mighty Fortress: A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Conjuration; 1 Minute; 1 mile; Instantaneous; V, S, M (a diamond worth at least 500 gp, which the spell consumes)
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
Reality Break: You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success
Reality Break Effects
d10, Effect
1-2: Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn
3-5: Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save.
6-8: Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10: Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.
Conjuration DC; 1 Action; 60 feet; Concentration, up to 1 minute; V, S, M (a crystal prism)
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)
Telepathy: You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Evocation; 1 Action; Unlimited; 24 hours; V, S, M (a pair of linked silver rings)
Astral Projection: You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut, your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Evocation; 1 Hour; 10 feet; Special; V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes)
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
Foresight: You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Divination; 1 Minute; Touch; 8 hours; V, S, M (a hummingbird feather)
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)
Imprisonment: You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.
Abjuration; 1 Minute; 30 feet; Until dispelled; V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Invulnerability: You are immune to all damage until the spell ends.
Abjuration; 1 Action; Self; Concentration, up to 10 minutes; V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
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
Prismatic Wall: A shimmering, multicolored plane of light forms a vertical opaque wall up to 90 feet long, 30 feet high, and 1 inch thick, centered on a point within range. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. Creatures can pass through and remain near the wall without harm. If another creature can see the wall, they must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach or pass through the wall, they must make a Dexterity saving throw or be affected by that layer's properties. The wall can be destroyed, one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell, and an Antimagic Field has no effect on it.
Color, Effect
Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or a similar spell of equal or higher level.
Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or similar spell of equal or higher level that can end spells and magical effects.
Abjuration; 1 Action; 60 feet; 10 minutes; V, S
Psychic Scream: You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Enchantment; 1 Action; 90 feet; Instantaneous; S
Ravenous Void: You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.
Evocation DG; 1 Action; 1,000 feet; Concentration, up to 1 minute; V, S, M (a small, nine-pointed star made of iron)
Shapechange: You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Transmutation; 1 Action; Self; Concentration, up to 1 hour; V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Time Ravage: You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Wish spell or the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
Necromancy DC; 1 Action; 90 feet; Instantaneous; V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
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
True Polymorph: Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. This spell can't affect a target that has 0 hit points.
Creature into Creature.
If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature.
You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object.
If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Transmutation; 1 Action; 30 feet; Concentration, up to 1 hour; V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Weird: Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Illusion; 1 Action; 120 feet; Concentration, up to 1 minute; V, S
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