Spells
Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect |
---|---|---|---|---|---|
Acid Splash (cantrip) | conjuration | 1 action | 60ft | save: dexterity | acid |
Source: PHB
Acid Splash
conjuration
cantrip
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. At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, witch, warmage, sorcerer, necromancer, artificer
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Agony (cantrip) | necromancy | 1 action | 60ft | save: constitution | necrotic |
Source: homebrew
Agony
necromancy
cantrip
You cause a creature you can see within range to suffer intense pain. The creature must succeed on a Constitution saving throw or take 1d8 necrotic damage and have one of the following affects applied:
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 60ft
(sight required)
Components
S,
Duration
instant
Spell lists: warlock
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Arc Blade (cantrip) | evocation | 1 action | self (5ft radius) | attack: melee | lightning |
Source: valda
Arc Blade
evocation
cantrip
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is lightning damage instead of its normal type. Additionally, an arc of lightning jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage. At higher levels: This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 lightning damage, and the secondary damage deals an additional 1d6 lightning damage to their targets. Both damage rolls increase by one die at 11th level (2d8 and 3d6) and 17th level (3d8 and 4d6).
Casting Time
1 action
Range self
(5ft radius)
Components
V,
M,
a melee weapon
Duration
instant
Spell lists: warmage
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Arcane Blast (cantrip) | evocation | 1 action | 120ft | save: mixed attack: ranged | force,cold,fire /… |
Source: homebrew
Arcane Blast
evocation
cantrip
A blast of pure arcane energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and suffers an additional effect based on your sorcerous origin.
At higher levels: The spell creates more than one blast: two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast. Only one target can be effected by the additional effect
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
Duration
instant
Condition: blind,prone
Spell lists: sorcerer
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Blade Bolt (cantrip) | conjuration | 1 action | 120ft | attack: ranged | piercing |
Source: homebrew
Blade Bolt
conjuration
cantrip
A blade of your choice is created from the thin air and fired like a projectile against a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Regardless of whether or not the spell hits, it will disappear into mist afterwards. At higher levels: The spell creates more weapons: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each weapon.
Casting Time
1 action
Range 120ft
(projectile)
Components
S,
Duration
instant
Spell lists: wizard, warlock, sorcerer
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Blade Ward (cantrip) | abjuration | 1 action | self | ||
Source: PHB
Blade Ward
abjuration
cantrip
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.
Casting Time
1 action
Range self
Components
V,
S,
Duration
1 round
Spell lists: wizard, warlock, sorcerer, bard
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Booming Blade (cantrip) | evocation | 1 action | self (5ft radius) | attack: melee | thunder |
Source: tasha
Booming Blade
evocation
cantrip
You brandish the weapon used in the spell’s casting and 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 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 higher levels: 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).
Casting Time
1 action
Range self
(5ft radius)
Components
S,
M,
a melee weapon worth at least 1 sp
Duration
1 round
Spell lists: wizard, warlock, sorcerer, artificer
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Burning Blade (cantrip) | evocation | 1 action | self (5ft radius) | attack: melee | fire |
Source: valda
Burning Blade
evocation
cantrip
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is fire damage instead of its normal type. Additionally, embers whirl in the target’s space. Until the start of your next turn, when a creature enters the space for the first time or ends its turn there, you can use your reaction to deal 1d6 fire damage to the creature, ending the spell. At higher levels: This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d6 fire damage to the target on a hit, and the secondary damage deals an additional 1d6 fire damage to its target. Both damage rolls increase by one die at 11th level (2d6 and 3d6) and 17th level (3d6 and 4d6).
Casting Time
1 action
Range self
(5ft radius)
Components
V,
M,
a melee weapon
Duration
1 round
Spell lists: warmage
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Candy Blast (cantrip) | conjuration | 1 action | 60ft | attack: ranged | bludgeoning |
Source: valda
Candy Blast
conjuration
cantrip
You summon a handful of hard candy—boiled sweets, mints, jelly beans, etc.—and hurl them at a target you can see within range. Make a ranged spell attack roll. On a hit, the target takes 1d8 bludgeoning damage, and the space it is standing in, up to a 5-foot square, becomes difficult terrain until a creature uses an action to gather up the fallen candy. The candy produced by this spell is edible, but has no nutritional value. At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, witch, sorcerer
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Card Trick (cantrip) | transmutation | 1 action | 60ft | save: dexterity attack: ranged | force |
Source: valda
Card Trick
transmutation
cantrip
With a flash of your hands, you fling a playing or tarot card charged with energy at your opponents. Choose whether you make a ranged spell attack roll or for the target to make a Dexterity saving throw. On a hit or a failed saving throw, the target takes 1d6 force damage. At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
M,
a deck of playing cards
Duration
instant
Spell lists: wizard, witch, warmage, sorcerer, bard
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Caustic Blade (cantrip) | evocation | 1 action | self (5ft radius) | attack: melee | acid |
Source: valda
Caustic Blade
evocation
cantrip
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is acid damage instead of its normal type. If you miss by 3 or less, acid splashes on the target, and you instead deal 1d8 acid damage. At higher levels: This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 acid damage to the target on a hit, and the acid damage dealt on a miss increases to 2d8. Both damage rolls increase by one die at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
Casting Time
1 action
Range self
(5ft radius)
Components
V,
M,
a melee weapon
Duration
instant
Spell lists: warmage, necromancer
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Cheat (cantrip) | divination | bonus action | self | ||
Source: valda
Cheat
divination
cantrip
You subtly twist your fingers, and fate seems to follow suit. For the duration, you can reroll any ability check you make to play nonmagical games of chance. Therefore, this spell could influence a game of poker, but not the result of a deck of many things.
Casting Time
bonus action
Range self
Components
S,
M,
a weighted die
Duration
1 round
Immune: magical-items
Spell lists: wizard, witch, warmage, warlock, sorcerer, necromancer, bard
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Chill Touch (cantrip) | necromancy | 1 action | 120ft | attack: ranged | necrotic |
Source: PHB
Chill Touch
necromancy
cantrip
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. At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 120ft
Components
V,
S,
Duration
1 round
Spell lists: wizard, witch, warmage, warlock, sorcerer, necromancer
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Concealed Shot (cantrip) | illusion | 1 action | self | attack: ranged | |
Source: valda
Concealed Shot
illusion
cantrip
(renaissance)
As part of the action used to cast this spell, you must make an attack with a ranged weapon, otherwise the spell fails. The attack’s projectile is invisible while in flight, and the weapon itself is silent. If the weapon is a firearm, this spell suppresses the smoke and light the weapon produces, making it impossible to see or hear where the shot came from. This spell only conceals the first shot you make; any additional shots aren’t concealed.
Casting Time
1 action
Range self
(projectile)
Components
S,
M,
a ranged weapon
Duration
instant
Spell lists: wizard, warlock, sorcerer, druid, bard
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Control Flames (cantrip) | transmutation | 1 action | 60ft (5ft cube) | ||
Source: xanathar
Control Flames
transmutation
cantrip
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:
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.
Casting Time
1 action
Range 60ft
(5ft cube)
(sight required)
Components
S,
Duration
instant or 1 hour
Immune: magical-flame
Spell lists: wizard, sorcerer, druid
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Create Bonfire (cantrip) | conjuration | 1 action C | 60ft (5ft cube) | save: dexterity | fire |
Source: xanathar
Create Bonfire
conjuration
cantrip
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. At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 60ft
(5ft cube)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer, druid, artificer
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Cryptogram (cantrip) | conjuration | 1 action | unlimited | ||
Source: valda
Cryptogram
conjuration
cantrip
You send a small scroll with a short message to a creature of your choice. The recipient must be a creature known to you and also be on the same plane of existence as you. This scroll will hover in front of the recipient, drop into their pocket, or appear sitting on something nearby. The scroll’s message can be up to 8 characters long (spaces count as characters). You can send only one scroll to a single target each day.
Casting Time
1 action
Range unlimited
Components
V,
S,
M,
a small written message
Duration
instant
Spell lists: wizard, witch, warmage, warlock, sorcerer, necromancer, bard
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Dancing Lights (cantrip) | evocation | 1 action C | 120ft (10ft sphere) | ||
Source: PHB
Dancing Lights
evocation
cantrip
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, 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.
Casting Time
1 action
Range 120ft
(10ft sphere)
Components
V,
S,
M,
a bit of phosphorus or wychwood, or a glowworm
Duration
Concentration,
up to 1 minute
Spell lists: wizard, witch, sorcerer, necromancer, bard, artificer
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Dimensional Slash (cantrip) | evocation DC | 1 action | 90ft | attack: ranged | force |
Source: HB dunamancy
Dimensional Slash
evocation
cantrip
(chronurgy)
You cut a brief rift in reality to slash an enemy. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. At higher levels: At 5th level this spell partially hit any creature 5 feet in front of or 5 feet next to the target. Such a creature must make a dex save or take 1d4 force damage on a fail, as part of the slash hits them as well. The damage of the regular attack roll increases by 1d8 at 5th level and both damage rolls increase by 1d8 and 1d4 at 11th level(3d8, 2d4) and 17th level (4d8, 3d4).
Casting Time
1 action
Range 90ft
(projectile)
Components
S,
Duration
instant
Spell lists: wizardDunamancy
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Druidcraft (cantrip) | transmutation | 1 action | 30ft | ||
Source: PHB
Druidcraft
transmutation
cantrip
Whispering to the spirits of nature, you create one of the following effects within range:
Casting Time
1 action
Range 30ft
Components
V,
S,
Duration
instant
Spell lists: druid
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Eldritch Blast (cantrip) | evocation | 1 action | 120ft | attack: ranged | force |
Source: PHB
Eldritch Blast
evocation
cantrip
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: warlock
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Eldritch Orb (cantrip) | evocation | 1 action | 60ft (5ft sphere) | save: dexterity attack: ranged | force |
Source: valda
Eldritch Orb
evocation
cantrip
You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage. At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 60ft
(5ft sphere)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: witch, warlock, necromancer
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Encode Thoughts (cantrip) | enchantment | 1 action | self | ||
Source: ravnica
Encode Thoughts
enchantment
cantrip
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.)
Casting Time
1 action
Range self
Components
S,
Duration
8 hours
Spell lists: wizard
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Entropic Bolt (cantrip) | necromancy DC | 1 action | 120ft | attack: ranged | necrotic |
Source: HB dunamancy
Entropic Bolt
necromancy
cantrip
(chronurgy)
A bolt of dark entropic energy streaks towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and it can't regain hitpoints until the start of your next turn. Until then, the dark entropic energy crackles around the target. At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizardDunamancy
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Eye of Anubis (cantrip) | necromancy | 1 action | 60ft | attack: ranged | necrotic |
Source: valda
Eye of Anubis
necromancy
cantrip
A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can’t take the Disengage action until the end of your next turn. At higher levels: This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam’s damage increases by 1d8 (2d8) when you reach 11th level, and your second beam’s damage increases by 1d8 (2d8) when you reach 17th level.
Casting Time
1 action
Range 60ft
(projectile)
Components
M,
a holy symbol
Duration
instant
Spell lists: witch, necromancer, cleric
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Eye of Ra (cantrip) | evocation | 1 action | 60ft | attack: ranged | radiant |
Source: valda
Eye of Ra
evocation
cantrip
A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can’t take the Hide action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam’s damage increases by 1d8 (2d8) when you reach 11th level, and your second beam’s damage increases by 1d8 (2d8) when you reach 17th level.
Casting Time
1 action
Range 60ft
(projectile)
Components
M,
a holy symbol
Duration
instant
Spell lists: cleric
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Fast Forward/Reverse (cantrip) | transmutation DC | 1 action | 10ft (5ft cube) | ||
Source: HB dunamancy
Fast Forward/Reverse
transmutation
cantrip
(chronurgy)
You manipulate the flow of time in a small area, rapidly altering the age of objects in the area as you choose. Select any number of non-magical objects of size small or smaller in a 5 foot cube within range. Choose fast-forward/reverse as the area’s effect. Fast-Forward: Ink dries, water boils, and candles burn down to stubs from this simple manipulation. You speed up time for the objects, causing them to experience 10 minutes for every minute spent casting the spell. Reverse: Rotting apples freshen, torn documents are mended, and shattered vases become whole from this simple manipulation. You reverse the aging process for the objects, causing them to appear as they did 10 minutes ago for every minute spent casting the spell. In either case, this spell does not affect any object’s physical location in space, and nothing outside of this area is affected. As a bonus action, you can switch between the Fast-Forward and Reverse effects within a single casting of this spell.
Casting Time
1 action
Range 10ft
(5ft cube)
Components
V,
S,
Duration
up to 1 hour
Immune: magical-items
Spell lists: wizardDunamancy
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Finger Guns (cantrip) | evocation | bonus action | self (60ft) | attack: ranged | force |
Source: valda
Finger Guns
evocation
cantrip
(renaissance)
You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a ranged spell attack against one creature you can see within 60 feet of you, dealing 1d8 force damage on a hit. Your finger gun doesn’t require ammunition, but it is considered to be a firearm for spells and effects that apply to firearms. At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
bonus action
Range self
(60ft)
(projectile)
(sight required)
Components
V,
S,
Duration
1 minute
Spell lists: wizard, warmage, sorcerer, bard
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Fire Bolt (cantrip) | evocation | 1 action | 120ft | attack: ranged | fire |
Source: PHB
Fire Bolt
evocation
cantrip
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. At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, warmage, sorcerer, artificer
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Flesh Ripper (cantrip) | transmutation | 1 action | 30ft | save: strength attack: ranged | piercing |
Source: valda
Flesh Ripper
transmutation
cantrip
As you cast this spell, a spectral meat hook and chain is flung at a creature of your choice. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 piercing damage as a spectral meat hook plunges into its body. Until the start of your next turn, the target must make a Strength saving throw to move further than 30 feet from you. On a failed save, it is prevented from moving until the start of your turn. This effect ends if you are further than 30 feet away from the target. At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 30ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: necromancer
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Force Buckler (cantrip) | abjuration | bonus action | self | ||
Source: valda
Force Buckler
abjuration
cantrip
You summon a translucent yet visible field of force, which springs forth from the prepared gauntlet. Until the start of your next turn, this shield grants you a +2 bonus to your Armor Class, as if you were wielding a shield. This spell ends early if you are hit by an attack.
Casting Time
bonus action
Range self
Components
V,
S,
M,
a specially prepared gauntlet worth at least 5 gp
Duration
1 round
Spell lists: warmage
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Force Dart (cantrip) | evocation | 1 action | 120ft | attack: ranged | force |
Source: valda
Force Dart
evocation
cantrip
You fling a dart of magical force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
M,
a specially prepared gauntlet worth at least 5 gp
Duration
instant
Spell lists: warmage
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Force Weapon (cantrip) | evocation | 1 action | 5ft | attack: melee | force |
Source: valda
Force Weapon
evocation
cantrip
You conjure a blade of magical force in the air, which lashes out at your foes. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 force damage. The blade remains in existence for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an opportunity attack. At higher levels: You can make 1 additional attack on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).
Casting Time
1 action
Range 5ft
Components
V,
S,
M,
a specially prepared gauntlet worth at least 5 gp
Duration
1 round
Spell lists: warmage
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Friends (cantrip) | enchantment | 1 action C | self | ||
Source: PHB
Friends
enchantment
cantrip
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.
Casting Time
1 action
Range self
Components
S,
M,
a small amount of makeup applied to the face as this spell is cast
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer, bard
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Frigid Blade (cantrip) | evocation | 1 action | self (5ft radius) | attack: melee | cold |
Source: valda
Frigid Blade
evocation
cantrip
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the attack deals cold damage instead of its normal type. Additionally, the target is covered in a brittle frost until the start of your next turn. If the target willingly moves before then, you can use your reaction to deal 1d8 cold damage to the target, ending the spell. At higher levels: At 5th level, the melee attack and secondary damage each deal an additional 1d8 cold damage. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
Casting Time
1 action
Range self
(5ft radius)
Components
V,
M,
a melee weapon
Duration
1 round
Spell lists: warmage
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Frostbite (cantrip) | evocation | 1 action | 60ft | save: constitution | cold |
Source: xanathar
Frostbite
evocation
cantrip
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. At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, warlock, sorcerer, druid, artificer
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Green-Flame Blade (cantrip) | evocation | 1 action | self (5ft radius) | attack: melee | fire |
Source: tasha
Green-Flame Blade
evocation
cantrip
You brandish the weapon used in the spell’s casting and 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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature 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).
Casting Time
1 action
Range self
(5ft radius)
(projectile)
(sight required)
Components
S,
M,
a melee weapon worth at least 1 sp
Duration
instant
Spell lists: wizard, warlock, sorcerer, artificer
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Guidance (cantrip) | divination | 1 action C | touch | ||
Source: PHB
Guidance
divination
cantrip
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: unwilling
Spell lists: druid, cleric, artificer
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Gust (cantrip) | transmutation | 1 action | 30ft | save: strength | |
Source: xanathar
Gust
transmutation
cantrip
You seize the air and compel it to create one of the following effects at a point you can see within range:
Casting Time
1 action
Range 30ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Immune: big-creatures
Spell lists: wizard, sorcerer, druid
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Hocuspocus (cantrip) | conjuration | 1 action | 30ft | ||
Source: valda
Hocuspocus
conjuration
cantrip
You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute:
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.
Casting Time
1 action
Range 30ft
Components
V,
S,
Duration
1 minute
Spell lists: witch, warlock, necromancer
|
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Hydraulic Push (cantrip) | evocation | 1 action | 30ft | attack: ranged | bludgeoning |
Source: homebrew
Hydraulic Push
evocation
cantrip
You summon a blast of water that soaks one creature or square. Make a ranged spell attack against a creature, if it hits the creature takes 1d10 bludgeoning damage and is pushed back 10 feet. This spells also extinguishes any normal fire on a creature or object, or in a 5-foot square. Magical fire is unaffected. At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time
1 action
Range 30ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer, druid
|
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Infestation (cantrip) | conjuration | 1 action | 30ft | save: constitution | poison |
Source: xanathar
Infestation
conjuration
cantrip
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. At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a living flea
Duration
instant
Spell lists: wizard, warlock, sorcerer, druid
|
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Legendary Libation (cantrip) | conjuration | bonus action | self | ||
Source: valda
Legendary Libation
conjuration
cantrip
You speak a word of power and your container fills with a drink of your choosing, which can be imbibed as an action. The drink is delicious and satisfies the drinker’s thirst for the next 24 hours. Furthermore, for one hour after consuming this libation, the drinker has advantage on saving throws it makes to avoid or end the frightened condition on itself. If the drink is not consumed within one hour of being conjured, it loses its magic and turns into mundane, flavorless water. A creature can’t benefit from more than one legendary libation in any given 24-hour period.
Casting Time
bonus action
Range self
Components
V,
M,
a container, such as a mug, tankard, or flask, which is filled with liquid that is purified by the spell
Duration
instant
Spell lists: druid, cleric, bard
|
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Light (cantrip) | evocation | 1 action | touch (40ft sphere) | save: dexterity | |
Source: PHB
Light
evocation
cantrip
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 light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Casting Time
1 action
Range touch
(40ft sphere)
Components
V,
M,
a firefly or phosphorescent moss
Duration
1 hour
Spell lists: wizard, warmage, sorcerer, necromancer, cleric, bard, artificer
|
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Lightning Lure (cantrip) | evocation | 1 action | self (15ft) | save: strength | lightning |
Source: tasha
Lightning Lure
evocation
cantrip
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. At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range self
(15ft)
(projectile)
(sight required)
Components
V,
Duration
instant
Spell lists: wizard, warlock, sorcerer, artificer
|
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Lightning Surge (cantrip) | evocation | 1 action | self (5ft radius) | save: dexterity | lightning |
Source: valda
Lightning Surge
evocation
cantrip
You emit a dazzling array of short lightning bolts in all directions. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage. At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range self
(5ft radius)
Components
V,
S,
M,
two bits of copper wire
Duration
instant
Spell lists: wizard, warmage, warlock, sorcerer, necromancer
|
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Mage Hand (cantrip) | conjuration | 1 action | 30ft | ||
Source: PHB
Mage Hand
conjuration
cantrip
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.
Casting Time
1 action
Range 30ft
Components
V,
S,
Duration
1 minute
Immune: magical-items
Spell lists: wizard, witch, warmage, warlock, sorcerer, necromancer, bard, artificer
|
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Magic Daggers (cantrip) | conjuration | 1 action | 60ft | attack: ranged | force |
Source: valda
Magic Daggers
conjuration
cantrip
With a flourish, you conjure a throwing dagger of magical force out of thin air and flick it from your wrist at a target you can see. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 1d6 force damage. The dagger vanishes after the attack. At higher levels: you conjure more daggers out of force and make additional attacks: two daggers at 5th level, three daggers at 11th level, and four daggers at 17th level. You can use the daggers to attack the same target or different ones. Make a separate attack roll for each dagger.
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: warmage, bard
|
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Magic Stone (cantrip) | transmutation | bonus action | touch | attack: ranged | bludgeoning |
Source: xanathar
Magic Stone
transmutation
cantrip
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Casting Time
bonus action
Range touch
(projectile)
Components
V,
S,
Duration
1 minute
Spell lists: warlock, druid, artificer
|
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Mending (cantrip) | transmutation | 1 minute | touch | ||
Source: PHB
Mending
transmutation
cantrip
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.
Casting Time
1 minute
Range touch
Components
V,
S,
M,
two lodestones
Duration
instant
Spell lists: wizard, warmage, sorcerer, necromancer, druid, cleric, bard, artificer
|
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Message (cantrip) | transmutation | 1 action | 120ft | ||
Source: PHB
Message
transmutation
cantrip
You point your finger toward a creature within range and whisper a message. The target (and 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. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Casting Time
1 action
Range 120ft
Components
V,
S,
M,
a short piece of copper wire
Duration
1 round
Immune: magical-silence
Spell lists: wizard, witch, sorcerer, bard, artificer
|
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Mind Sliver (cantrip) | enchantment | 1 action | 60ft | save: intelligence | psychic |
Source: tasha
Mind Sliver
enchantment
cantrip
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. At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
Duration
1 round
Spell lists: wizard, warlock, sorcerer
|
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Minor Illusion (cantrip) | illusion | 1 action | 30ft (5ft cube) | ||
Source: PHB
Minor Illusion
illusion
cantrip
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Casting Time
1 action
Range 30ft
(5ft cube)
Components
S,
M,
a bit of fleece
Duration
1 minute
Immune: blindsight,truesight
Spell lists: wizard, witch, warmage, warlock, sorcerer, bard
|
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Minor Lifesteal (cantrip) | necromancy | 1 action | 60ft | save: constitution | necrotic |
Source: valda
Minor Lifesteal
necromancy
cantrip
You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which last until you finish a long rest. This spell has no effect on Undead or Constructs. At higher levels: This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Casting Time
1 action
Range 60ft
(sight required)
Components
S,
Duration
instant
Immune: constructs,undead
Spell lists: wizard, witch, sorcerer, necromancer
|
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Mold Earth (cantrip) | transmutation | 1 action | 30ft (5ft cube) | ||
Source: xanathar
Mold Earth
transmutation
cantrip
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 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.
Casting Time
1 action
Range 30ft
(5ft cube)
(sight required)
Components
S,
Duration
instant or 1 hour
Spell lists: wizard, sorcerer, druid
|
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Moment to Think (cantrip) | transmutation DC | bonus action | self | ||
Source: valda
Moment to Think
transmutation
cantrip
(chronurgy)
When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something. Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.
Casting Time
bonus action
Range self
Components
V,
Duration
instant
Spell lists: wizardDunamancy, warmage, sorcerer, cleric
|
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Phantom Grapnel (cantrip) | evocation | 1 action | 30ft | save: strength | |
Source: valda
Phantom Grapnel
evocation
cantrip
You conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke opportunity attacks for this movement as normal. When you target a creature of Large size or smaller, you pull the target up to 10 feet toward you. A creature can make a Strength saving throw to resist this movement.
Casting Time
1 action
Range 30ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: warmage
|
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Poison Spray (cantrip) | conjuration | 1 action | 10ft | save: constitution | poison |
Source: PHB
Poison Spray
conjuration
cantrip
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. At higher levels: This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Casting Time
1 action
Range 10ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, warmage, warlock, sorcerer, necromancer, druid, artificer
|
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Prestidigitation (cantrip) | transmutation | 1 action | 10ft | ||
Source: PHB
Prestidigitation
transmutation
cantrip
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
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.
Casting Time
1 action
Range 10ft
Components
V,
S,
Duration
up to 1 hour
Spell lists: wizard, witch, warmage, warlock, sorcerer, bard, artificer
|
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Primal Savagery (cantrip) | transmutation | 1 action | self | attack: melee | acid |
Source: xanathar
Primal Savagery
transmutation
cantrip
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time
1 action
Range self
Components
S,
Duration
instant
Spell lists: druid
|
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Produce Flame (cantrip) | conjuration | 1 action | self (20ft sphere) | fire | |
Source: PHB
Produce Flame
conjuration
cantrip
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range self
(20ft sphere)
(projectile)
Components
V,
S,
Duration
10 minutes
Spell lists: witch, warmage, druid
|
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Purge (cantrip) | transmutation DC | 1 action | 30ft | ||
Source: HB dunamancy
Purge
transmutation
cantrip
(chronurgy)
You quicken the pace of a target’s recovery, causing a malady afflicting it to pass faster that it would otherwise. Choose a humanoid that you can see within range. That creature can immediately make a saving throw against an effect that allows it to make saving throws on each of its turns. Alternatively, the creature can make saving throw against a disease that is afflicting it. Any creature that makes a saving throw against a disease in this way is unaffected by further castings of this spell until they finish a long rest.
Casting Time
1 action
Range 30ft
(sight required)
Components
S,
M,
chamomile petals
Duration
instant
Immune: non-humanoids
Spell lists: wizardDunamancy
|
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Quickstep (cantrip) | transmutation | bonus action | self | ||
Source: valda
Quickstep
transmutation
cantrip
You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your walking speed increases by 10 feet until the start of your next turn.
Casting Time
bonus action
Range self
Components
V,
Duration
1 round
Spell lists: warmage
|
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Ray of Frost (cantrip) | evocation | 1 action | 60ft | attack: ranged | cold |
Source: PHB
Ray of Frost
evocation
cantrip
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. At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, warmage, sorcerer, artificer
|
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Resistance (cantrip) | abjuration | 1 action C | touch | ||
Source: PHB
Resistance
abjuration
cantrip
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a miniature cloak
Duration
Concentration,
up to 1 minute
Immune: unwilling
Spell lists: witch, druid, cleric, artificer
|
|||||
Sacred Flame (cantrip) | evocation | 1 action | 60ft | save: dexterity | radiant |
Source: PHB
Sacred Flame
evocation
cantrip
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: cleric
|
|||||
Sapping Sting (cantrip) | necromancy DC | 1 action | 30ft | save: constitution | necrotic / prone |
Source: wildemount
Sapping Sting
necromancy
cantrip
(chronurgy)
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. At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
instant
Condition: prone
Spell lists: wizardDunamancy
|
|||||
Shape Water (cantrip) | transmutation | 1 action | 30ft (5ft cube) | ||
Source: xanathar
Shape Water
transmutation
cantrip
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:
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.
Casting Time
1 action
Range 30ft
(5ft cube)
(sight required)
Components
S,
Duration
instant or 1 hour
Spell lists: wizard, sorcerer, druid
|
|||||
Shillelagh (cantrip) | transmutation | bonus action | touch | ||
Source: PHB
Shillelagh
transmutation
cantrip
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Casting Time
bonus action
Range touch
Components
V,
S,
M,
mistletoe, a shamrock leaf, and a club or quarterstaff
Duration
1 minute
Spell lists: druid
|
|||||
Shocking Grasp (cantrip) | evocation | 1 action | touch | attack: melee | lightning |
Source: PHB
Shocking Grasp
evocation
cantrip
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. At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Spell lists: wizard, warmage, sorcerer, necromancer, artificer
|
|||||
Sonic Pulse (cantrip) | evocation | 1 action | 60ft | save: constitution | thunder / deaf |
Source: valda
Sonic Pulse
evocation
cantrip
You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 thunder damage and is deafened until the start of your next turn. If the spell’s target is within 10 feet of you, this spell’s damage becomes d10s, instead of d8s. At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Condition: deaf
Immune: deaf
Spell lists: warmage
|
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Spare the Dying (cantrip) | necromancy | 1 action | touch | ||
Source: PHB
Spare the Dying
necromancy
cantrip
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Spell lists: witch, cleric, artificer
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Spark of Life (cantrip) | necromancy | 1 action | 60ft | attack: melee | bludgeoning |
Source: valda
Spark of Life
necromancy
cantrip
With a quick jolt of necromantic energy, the dead momentarily rise to obey you, if only for a few seconds. Choose the corpse of a Huge or smaller creature that has been dead for no more than an hour. When you cast this spell, the corpse stands up and can move up to 15 feet and make a single melee slam attack against a target of your choice within its reach, using your spell attack modifier. On a hit, this attack deals bludgeoning damage based on the corpse’s size: a Tiny corpse deals 1d4, a Small corpse deals 1d6, a Medium corpse deals 1d8, a Large corpse deals 1d10, and a Huge corpse deals 1d12. Once the corpse attacks, it once again crumples into a heap. A corpse targeted by this spell doesn’t become an Undead creature. At higher levels: This spell’s damage increases as you gain levels. At 5th level, the corpse deals two damage dice according to its size. At 11th level, it deals three damage dice, and at 17th level, it deals four damage dice.
Casting Time
1 action
Range 60ft
Components
V,
S,
Duration
instant
Immune: big-creatures
Spell lists: necromancer
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Springheel (cantrip) | transmutation | bonus action | self | ||
Source: valda
Springheel
transmutation
cantrip
You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet until the start of your next turn, and you can make a running high jump or a running long jump without a running start.
Casting Time
bonus action
Range self
Components
V,
Duration
1 round
Spell lists: warmage, druid
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Sword Burst (cantrip) | conjuration | 1 action | self (5ft radius) | save: dexterity | force |
Source: tasha
Sword Burst
conjuration
cantrip
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. At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range self
(5ft radius)
Components
V,
Duration
instant
Spell lists: wizard, warlock, sorcerer, artificer
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Tag (cantrip) | illusion | 1 action | touch (10ft square) | ||
Source: valda
Tag
illusion
cantrip
You press your hand against a flat plane on an object and imprint an elaborate and vibrant image that can fit within a 10-foot square onto the surface. The image can contain a message up to three words in length, and can include art, caricatures, or identifying logos in any combination of colors, decided when you cast the spell. Nonmagical cleaning supplies can’t remove the image, which fades after seven days.
Casting Time
1 action
Range touch
(10ft square)
Components
S,
M,
a drop of paint
Duration
instant
Spell lists: wizard, sorcerer, bard
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Thaumaturgy (cantrip) | transmutation | 1 action | 30ft | ||
Source: PHB
Thaumaturgy
transmutation
cantrip
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Casting Time
1 action
Range 30ft
Components
V,
Duration
up to 1 minute
Spell lists: cleric
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Thorn Whip (cantrip) | transmutation | 1 action | 30ft | attack: ranged | piercing |
Source: PHB
Thorn Whip
transmutation
cantrip
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range 30ft
(projectile)
Components
V,
S,
M,
the stem of a plant with thorns
Duration
instant
Spell lists: druid, artificer
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Thunderclap (cantrip) | evocation | 1 action | self (5ft radius) | save: constitution | thunder |
Source: xanathar
Thunderclap
evocation
cantrip
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. At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range self
(5ft radius)
Components
S,
Duration
instant
Spell lists: wizard, warlock, sorcerer, druid, bard, artificer
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Thunderous Distortion (cantrip) | evocation | 1 action | self (10ft cone) | save: constitution | thunder |
Source: valda
Thunderous Distortion
evocation
cantrip
You produce a distorted wave of noise in a 10-foot cone, which can be heard up to 100 feet away. Each creature in that area must succeed a Constitution saving throw, or take 1d6 thunder damage. An echo of this noise persists until the end of your next turn. If you cast this spell again before the end of your next turn, its damage becomes d8s, instead of d6s. At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range self
(10ft cone)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: warmage
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Toll the Dead (cantrip) | necromancy | 1 action | 60ft | save: wisdom | necrotic |
Source: xanathar
Toll the Dead
necromancy
cantrip
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. At higher levels: 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).
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, warlock, cleric
|
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True Strike (cantrip) | divination | 1 action C | 30ft | ||
Source: PHB
True Strike
divination
cantrip
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.
Casting Time
1 action
Range 30ft
Components
S,
Duration
Concentration,
up to 1 round
Spell lists: wizard, witch, warmage, warlock, sorcerer, necromancer, bard
|
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Undo Harm (cantrip) | transmutation DC | 1 action | touch | ||
Source: HB dunamancy
Undo Harm
transmutation
cantrip
(chronurgy)
You reverse time around a fresh wound, healing some of the damage. A creature you touch regains up to 1d4 hit points, but no higher than the amount of damage that they took since their last turn. At higher levels: The spell’s healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Casting Time
1 action
Range touch
Components
V,
S,
M,
ginger root and kale leaves
Duration
instant
Spell lists: wizardDunamancy
|
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Veil Slash (cantrip) | evocation | 1 action | self | attack: melee | force |
Source: homebrew
Veil Slash
evocation
cantrip
As your weapon brims with eldritch energy you make a melee spell attack on a creature within range. On a hit you deal 1d10 force damage and apply void marked to them. As you cut forth you cut deeper than the physical realm itself, whenever you attack a creature that is void marked you deal an additional 1d6 force damage. Void marked lasts until the end of your next turn on a creature, or until you are knocked unconscious or the marked creature dies. At higher levels: This spell increases in the number of attacks. At 5th level, you can attack twice, at 11th level you can attack three times and at 17th level you may attack four times. You can attack the same target or different ones. Make a separate attack roll for each attack roll.
Casting Time
1 action
Range self
Components
V,
M,
a melee weapon
Duration
instant
Spell lists: warlock
|
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Vicious Mockery (cantrip) | enchantment | 1 action | 60ft | save: wisdom | psychic |
Source: PHB
Vicious Mockery
enchantment
cantrip
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. At higher levels: This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Casting Time
1 action
Range 60ft
Components
V,
Duration
instant
Immune: deaf
Spell lists: bard
|
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Word of Radiance (cantrip) | evocation | 1 action | 5ft | save: constitution | radiant |
Source: xanathar
Word of Radiance
evocation
cantrip
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time
1 action
Range 5ft
(sight required)
Components
V,
M,
a holy symbol
Duration
instant
Spell lists: cleric
|
Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect | ||||||||||||||||||
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Absorb Elements (lvl 1) | abjuration | reaction | self | acid,cold,fire,light… | |||||||||||||||||||
Source: xanathar
Absorb Elements
abjuration
level 1
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. Also, 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. At higher levels: 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.
Casting Time
reaction
which you take when you take acid, cold, fire, lightning, or thunder damage
Range self
Components
S,
Duration
1 round
Spell lists: wizard, sorcerer, ranger, druid, artificer
|
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Accelerate/Decelerate (lvl 1) | transmutation DC | reaction | 60ft | ||||||||||||||||||||
Source: valda
Accelerate/Decelerate
transmutation
level 1
(chronurgy)
This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting ability modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting ability modifier (to a minimum of 0 damage). At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st.
Casting Time
reaction
which you take when a creature you can see within 60 feet is hit with an attack
Range 60ft
(sight required)
Components
V,
S,
M,
a drop of oil or a drop of molasses
Duration
instant
Spell lists: wizardDunamancy, sorcerer, bard
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Accursed Act (lvl 1) | enchantment | 1 action C | 60ft | save: wisdom | psychic / curse | ||||||||||||||||||
Source: valda
Accursed Act
enchantment
level 1
Lighting a candle, you speak dark curses in a lost tongue, directed at one creature you can see within range. That creature must make a Wisdom saving throw or be cursed for the duration. While cursed, the creature takes psychic damage once per turn equal to 1d8 + your spellcasting ability modifier whenever it attacks or casts a spell. If the target doesn’t attack or cast a spell on its turn, it can repeat their saving throw at the end of its turn, ending the effect on a success. A remove curse spell ends this curse early. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d8 psychic damage for each slot level above 1st.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
incense or a black candle
Duration
Concentration,
up to 1 minute
Condition: curse
Spell lists: witch
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Action (lvl 1) | transmutation DC | 1 action | 30ft | ||||||||||||||||||||
Source: valda
Action
transmutation
level 1
(chronurgy)
Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
M,
a shaving of licorice root
Duration
1 round
Immune: unwilling
Spell lists: wizardDunamancy, witch, sorcerer, paladin, bard
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Alarm (lvl 1) | abjuration | 1 minute R | 30ft (20ft cube) | ||||||||||||||||||||
Source: PHB
Alarm
abjuration
level 1
You set an alarm against unwanted intrusion. Choose a door, a window, or 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.
Casting Time
1 minute
(ritual)
Range 30ft
(20ft cube)
Components
V,
S,
M,
a tiny bell and a piece of fine silver wire
Duration
8 hours
Spell lists: wizard, ranger, necromancer, investigator, artificer
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Animal Friendship (lvl 1) | enchantment | 1 action | 30ft | save: wisdom | charm | ||||||||||||||||||
Source: PHB
Animal Friendship
enchantment
level 1
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a morsel of food
Duration
24 hours
Condition: charm
Immune: non-beasts,high-intellect
Spell lists: witch, ranger, druid, bard
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Arcane Anomaly (lvl 1) | abjuration | 1 action C | self (30ft radius) | ||||||||||||||||||||
Source: valda
Arcane Anomaly
abjuration
level 1
You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
S,
M,
a broken mirror
Duration
Concentration,
up to 1 minute
Spell lists: wizard, witch, sorcerer, necromancer, bard
|
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Armor of Agathys (lvl 1) | abjuration | 1 action | self | cold | |||||||||||||||||||
Source: PHB
Armor of Agathys
abjuration
level 1
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Casting Time
1 action
Range self
Components
V,
S,
M,
a cup of water
Duration
1 hour
Spell lists: warlock
|
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Arms of Hadar (lvl 1) | conjuration | 1 action | self (10ft radius) | save: strength | necrotic | ||||||||||||||||||
Source: PHB
Arms of Hadar
conjuration
level 1
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At higher levels: 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.
Casting Time
1 action
Range self
(10ft radius)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: warlock
|
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Bane (lvl 1) | enchantment | 1 action C | 30ft | save: charisma | |||||||||||||||||||
Source: PHB
Bane
enchantment
level 1
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At higher levels: 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a drop of blood
Duration
Concentration,
up to 1 minute
Spell lists: witch, necromancer, cleric, bard
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Beast Bond (lvl 1) | divination | 1 action C | touch | ||||||||||||||||||||
Source: xanathar
Beast Bond
divination
level 1
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a bit of fur wrapped in cloth
Duration
Concentration,
up to 10 minutes
Immune: non-beasts,high-intellect
Spell lists: ranger, druid
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Bless (lvl 1) | enchantment | 1 action C | 30ft | ||||||||||||||||||||
Source: PHB
Bless
enchantment
level 1
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At higher levels: 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.
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
a sprinkling of holy water
Duration
Concentration,
up to 1 minute
Spell lists: paladin, martyr, cleric
|
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Blood Print (lvl 1) | necromancy | 1 action R | touch | ||||||||||||||||||||
Source: valda
Blood Print
necromancy
level 1
At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.
Casting Time
1 action
(ritual)
Range touch
Components
V,
S,
M,
an ounce or more of blood
Duration
instant
Spell lists: wizard, witch, sorcerer, ranger, paladin, necromancer, martyr, investigator, druid, cleric, bard
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Boomering (lvl 1) | evocation | 1 action | 30ft (30ft) | attack: ranged | radiant | ||||||||||||||||||
Source: valda
Boomering
evocation
level 1
A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once. At higher levels: 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. If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to a third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.
Casting Time
1 action
Range 30ft
(30ft)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: sorcerer, paladin, martyr, cleric
|
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Burning Hands (lvl 1) | evocation | 1 action | self (15ft cone) | save: dexterity | fire | ||||||||||||||||||
Source: PHB
Burning Hands
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range self
(15ft cone)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer
|
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Burnt Offering (lvl 1) | abjuration | 10 minutes R | self | ||||||||||||||||||||
Source: valda
Burnt Offering
abjuration
level 1
By constructing a pyre and burning an animal’s corpse, you court the favor of the gods. For the duration, while you are wearing armor, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class. At higher levels: If you cast this spell using a spell slot of 3rd level or higher, you can also reroll one saving throw you make during the duration. You can choose to reroll the saving throw after you roll the die, but must decide before the outcome is determined and must use the new roll.
Casting Time
10 minutes
(ritual)
Range self
Components
V,
S,
M,
a pyre and slain animal
Duration
24 hours
Spell lists: martyr
|
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Catapult (lvl 1) | transmutation | 1 action | 60ft (90ft) | save: dexterity | bludgeoning | ||||||||||||||||||
Source: xanathar
Catapult
transmutation
level 1
Choose one object weighing 1 to 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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(90ft)
(projectile)
Components
S,
Duration
instant
Spell lists: wizard, sorcerer, artificer
|
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Cause Fear (lvl 1) | necromancy | 1 action C | 60ft | save: wisdom | fear | ||||||||||||||||||
Source: xanathar
Cause Fear
necromancy
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
Duration
Concentration,
up to 1 minute
Condition: fear
Immune: constructs,undead
Spell lists: wizard, warlock
|
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Ceremony (lvl 1) | evocation | 1 hour R | touch (10ft) | ||||||||||||||||||||
Source: xanathar
Ceremony
evocation
level 1
You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Casting Time
1 hour
(ritual)
Range touch
(10ft)
Components
V,
S,
M,
25 gp worth of powdered silver, which the spell consumes
Duration
instant
Immune: non-humanoids,unwilling
Spell lists: paladin, cleric
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Chaos Bolt (lvl 1) | evocation | 1 action | 120ft | attack: ranged | acid,cold,fire,force… | ||||||||||||||||||
Source: xanathar
Chaos Bolt
evocation
level 1
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: sorcerer
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Charm Person (lvl 1) | enchantment | 1 action | 30ft | save: wisdom | charm | ||||||||||||||||||
Source: PHB
Charm Person
enchantment
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
1 hour
Condition: charm
Immune: non-humanoids
Spell lists: wizard, witch, warlock, sorcerer, druid, bard
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Chromatic Bullet (lvl 1) | evocation | bonus action C | self | acid,cold,fire,light… | |||||||||||||||||||
Source: valda
Chromatic Bullet
evocation
level 1
(renaissance)
The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Casting Time
bonus action
Range self
Components
V,
S,
M,
a firearm
Duration
Concentration,
up to 1 minute
Spell lists: ranger, paladin
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Chromatic Orb (lvl 1) | evocation | 1 action | 90ft | attack: ranged | acid,cold,fire,light… | ||||||||||||||||||
Source: PHB
Chromatic Orb
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 90ft
(projectile)
(sight required)
Components
V,
S,
M,
a diamond worth at least 50 gp
Duration
instant
Spell lists: wizard, sorcerer
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Clue (lvl 1) | divination | 1 action R | touch (45ft radius) | ||||||||||||||||||||
Source: valda
Clue
divination
level 1
When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present; only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.
Casting Time
1 action
(ritual)
Range touch
(45ft radius)
Components
V,
S,
M,
a magnifying glass and pipe
Duration
10 minutes
Spell lists: wizard, witch, ranger, paladin, investigator, druid, cleric, bard
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Color Spray (lvl 1) | illusion | 1 action | self (15ft cone) | blind | |||||||||||||||||||
Source: PHB
Color Spray
illusion
level 1
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Casting Time
1 action
Range self
(15ft cone)
(projectile)
Components
V,
S,
M,
a pinch of powder or sand that is colored red, yellow, and blue
Duration
1 round
Condition: blind
Immune: blindsight,truesight
Spell lists: wizard, sorcerer, bard
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Command (lvl 1) | enchantment | 1 action | 60ft | save: wisdom | |||||||||||||||||||
Source: PHB
Command
enchantment
level 1
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Casting Time
1 action
Range 60ft
Components
V,
Duration
1 round
Immune: undead,unknown-language
Spell lists: paladin, necromancer, martyr, cleric, bard
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Compelled Duel (lvl 1) | enchantment | bonus action C | 30ft (30ft radius) | save: wisdom | |||||||||||||||||||
Source: PHB
Compelled Duel
enchantment
level 1
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Casting Time
bonus action
Range 30ft
(30ft radius)
(sight required)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: paladin
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Comprehend Languages (lvl 1) | divination | 1 action R | self | ||||||||||||||||||||
Source: PHB
Comprehend Languages
divination
level 1
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.
Casting Time
1 action
(ritual)
Range self
(sight required)
(hearing required)
Components
V,
S,
M,
a pinch of soot and salt
Duration
1 hour
Spell lists: wizard, witch, warlock, sorcerer, investigator, bard
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Conjure Cover (lvl 1) | conjuration | bonus action C R | 10ft (15ft wall) | ||||||||||||||||||||
Source: valda
Conjure Cover
conjuration
level 1
(renaissance)
You conjure a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment. A Medium creature that hunkers behind the wall has half cover from ranged attacks, and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has total cover behind the wall. The wall can be leapt over without using any additional movement. Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.
Casting Time
bonus action
(ritual)
Range 10ft
(15ft wall)
(sight required)
Components
V,
S,
M,
a duck figurine
Duration
Concentration,
up to 1 hour
Spell lists: wizard, sorcerer, ranger, investigator, druid
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Consecrated Armor (lvl 1) | abjuration | 1 action R | self | ||||||||||||||||||||
Source: valda
Consecrated Armor
abjuration
level 1
You trace a holy symbol on your chest, and an invisible barrier protects you until the spell ends. Your base AC becomes 12 + your Dexterity modifier. If you are attacked by a Fiend or Undead, your AC becomes 15 + your Dexterity modifier against that attack. You can use your consecrated armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your consecrated armor.
Casting Time
1 action
(ritual)
Range self
Components
V,
S,
M,
a drop of blessed oil
Duration
8 hours
Spell lists: investigator, cleric
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Corrosive Touch (lvl 1) | abjuration | 1 action | touch | attack: melee | acid | ||||||||||||||||||
Source: homebrew
Corrosive Touch
abjuration
level 1
Corrosive acid engulfs your hand as you try to touch a creature. Make a melee spell attack against the target. On a hit, the target takes 1d12 acid damage. At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Spell lists: wizard, warlock, sorcerer
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Create or Destroy Water (lvl 1) | transmutation | 1 action | 30ft (30ft cube) | ||||||||||||||||||||
Source: PHB
Create or Destroy Water
transmutation
level 1
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Casting Time
1 action
Range 30ft
(30ft cube)
Components
V,
S,
M,
a drop of water if creating water or a few grains of sand if destroying it
Duration
instant
Spell lists: druid, cleric
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Cure Wounds (lvl 1) | evocation | 1 action | touch | ||||||||||||||||||||
Source: PHB
Cure Wounds
evocation
level 1
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Immune: constructs,undead
Spell lists: ranger, paladin, martyr, druid, cleric, bard, artificer
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Curse of Chains (lvl 1) | enchantment | 1 action C | 120ft (30ft) | save: constitution | curse | ||||||||||||||||||
Source: valda
Curse of Chains
enchantment
level 1
A black brand resembling iron shackles darkens the ankles of two creatures you can see. Choose two creatures you can see within range of the spell, and within 30 feet of each other, to each make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failed save, a target is cursed for the duration. If only one target is cursed by this spell, you can use your action or bonus action on a subsequent turn to choose another target within 30 feet of the cursed creature to make a saving throw. While two creatures are cursed by this spell, they are unable to willingly move further away from each other. A remove curse spell ends this curse early.
Casting Time
1 action
Range 120ft
(30ft)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: curse
Spell lists: witch
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Dark Matter Bolt (lvl 1) | evocation DG | 1 action | 120ft (5ft radius) | save: constitution attack: ranged | force,necrotic | ||||||||||||||||||
Source: HB dunamancy
Dark Matter Bolt
evocation
level 1
(graviturgy)
A ray of pulsating black and pale purple energy streaks through space and burrows into its target. Make a ranged spell attack roll, on a hit the target takes 1d10 force damage. Regardless if the attack hits, creatures in a 5-foot radius (including the target) must make a Constitution saving throw or take 2d6 necrotic damage. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the force damage is increased by 1d10 and the necrotic damage is increased by 1d6 for each spell slot above 1st.
Casting Time
1 action
Range 120ft
(5ft radius)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizardDunamancy
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Dead Mist Lash (lvl 1) | necromancy | 1 action | 60ft | attack: ranged | necrotic | ||||||||||||||||||
Source: valda
Dead Mist Lash
necromancy
level 1
You conjure forth a glowing white tendril formed of the sinister, necromantic Dead Mists, which lashes out at a foe you can see within range. When you cast this spell, you can empower it with your own life essence by losing 5, 10, or 15 hit points when you cast it. When you do so, treat the spell slot used to cast the spell as being one level higher for every 5 hit points lost, up to a maximum of 9th level. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 3d8 necrotic damage. At higher levels: If you cast this spell using a slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: necromancer
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Déjà vu (lvl 1) | enchantment DC | 1 action | 60ft | save: wisdom | |||||||||||||||||||
Source: HB dunamancy
Déjà vu
enchantment
level 1
(chronurgy)
You briefly rewind the thoughts a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or have its mind stutter backwards in time. On the creature’s next turn, they must take the same action they took on their previous turn. If the creature is unable to take that action again, it instead takes no action. For example, if a creature under the effects of this spell made a weapon attack with a maul on their last turn, they must do so again this turn, though they may choose a different target.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a small silver mirror
Duration
instant
Spell lists: wizardDunamancy
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Detect Evil and Good (lvl 1) | divination | 1 action C | self (30ft radius) | ||||||||||||||||||||
Source: PHB
Detect Evil and Good
divination
level 1
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: paladin, necromancer, martyr, investigator, cleric
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Detect Magic (lvl 1) | divination | 1 action C R | self (30ft radius) | ||||||||||||||||||||
Source: PHB
Detect Magic
divination
level 1
(homebrew modified)
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. If you touch a magical item and focus on it, you have advantage on ability checks to identify it. If you instead touch a creature and focus on it for 1 minute, you learn what spells, if any, are currently affecting it.
Casting Time
1 action
(ritual)
Range self
(30ft radius)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, witch, sorcerer, ranger, paladin, necromancer, martyr, investigator, druid, cleric, bard, artificer
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Detect Poison and Disease (lvl 1) | divination | 1 action C R | self (30ft radius) | ||||||||||||||||||||
Source: PHB
Detect Poison and Disease
divination
level 1
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. 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.
Casting Time
1 action
(ritual)
Range self
(30ft radius)
Components
V,
S,
M,
a yew leaf
Duration
Concentration,
up to 10 minutes
Spell lists: ranger, paladin, martyr, investigator, druid, cleric
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Discern History (lvl 1) | divination DC | 1 minute R | touch | save: charisma | |||||||||||||||||||
Source: HB dunamancy
Discern History
divination
level 1
(chronurgy)
You learn the history of an object in your possession. You learn the object's place of origin, its first owner, its most recent owner, and the general location of where it has spent most of its time. If you instead touch a creature through the casting they must succeed on a Charisma saving throw. On a failure you learn its age, its birthplace, and the general location of where is has spent most of its time.
Casting Time
1 minute
(ritual)
Range touch
Components
S,
M,
a crystal monocle or pearl worth 100gp
Duration
instant
Spell lists: wizardDunamancy
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Disguise Self (lvl 1) | illusion | 1 action | self | ||||||||||||||||||||
Source: PHB
Disguise Self
illusion
level 1
You make yourself – including your clothing, armor, weapons, and other belongings on your person – 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, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. 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.
Casting Time
1 action
Range self
Components
V,
S,
Duration
1 hour
Immune: blindsight,truesight
Spell lists: wizard, witch, sorcerer, investigator, bard, artificer
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Dissonant Whispers (lvl 1) | enchantment | 1 action | 60ft | save: wisdom | psychic | ||||||||||||||||||
Source: PHB
Dissonant Whispers
enchantment
level 1
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At higher levels: 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.
Casting Time
1 action
Range 60ft
Components
V,
Duration
instant
Immune: deaf
Spell lists: bard
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Distort Value (lvl 1) | illusion | 1 minute | touch | ||||||||||||||||||||
Source: acquisitions inc
Distort Value
illusion
level 1
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. At higher levels: 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.
Casting Time
1 minute
Range touch
Components
V,
Duration
8 hours
Immune: blindsight,truesight
Spell lists: wizard, warlock, sorcerer, bard
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Divine Favor (lvl 1) | evocation | bonus action C | self | radiant | |||||||||||||||||||
Source: PHB
Divine Favor
evocation
level 1
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Casting Time
bonus action
Range self
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: paladin
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Earth Tremor (lvl 1) | evocation | 1 action | self (10ft radius) | save: dexterity | bludgeoning / prone | ||||||||||||||||||
Source: xanathar
Earth Tremor
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range self
(10ft radius)
Components
V,
S,
Duration
instant
Condition: prone
Spell lists: wizard, sorcerer, druid, bard
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Electric Arc (lvl 1) | evocation | 1 action | 90ft | save: dexterity | lightning | ||||||||||||||||||
Source: homebrew
Electric Arc
evocation
level 1
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. A bolt then leap from that target to another target, which must be within 10 feet of the first target. A target can be a creature or an object. A target must make a Dexterity saving throw. A target takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. At higher levels: 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.
Casting Time
1 action
Range 90ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer
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Ensnaring Strike (lvl 1) | conjuration | bonus action C | self | save: strength | piercing / restrain | ||||||||||||||||||
Source: PHB
Ensnaring Strike
conjuration
level 1
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Casting Time
bonus action
Range self
(projectile)
Components
V,
Duration
Concentration,
up to 1 minute
Condition: restrain
Spell lists: ranger
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Entangle (lvl 1) | conjuration | 1 action C | 90ft (20ft square) | save: strength | restrain | ||||||||||||||||||
Source: PHB
Entangle
conjuration
level 1
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Casting Time
1 action
Range 90ft
(20ft square)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: restrain
Spell lists: ranger, druid
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Eroding Mist (lvl 1) | evocation | 1 action | self (15ft cone) | save: dexterity | acid | ||||||||||||||||||
Source: homebrew
Eroding Mist
evocation
level 1
As you hold your hands with thumbs touching and fingers spread, a green mist shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. The acid can eat through objects in the area that aren't being worn or carried. At higher levels: 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.
Casting Time
1 action
Range self
(15ft cone)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, warlock, sorcerer
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Exhume (lvl 1) | necromancy | 1 action R | 60ft (20ft square) | ||||||||||||||||||||
Source: valda
Exhume
necromancy
level 1
Choose an unoccupied 20-foot square within range—note that the area must have solid earth beneath it; this spell fails if cast on the upper floor of a building. This spell then causes one pile of Humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell; the bones simply appear out of the ground.
Casting Time
1 action
(ritual)
Range 60ft
(20ft square)
Components
V,
S,
M,
a drop of blood
Duration
instant
Spell lists: wizard, necromancer, cleric
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Expeditious Retreat (lvl 1) | transmutation | bonus action C | self | ||||||||||||||||||||
Source: PHB
Expeditious Retreat
transmutation
level 1
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.
Casting Time
bonus action
Range self
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, witch, warlock, sorcerer, necromancer, artificer
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Faerie Fire (lvl 1) | evocation | 1 action C | 60ft (20ft cube) | save: dexterity | |||||||||||||||||||
Source: PHB
Faerie Fire
evocation
level 1
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Casting Time
1 action
Range 60ft
(20ft cube)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: witch, druid, bard, artificer
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False Life (lvl 1) | necromancy | 1 action | self | ||||||||||||||||||||
Source: PHB
False Life
necromancy
level 1
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At higher levels: 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.
Casting Time
1 action
Range self
Components
V,
S,
M,
a small amount of alcohol or distilled spirits
Duration
1 hour
Spell lists: wizard, sorcerer, necromancer, artificer
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Feather Fall (lvl 1) | transmutation | reaction | 60ft | ||||||||||||||||||||
Source: PHB
Feather Fall
transmutation
level 1
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.
Casting Time
reaction
which you take when you or a creature within 60 feet of you falls
Range 60ft
Components
V,
M,
a small feather or piece of down
Duration
1 minute
Spell lists: wizard, sorcerer, bard, artificer
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Find Familiar (lvl 1) | conjuration | 1 hour R | 10ft | ||||||||||||||||||||
Source: PHB
Find Familiar
conjuration
level 1
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.
Casting Time
1 hour
(ritual)
Range 10ft
Components
V,
S,
M,
10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration
instant
Spell lists: wizard, investigator
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Fixed Position (lvl 1) | transmutation DC | reaction | 60ft | save: wisdom | |||||||||||||||||||
Source: HB dunamancy
Fixed Position
transmutation
level 1
(chronurgy)
A moderate magical force slows time around a creature that you can see within range. That creature must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of the turn.
Casting Time
reaction
which you take when you see a creature within 30 feet of you move willingly
Range 60ft
(sight required)
Components
V,
Duration
instant
Spell lists: wizardDunamancy
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Flawed Reconstruction (lvl 1) | transmutation | 1 action | touch | ||||||||||||||||||||
Source: valda
Flawed Reconstruction
transmutation
level 1
You stitch together the wounds of a willing creature you touch, which regains 4d6 hit points. However, the mending is imperfect, and the target’s hit point maximum is reduced by the same amount until it finishes a long rest. A creature that regains hit points due to this spell will be left with some permanent scars. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a needle and thread
Duration
instant
Immune: unwilling
Spell lists: wizard, witch, warlock, necromancer
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Fog Cloud (lvl 1) | conjuration | 1 action C | 120ft (20ft sphere) | ||||||||||||||||||||
Source: PHB
Fog Cloud
conjuration
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(20ft sphere)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Immune: blindsight
Spell lists: wizard, sorcerer, ranger, necromancer, druid
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Free Throw (lvl 1) | transmutation | 1 action | self (150ft) | save: dexterity | bludgeoning | ||||||||||||||||||
Source: valda
Free Throw
transmutation
level 1
As part of the casting of this spell, you throw a handheld object weighing 5 pounds or less. For the duration of the spell, you choose the object’s exact trajectory, up to 150 feet of distance. The object can navigate around obstacles and corners, and ignores half and three-quarters cover if it is directed at a creature. If the object strikes a creature, that creature must make a Dexterity saving throw or take 4d4 bludgeoning damage, or half as much on a successful save. The object stops moving after striking a creature or object.
Casting Time
1 action
Range self
(150ft)
(projectile)
Components
S,
M,
a scrap of pigskin
Duration
1 round
Spell lists: wizard, sorcerer, bard
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Frost Fingers (lvl 1) | evocation | 1 action | self (15ft cone) | save: constitution | cold | ||||||||||||||||||
Source: icewind dale
Frost Fingers
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range self
(15ft cone)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard
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Gahoul's Shrieking Skull (lvl 1) | necromancy | 1 action | 60ft (10ft cube) | thunder | |||||||||||||||||||
Source: valda
Gahoul's Shrieking Skull
necromancy
level 1
You throw a cackling skull at a point you can see within range, which emits a mortifying shriek audible out to 300 feet. Each creature within a 10-foot cube centered on the skull takes 2d4 thunder damage, without making a saving throw. At higher levels: 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.
Casting Time
1 action
Range 60ft
(10ft cube)
(projectile)
(sight required)
Components
V,
S,
M,
a skull
Duration
instant
Spell lists: necromancer
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Gift of Alacrity (lvl 1) | divination DC | 1 minute | touch | ||||||||||||||||||||
Source: wildemount
Gift of Alacrity
divination
level 1
(chronurgy)
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Casting Time
1 minute
Range touch
Components
V,
S,
Duration
8 hours
Immune: unwilling
Spell lists: wizardDunamancy
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Goodberry (lvl 1) | transmutation | 1 action | touch | ||||||||||||||||||||
Source: PHB
Goodberry
transmutation
level 1
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a sprig of mistletoe
Duration
instant
Spell lists: ranger, druid
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Grease (lvl 1) | conjuration | 1 action | 60ft (10ft square) | save: dexterity | prone | ||||||||||||||||||
Source: PHB
Grease
conjuration
level 1
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.
Casting Time
1 action
Range 60ft
(10ft square)
Components
V,
S,
M,
a bit of pork rind or butter
Duration
1 minute
Condition: prone
Spell lists: wizard, sorcerer, necromancer, artificer
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Guided Missile (lvl 1) | transmutation | bonus action C | self | ||||||||||||||||||||
Source: valda
Guided Missile
transmutation
level 1
You utter a prayer to guide your projectile, causing it to arc toward its target. The next ranged weapon attack you make before the spell ends has advantage, and has double its normal and long ranges.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: paladin, druid, cleric
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Guiding Bolt (lvl 1) | evocation | 1 action | 120ft | attack: ranged | radiant | ||||||||||||||||||
Source: PHB
Guiding Bolt
evocation
level 1
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At higher levels: 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.
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
Duration
1 round
Spell lists: martyr, cleric
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Hail of Thorns (lvl 1) | conjuration | bonus action C | self | save: dexterity | piercing | ||||||||||||||||||
Source: PHB
Hail of Thorns
conjuration
level 1
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Casting Time
bonus action
Range self
(projectile)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: ranger
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Healing Word (lvl 1) | evocation | bonus action | 60ft | ||||||||||||||||||||
Source: PHB
Healing Word
evocation
level 1
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Casting Time
bonus action
Range 60ft
(sight required)
Components
V,
Duration
instant
Immune: constructs,undead
Spell lists: druid, cleric, bard
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Hellish Rebuke (lvl 1) | evocation | reaction | 60ft | save: dexterity | fire | ||||||||||||||||||
Source: PHB
Hellish Rebuke
evocation
level 1
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Casting Time
reaction
which you take when you are damaged by a creature within 60 feet of you that you can see
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: warlock
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Heroism (lvl 1) | enchantment | 1 action C | touch | ||||||||||||||||||||
Source: PHB
Heroism
enchantment
level 1
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At higher levels: 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.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: unwilling
Spell lists: paladin, martyr, investigator, bard
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Hex (lvl 1) | enchantment | bonus action | 90ft | necrotic / curse | |||||||||||||||||||
Source: PHB
Hex
enchantment
level 1
(homebrew modified)
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack or damage it with a cantrip. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain the spell for up to 24 hours.
Casting Time
bonus action
Range 90ft
(sight required)
Components
V,
S,
M,
the petrified eye of a newt
Duration
1 hour
Condition: curse
Spell lists: warlock
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Hollowing Curse (lvl 1) | necromancy | 1 action C | 30ft | save: dexterity | necrotic / curse | ||||||||||||||||||
Source: valda
Hollowing Curse
necromancy
level 1
Tendrils of black mist extend from your fingertips, latching onto a creature and draining its vitality. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the target takes 2d6 necrotic damage and is cursed for up to one minute. On a successful save, the target takes half as much damage and is not cursed. While the target is cursed, you can use your action to deal 1d6 necrotic damage to it automatically. The curse ends early 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. A remove curse spell also ends this curse. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial and secondary damage each increases by 1d6 for each slot level above 1st.
Casting Time
1 action
Range 30ft
(projectile)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: curse
Spell lists: wizard, witch, warlock, sorcerer, necromancer
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Hunter's Mark (lvl 1) | divination | bonus action | 90ft | ||||||||||||||||||||
Source: PHB
Hunter's Mark
divination
level 1
(homebrew modified)
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain the spell for up to 24 hours.
Casting Time
bonus action
Range 90ft
(sight required)
Components
V,
Duration
1 hour
Spell lists: ranger
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Ice Knife (lvl 1) | conjuration | 1 action | 60ft (5ft radius) | save: dexterity attack: ranged | piercing,cold | ||||||||||||||||||
Source: xanathar
Ice Knife
conjuration
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(5ft radius)
(projectile)
Components
S,
M,
a drop of water or piece of ice
Duration
instant
Spell lists: wizard, sorcerer, druid
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Icicle Javelin (lvl 1) | conjuration | 1 action | 60ft | save: strength attack: ranged | cold | ||||||||||||||||||
Source: valda
Icicle Javelin
conjuration
level 1
You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage. If the target is also adjacent to a wall, or a similar large, immobile object, it may also be pinned to that surface on its next turn. At the beginning of its turn, the target can make a Strength saving throw. On a failed save, it has a speed of 0 until the start of its next turn. At higher levels: 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.
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
M,
a small icicle
Duration
instant
Spell lists: wizard, sorcerer, druid
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Identify (lvl 1) | divination | 1 minute R | touch | ||||||||||||||||||||
Source: PHB
Identify
divination
level 1
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.
Casting Time
1 minute
(ritual)
Range touch
Components
V,
S,
M,
a pearl worth at least 100 gp and an owl feather
Duration
instant
Spell lists: wizard, necromancer, investigator, bard, artificer
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Illusion of Calm (lvl 1) | illusion | 1 action C | self | save: intelligence | |||||||||||||||||||
Source: homebrew
Illusion of Calm
illusion
level 1
You create an illusory double that takes the same space as you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, your movement doesn't provoke opportunity attacks. When a creature hits you with an attack, it can make an Intelligence saving throw. On a successful saving throw, it successfully disbelieves and the spell's effect ends for that creature.
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
1 minute
Immune: blindsight,truesight
Spell lists: wizard, sorcerer
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Illusory Script (lvl 1) | illusion | 1 minute R | touch | ||||||||||||||||||||
Source: PHB
Illusory Script
illusion
level 1
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Casting Time
1 minute
(ritual)
Range touch
Components
S,
M,
a lead-based ink worth at least 10 gp, which the spell consumes
Duration
10 days
Immune: truesight
Spell lists: wizard, warlock, investigator, bard
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Impede Impulse (lvl 1) | enchantment DC | 1 action C | 30ft | save: wisdom | |||||||||||||||||||
Source: HB dunamancy
Impede Impulse
enchantment
level 1
(chronurgy)
This spell slows down an enemy's mind, forcing them to carefully consider each action they plan to make. A creature you can see within range must make a Wisdom saving throw or be forced to only take an action or a bonus action on their turn, and may only take one melee or ranged attack regardless of its abilities. When an effected creature takes damage they can make another Wisdom saving throw, ending the spell on a success. At higher levels: 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a rusted copper piece
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Indemnify (lvl 1) | necromancy | bonus action C | 30ft (60ft) | save: constitution | radiant,necrotic | ||||||||||||||||||
Source: valda
Indemnify
necromancy
level 1
You fling a drop of blood at a target you can see within range, marking them for reckoning. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant or necrotic damage (your choice) whenever you lose hit points for the duration. This spell ends early if the target begins its turn further than 60 feet from you.
Casting Time
bonus action
Range 30ft
(60ft)
(projectile)
(sight required)
Components
V,
S,
M,
a drop of blood
Duration
Concentration,
up to 1 hour
Spell lists: necromancer, martyr
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Inflict Wounds (lvl 1) | necromancy | 1 action | touch | attack: melee | necrotic | ||||||||||||||||||
Source: PHB
Inflict Wounds
necromancy
level 1
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Spell lists: necromancer, martyr, cleric
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Instant Replay (lvl 1) | transmutation DC | bonus action | self | ||||||||||||||||||||
Source: valda
Instant Replay
transmutation
level 1
(chronurgy)
The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target.
Casting Time
bonus action
Range self
Components
V,
S,
Duration
1 minute
Spell lists: wizardDunamancy, ranger, paladin, martyr, bard
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Jim's Magic Missile (lvl 1) | evocation | 1 action | 120ft | attack: ranged | force | ||||||||||||||||||
Source: acquisitions inc
Jim's Magic Missile
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(projectile)
(sight required)
Components
V,
S,
M,
1 gold coin, which is consumed as tax for using the spell
Duration
instant
Spell lists: wizard
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Lashing Tendrils (lvl 1) | transmutation | 1 action C | self (5ft radius) | save: dexterity | bludgeoning | ||||||||||||||||||
Source: valda
Lashing Tendrils
transmutation
level 1
You sprout grotesque, whipping tendrils which automatically attack nearby creatures. When a creature comes within 5 feet of you or begins its turn there, it must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much on a successful one. At higher levels: 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, up to a maximum of 6d6.
Casting Time
1 action
Range self
(5ft radius)
Components
V,
S,
M,
the tip of an octopus tentacle
Duration
Concentration,
up to 1 minute
Spell lists: warlock
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Lesser Time's Arrow (lvl 1) | transmutation DC | 1 action | touch (120ft) | attack: ranged | |||||||||||||||||||
Source: valda
Lesser Time's Arrow
transmutation
level 1
(chronurgy)
This spell enchants a missile so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell. The missile remains frozen in place until a creature passes within 120 feet in front of it, something touches it, the effect is dispelled, or the duration ends. At that time, the missile moves suddenly, as if it was just fired or thrown with a range of 120 feet. If a creature is in the line of fire, the missile makes an attack using your spell attack modifier. On a hit, it deals the normal damage of whatever missile type was used + your spellcasting ability modifier. If the missile’s damage varies by launcher, the GM decides which damage dice it uses.
Casting Time
1 action
Range touch
(120ft)
(projectile)
Components
V,
S,
M,
a physical missile weighing a pound or less, such as an arrow, bolt, or sling bullet
Duration
1 hour
Spell lists: wizardDunamancy, ranger
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Mage Armor (lvl 1) | abjuration | 1 action | touch | ||||||||||||||||||||
Source: PHB
Mage Armor
abjuration
level 1
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a piece of cured leather
Duration
8 hours
Immune: unwilling
Spell lists: wizard, sorcerer, necromancer
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Magic Missile (lvl 1) | evocation | 1 action | 120ft | force | |||||||||||||||||||
Source: PHB
Magic Missile
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer
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Magnify Gravity (lvl 1) | transmutation DG | 1 action | 60ft (10ft sphere) | save: constitution | force | ||||||||||||||||||
Source: wildemount
Magnify Gravity
transmutation
level 1
(graviturgy)
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(10ft sphere)
(sight required)
Components
V,
S,
Duration
1 round
Spell lists: wizardDunamancy
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Memorize (lvl 1) | enchantment | 1 action R | touch | ||||||||||||||||||||
Source: valda
Memorize
enchantment
level 1
While casting this spell, your eyes pass over the words on a page, which are committed to your memory. For the next year, you exactly remember the details of all information on this page. After that time, you have advantage on all Intelligence checks you make to recall this information.
Casting Time
1 action
(ritual)
Range touch
(sight required)
Components
V,
S,
M,
a page of written text and a length of silver string worth 10 gp, tied in a knot, which the spell consumes
Duration
instant
Spell lists: wizard, necromancer, investigator, cleric, bard
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Might of the Abyss (lvl 1) | evocation | 1 action C | 15ft | ||||||||||||||||||||
Source: valda
Might of the Abyss
evocation
level 1
You channel stygian power from an extraplanar source, enhancing three creatures other than yourself within range. Whenever a target makes a weapon attack, it adds 1d4 damage to their damage roll. If a target moves more than 15 feet away from you, it loses the effect until it is within range again. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet, and you can target one additional creature for each slot level above 1st.
Casting Time
1 action
Range 15ft
Components
V,
S,
M,
a small, black strip of ribbon
Duration
Concentration,
up to 1 minute
Spell lists: necromancer, cleric
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Precognitive Intuition (lvl 1) | divination DC | 1 action C | 30ft | ||||||||||||||||||||
Source: HB dunamancy
Precognitive Intuition
divination
level 1
(chronurgy)
You target up to three willing creatures within range, gifting them precognitive insight to help keep them safe. For the duration, each time a target takes damage, the damage is reduced by 1d4 (to a minimum of 0 damage) At higher levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature. Multiple creatures must be within 30 feet of each other when you target them
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
the shard of a mirror
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Prehensile Hair (lvl 1) | transmutation | 1 action R | self (10ft radius) | ||||||||||||||||||||
Source: valda
Prehensile Hair
transmutation
level 1
You grow unduly long and tough hair (even from your eyebrows) which you can manipulate at will. You can use your hair to perform simple tasks within 10 feet of you, such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial. You can cast spells with a range of touch using your hair, out to a range of 10 feet. Your hair returns to its normal length when this spell ends.
Casting Time
1 action
(ritual)
Range self
(10ft radius)
(projectile)
Components
V,
S,
M,
a braided rope
Duration
1 hour
Spell lists: witch
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Protection from Evil and Good (lvl 1) | abjuration | 1 action C | touch | ||||||||||||||||||||
Source: PHB
Protection from Evil and Good
abjuration
level 1
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
holy water or powdered silver and iron, which the spell consumes
Duration
Concentration,
up to 10 minutes
Immune: unwilling
Spell lists: wizard, witch, warlock, paladin, necromancer, martyr, druid, cleric
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Psychedelics (lvl 1) | illusion | 1 action | self (60ft radius) | save: dexterity | |||||||||||||||||||
Source: valda
Psychedelics
illusion
level 1
For a moment, the colors around you shift in a rainbow swirl, before coming to rest far from their original hues. Each creature you choose within range must make a Dexterity saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of its next turn. Additionally, the colors of all creatures and objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.
Casting Time
1 action
Range self
(60ft radius)
Components
V,
S,
M,
a mushroom
Duration
1 round
Spell lists: witch, ranger, druid, bard
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Purify Food and Drink (lvl 1) | transmutation | 1 action R | 10ft (5ft sphere) | ||||||||||||||||||||
Source: PHB
Purify Food and Drink
transmutation
level 1
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Casting Time
1 action
(ritual)
Range 10ft
(5ft sphere)
Components
V,
S,
Duration
instant
Immune: magical-items
Spell lists: paladin, martyr, investigator, druid, cleric, artificer
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Ray of Sickness (lvl 1) | necromancy | 1 action | 60ft | save: constitution attack: ranged | poison / poison | ||||||||||||||||||
Source: PHB
Ray of Sickness
necromancy
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
Duration
instant
Condition: poison
Spell lists: wizard, sorcerer
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Rumbling Charge (lvl 1) | transmutation | 1 action | self (30ft) | save: strength | bludgeoning | ||||||||||||||||||
Source: valda
Rumbling Charge
transmutation
level 1
You imbue yourself with the elemental power of a landslide. When you cast this spell, you immediately move 30 feet in a straight line without provoking opportunity attacks. If your path is blocked by a creature or object, you stop moving there, and that creature or object must make a Strength saving throw or take 2d12 bludgeoning damage, or half as much on a successful save. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.
Casting Time
1 action
Range self
(30ft)
Components
V,
S,
M,
a lump of granite
Duration
instant
Spell lists: wizard, sorcerer, druid
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Rumor (lvl 1) | enchantment | 1 action R | self (100ft radius) | ||||||||||||||||||||
Source: valda
Rumor
enchantment
level 1
You magically spread a rumor of 10 words or less. Any creature within range that is near three or more other creatures which speak the same language as them believes that they hear the rumor being repeated by someone nearby. Different creatures hear the rumor from different people, so a concrete origin point is impossible to discern. Generally, creatures won’t be outright hostile upon hearing even the most vicious rumors, but hearing a rumor can affect their disposition positively or negatively.
Casting Time
1 action
(ritual)
Range self
(100ft radius)
Components
V,
S,
Duration
1 minute
Immune: unknown-language
Spell lists: wizard, witch, investigator, bard
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Sanctuary (lvl 1) | abjuration | bonus action | 30ft | save: wisdom | |||||||||||||||||||
Source: PHB
Sanctuary
abjuration
level 1
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Casting Time
bonus action
Range 30ft
Components
V,
S,
M,
a small silver mirror
Duration
1 minute
Spell lists: martyr, cleric, artificer
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Searing Smite (lvl 1) | evocation | bonus action C | self | save: constitution | fire | ||||||||||||||||||
Source: PHB
Searing Smite
evocation
level 1
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: ranger, paladin
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Shield (lvl 1) | abjuration | reaction | self | ||||||||||||||||||||
Source: PHB
Shield
abjuration
level 1
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.
Casting Time
reaction
which you take when you are hit by an attack or targeted by the magic missile spell
Range self
Components
V,
S,
Duration
1 round
Spell lists: wizard, sorcerer
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Shield of Faith (lvl 1) | abjuration | bonus action C | 60ft | ||||||||||||||||||||
Source: PHB
Shield of Faith
abjuration
level 1
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Casting Time
bonus action
Range 60ft
Components
V,
S,
M,
a small parchment with a bit of holy text written on it
Duration
Concentration,
up to 10 minutes
Spell lists: paladin, martyr, cleric
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Silent Image (lvl 1) | illusion | 1 action C | 60ft (15ft cube) | ||||||||||||||||||||
Source: PHB
Silent Image
illusion
level 1
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Casting Time
1 action
Range 60ft
(15ft cube)
Components
V,
S,
M,
a bit of fleece
Duration
Concentration,
up to 10 minutes
Immune: blindsight,truesight
Spell lists: wizard, witch, sorcerer, bard
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Silvery Barbs (lvl 1) | enchantment | reaction | 60ft | ||||||||||||||||||||
Source: strixhaven
Silvery Barbs
enchantment
level 1
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.
Casting Time
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
Range 60ft
(sight required)
Components
V,
Duration
instant
Spell lists: wizard, sorcerer, bard
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Sleep (lvl 1) | enchantment | 1 action | 90ft (20ft sphere) | unconscious | |||||||||||||||||||
Source: PHB
Sleep
enchantment
level 1
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Casting Time
1 action
Range 90ft
(20ft sphere)
Components
V,
S,
M,
a pinch of fine sand, rose petals, or a cricket
Duration
1 minute
Condition: unconscious
Immune: elves,undead,non-charmable
Spell lists: wizard, witch, sorcerer, necromancer, bard
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Snare (lvl 1) | abjuration | 1 minute | touch (5ft circle) | save: dexterity | prone,restrain | ||||||||||||||||||
Source: xanathar
Snare
abjuration
level 1
While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) 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 triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
Casting Time
1 minute
Range touch
(5ft circle)
Components
V,
S,
M,
30 feet of cord or rope, which is consumed by the spell
Duration
until dispelled or triggered
Condition: prone,restrain
Spell lists: wizard, ranger, druid, artificer
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Speak with Animals (lvl 1) | divination | 1 action R | self | ||||||||||||||||||||
Source: PHB
Speak with Animals
divination
level 1
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Casting Time
1 action
(ritual)
Range self
(hearing required)
Components
V,
S,
Duration
10 minutes
Immune: non-beasts,deaf
Spell lists: witch, ranger, investigator, druid, bard
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Striding and Springing (lvl 1) | transmutation | 1 action | touch | ||||||||||||||||||||
Source: homebrew
Striding and Springing
transmutation
level 1
You touch a creature. The target's speed increases by 10 feet until the spell ends. In addition, the target can jump three times their normal distance, though they can't jump farther than your remaining movement would allow.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a pinch of dirt and a grasshopper's hind leg
Duration
1 hour
Spell lists: wizard, sorcerer, ranger, druid, bard
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Surpress Reflexes (lvl 1) | enchantment DC | 1 action C | 120ft | save: intelligence | |||||||||||||||||||
Source: HB dunamancy
Surpress Reflexes
enchantment
level 1
(chronurgy)
Bending disorder to your will, you distract a creature, blinding them to reality. You choose a creature you can see within range to make an Intelligence saving throw. On a failed save they have disadvantage on attack rolls and Wisdom (Perception) checks. At higher levels: 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.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
M,
a dollup of honey
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Tasha's Caustic Brew (lvl 1) | evocation | 1 action C | self (30ft line) | save: dexterity | acid | ||||||||||||||||||
Source: tasha
Tasha's Caustic Brew
evocation
level 1
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. At higher levels: When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Casting Time
1 action
Range self
(30ft line)
(projectile)
Components
V,
S,
M,
a bit of rotten food
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, artificer
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Tasha's Hideous Laughter (lvl 1) | enchantment | 1 action C | 30ft | save: wisdom | prone,incapacitate | ||||||||||||||||||
Source: PHB
Tasha's Hideous Laughter
enchantment
level 1
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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
tiny tarts and a feather that is waved in the air
Duration
Concentration,
up to 1 minute
Condition: prone,incapacitate
Immune: low-intellect
Spell lists: wizard, witch, bard
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Temporal Replacement (lvl 1) | abjuration DC | reaction | 30ft | ||||||||||||||||||||
Source: HB dunamancy
Temporal Replacement
abjuration
level 1
(chronurgy)
You protect an ally within range that you can see as its being targeted by an attack. Before the attack is rolled the chosen creature is ripped from their current moment in time and thrust a few moments forward causing the attack roll to automatically miss them. At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can also force the creature attacking your ally to make a Dexterity saving throw or take 4d12 force damage from the rip in time that saves your ally. On a successful saving throw the creature takes half damage.
Casting Time
reaction
when an ally within range is targeted with an attack
Range 30ft
(sight required)
Components
V,
S,
M,
a rune marked piece of electrum worth 50 gp
Duration
instant
Spell lists: wizardDunamancy
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Tenser's Floating Disk (lvl 1) | conjuration | 1 action R | 30ft (100ft) | ||||||||||||||||||||
Source: PHB
Tenser's Floating Disk
conjuration
level 1
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.
Casting Time
1 action
(ritual)
Range 30ft
(100ft)
(sight required)
Components
V,
S,
M,
a drop of mercury
Duration
1 hour
Spell lists: wizard, investigator
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Thunderous Smite (lvl 1) | evocation | bonus action C | self | save: strength | thunder / prone | ||||||||||||||||||
Source: PHB
Thunderous Smite
evocation
level 1
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Condition: prone
Spell lists: paladin
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Thunderwave (lvl 1) | evocation | 1 action | self (15ft cube) | save: constitution | thunder | ||||||||||||||||||
Source: PHB
Thunderwave
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range self
(15ft cube)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, witch, sorcerer, druid, bard
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Time Capsule (lvl 1) | conjuration DC | 1 action | self | ||||||||||||||||||||
Source: HB dunamancy
Time Capsule
conjuration
level 1
(chronurgy)
You collapse your hands around an object, causing it to vanish from your present time. The object, which only you can be holding and can weigh no more than 5 pounds, is magically transported some amount of time into the future that you choose, up to 7 days. When the time expires, the object reappears in the exact location it was when you cast the spell. If the space is occupied by a creature or object, the target object instead appears in the closest unoccupied space. At higher levels: When you cast this spell using a spell slot of 5th level or higher, you choose a time up to 100 years into the future.
Casting Time
1 action
Range self
Components
S,
Duration
instant
Spell lists: wizardDunamancy
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Time Hop (lvl 1) | conjuration DC | bonus action | self | ||||||||||||||||||||
Source: valda
Time Hop
conjuration
level 1
(chronurgy)
You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can’t take actions or reactions, time doesn’t pass for you, your spell effects are suspended, and you can’t be affected by attacks or effects. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose a duration of 1 minute. If you cast this spell using a spell slot of 5th level or higher, you can choose a duration of 1 hour.
Casting Time
bonus action
Range self
Components
V,
S,
M,
the second hand of a clock
Duration
special
Spell lists: wizardDunamancy, sorcerer
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Transient Bulwark (lvl 1) | abjuration | 1 action R | self | ||||||||||||||||||||
Source: valda
Transient Bulwark
abjuration
level 1
The next attack made against you within the duration has a −10 penalty to hit.
Casting Time
1 action
(ritual)
Range self
Components
V,
S,
M,
a pearl worth 10 gp, which the spell consumes
Duration
8 hours
Spell lists: wizard, martyr, investigator
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Unseen Servant (lvl 1) | conjuration | 1 action R | 60ft | ||||||||||||||||||||
Source: PHB
Unseen Servant
conjuration
level 1
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns 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 simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Casting Time
1 action
(ritual)
Range 60ft
Components
V,
S,
M,
a piece of string and a bit of wood
Duration
1 hour
Spell lists: wizard, witch, warlock, necromancer, investigator, bard
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Whispering Wind (lvl 1) | evocation | 1 action | 1mile | ||||||||||||||||||||
Source: valda
Whispering Wind
evocation
level 1
You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear. You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.
Casting Time
1 action
Range 1mile
(projectile)
(hearing required)
Components
V,
S,
M,
a feather
Duration
1 round
Immune: deaf
Spell lists: wizard, witch, investigator, druid, cleric, bard
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Witch Bolt (lvl 1) | evocation | 1 action C | 30ft | attack: ranged | lightning | ||||||||||||||||||
Source: PHB
Witch Bolt
evocation
level 1
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. At higher levels: 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.
Casting Time
1 action
Range 30ft
(projectile)
Components
V,
S,
M,
a twig from a tree that has been struck by lightning
Duration
Concentration,
up to 1 minute
Spell lists: wizard, witch, warlock, sorcerer
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Wrathful Smite (lvl 1) | evocation | bonus action C | self | save: wisdom | psychic / fear | ||||||||||||||||||
Source: PHB
Wrathful Smite
evocation
level 1
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Condition: fear
Spell lists: paladin
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Zephyr Strike (lvl 1) | transmutation | bonus action C | self | force | |||||||||||||||||||
Source: xanathar
Zephyr Strike
transmutation
level 1
You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: wizard
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Zephyr's Feather (lvl 1) | conjuration | 1 action C | self (120ft) | attack: ranged | slashing | ||||||||||||||||||
Source: valda
Zephyr's Feather
conjuration
level 1
You wave your hand and three alabaster feathers, magically sharpened to a razor’s edge, appear and orbit around you. When you cast this spell, make a ranged spell attack using one of your feathers against a creature within 120 feet of you. On a hit, the target takes 2d8 slashing damage. Until the spell ends, while you have feathers remaining, you can make an attack using a feather on each of your turns as an action. At higher levels: 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, up to a maximum of 6d8. You gain an additional two feathers when you cast this spell using a spell slot of 3rd level or higher (5 feathers), and two more when you cast it using a spell slot of 5th level or higher (7 feathers).
Casting Time
1 action
Range self
(120ft)
(projectile)
Components
V,
S,
M,
a dove’s feather
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer, ranger
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Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Aberrate (lvl 2) | transmutation | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Aberrate
transmutation
level 2
This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance doesn’t apply to the triggering damage.
Casting Time
1 action
Range self
Components
V,
S,
Duration
1 minute
Spell lists: wizard, witch, warlock, sorcerer, druid
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Aerial Alacrity (lvl 2) | transmutation | 1 action | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Aerial Alacrity
transmutation
level 2
Target a willing creature you can see within range that has a flying speed (including one with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration:
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a feather from a bird of prey
Duration
10 minutes
Immune: unwilling
Spell lists: wizard, witch, sorcerer, druid
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Aganazzar's Scorcher (lvl 2) | evocation | 1 action | 30ft (30ft line) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Aganazzar's Scorcher
evocation
level 2
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. 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.
Casting Time
1 action
Range 30ft
(30ft line)
(projectile)
Components
V,
S,
M,
a red dragon’s scale
Duration
instant
Spell lists: wizard, sorcerer
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Aggressive Thundercloud (lvl 2) | evocation | 1 action C | 60ft (5ft cube) | save: dexterity | lightning | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Aggressive Thundercloud
evocation
level 2
A 5-foot-diameter crackling storm cloud appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within the cloud must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action, you can make the sphere fly up to 30 feet. If the sphere enters space that contains a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. 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.
Casting Time
1 action
Range 60ft
(5ft cube)
Components
V,
S,
M,
a piece of tree struck by lightning
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, druid
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Aid (lvl 2) | abjuration | 1 action | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Aid
abjuration
level 2
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
a tiny strip of white cloth
Duration
8 hours
Spell lists: ranger, paladin, martyr, cleric, bard, artificer
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Air Bubble (lvl 2) | conjuration | 1 action | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: spelljammer
Air Bubble
conjuration
level 2
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). At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
S,
Duration
24 hours
Immune: unwilling
Spell lists: wizard, sorcerer, ranger, druid, artificer
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Alter Self (lvl 2) | transmutation | 1 action C | self | bludgeoning,piercing… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Alter Self
transmutation
level 2
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.
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 1 hour
Spell lists: wizard, sorcerer, artificer
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Animal Messenger (lvl 2) | enchantment | 1 action R | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Animal Messenger
enchantment
level 2
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Casting Time
1 action
(ritual)
Range 30ft
(sight required)
Components
V,
S,
M,
a morsel of food
Duration
24 hours
Immune: non-beasts
Spell lists: witch, ranger, investigator, druid, bard
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Arcane Lock (lvl 2) | abjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Arcane Lock
abjuration
level 2
You touch a closed door, window, gate, chest, or other 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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
gold dust worth at least 25 gp, which the spell consumes
Duration
until dispelled
Spell lists: wizard, investigator, artificer
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Augury (lvl 2) | divination | 1 minute R | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Augury
divination
level 2
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:
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.
Casting Time
1 minute
(ritual)
Range self
Components
V,
S,
M,
specially marked sticks, bones, or similar tokens worth at least 25 gp
Duration
instant
Spell lists: wizard, martyr, investigator, druid, cleric
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Barkskin (lvl 2) | transmutation | 1 action C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Barkskin
transmutation
level 2
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a handful of oak bark
Duration
Concentration,
up to 1 hour
Immune: unwilling
Spell lists: ranger, druid
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Beast Sense (lvl 2) | divination | 1 action C R | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Beast Sense
divination
level 2
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
Casting Time
1 action
(ritual)
Range touch
Components
S,
Duration
Concentration,
up to 1 hour
Immune: unwilling,non-beasts
Spell lists: ranger, druid
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Blindness/Deafness (lvl 2) | necromancy | 1 action | 30ft | save: constitution | blind,deaf | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Blindness/Deafness
necromancy
level 2
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. 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
Duration
1 minute
Condition: blind,deaf
Immune: blindsight
Spell lists: wizard, witch, sorcerer, necromancer, cleric, bard
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Blur (lvl 2) | illusion | 1 action C | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Blur
illusion
level 2
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.
Casting Time
1 action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Immune: blindsight,truesight
Spell lists: wizard, sorcerer, artificer
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Borrowed Knowledge (lvl 2) | divination | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: strixhaven
Borrowed Knowledge
divination
level 2
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.
Casting Time
1 action
Range self
Components
V,
S,
M,
a book worth at least 25 gp
Duration
1 hour
Spell lists: wizard, warlock, cleric, bard
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Branding Smite (lvl 2) | evocation | bonus action C | self | radiant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Branding Smite
evocation
level 2
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: paladin
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Calm Emotions (lvl 2) | enchantment | 1 action C | 60ft (20ft sphere) | save: charisma | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Calm Emotions
enchantment
level 2
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Casting Time
1 action
Range 60ft
(20ft sphere)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: non-humanoids
Spell lists: witch, cleric, bard
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Cloud of Acid (lvl 2) | conjuration | 1 action C | 60ft (5ft sphere) | acid | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Cloud of Acid
conjuration
level 2
You fill the air with an acidic cloud in a 5-foot-radius, centered on a point you choose within range. A creature takes 4d4 acid damage when it enters the spell's area for the first time on a turn or starts its turn there. At higher levels: 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.
Casting Time
1 action
Range 60ft
(5ft sphere)
Components
V,
S,
M,
a small poisonous beetle
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer
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Cloud of Daggers (lvl 2) | conjuration | 1 action C | 60ft (5ft cube) | slashing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Cloud of Daggers
conjuration
level 2
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(5ft cube)
Components
V,
S,
M,
a sliver of glass
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer, bard
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Continual Flame (lvl 2) | evocation | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Continual Flame
evocation
level 2
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 and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Casting Time
1 action
Range touch
Components
V,
S,
M,
ruby dust worth 50 gp, which the spell consumes
Duration
until dispelled
Spell lists: wizard, druid, cleric, artificer
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Cordon of Arrows (lvl 2) | transmutation | 1 action | 5ft | save: dexterity | piercing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Cordon of Arrows
transmutation
level 2
You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Casting Time
1 action
Range 5ft
(projectile)
Components
V,
S,
M,
four or more arrows or bolts
Duration
8 hours
Immune: magical-items
Spell lists: ranger
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Crown of Madness (lvl 2) | enchantment | 1 action C | 120ft | save: wisdom | charm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Crown of Madness
enchantment
level 2
(homebrew modified)
One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action, and up to half its movement, before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: charm
Spell lists: wizard, warlock, sorcerer, bard
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Curse Ward (lvl 2) | abjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Curse Ward
abjuration
level 2
You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its hit point maximum can’t be reduced. If the target is already affected by one of these effects, the effect is suspended until the spell ends.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
1 hour
Immune: unwilling
Spell lists: wizard, witch, warlock, paladin, necromancer, martyr, investigator, cleric
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Dampening Field (lvl 2) | enchantment DC | 1 action C | 60ft (15ft cube) | save: wisdom | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Dampening Field
enchantment
level 2
(chronurgy)
The flow of time slows for creatures in a location you choose. Each creature in a 15-foot cube must make a Wisdom saving throw. On a failure the target takes 2d6 psychic damage and their movement is halved for the duration. On a success, the creature takes half damage. When an effected creature takes damage they can make another saving throw to resist the effect. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the psychic damage is increased by 1d6 for each spell slot above 2nd.
Casting Time
1 action
Range 60ft
(15ft cube)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizardDunamancy
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Darkness (lvl 2) | evocation | 1 action C | 60ft (15ft sphere) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Darkness
evocation
level 2
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.
Casting Time
1 action
Range 60ft
(15ft sphere)
Components
V,
M,
bat fur and a drop of pitch or piece of coal
Duration
Concentration,
up to 10 minutes
Immune: blindsight
Spell lists: wizard, witch, warlock, sorcerer, necromancer
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Darkvision (lvl 2) | transmutation | 1 action | touch (60ft) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Darkvision
transmutation
level 2
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.
Casting Time
1 action
Range touch
(60ft)
Components
V,
S,
M,
either a pinch of dried carrot or an agate
Duration
8 hours
Immune: unwilling
Spell lists: wizard, witch, sorcerer, ranger, necromancer, druid, artificer
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Defenestration (lvl 2) | evocation | 1 action | 30ft (20ft) | save: strength | slashing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Defenestration
evocation
level 2
A wave of force erupts from your open hand, hurling a creature you can see within range through a window. The target makes a Strength saving throw. On a failure, the target is thrown up to 20 feet through a window of your choice. If there is no window within 20 feet of the target, it is instead thrown through a window of arcane force, which materializes 10 feet behind it and vanishes after the creature shatters it. The target takes 4d6 slashing damage as it flies through a window. On a successful save, the target instead is pushed back 5 feet and takes no damage. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the target can be pushed back an additional 5 feet for each slot level above 2nd, and takes an additional 1d6 slashing damage for each slot level above 2nd.
Casting Time
1 action
Range 30ft
(20ft)
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: bard
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Delay (lvl 2) | transmutation DC | 1 action | 60ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Delay
transmutation
level 2
(chronurgy)
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
an octagonal sign
Duration
instant
Spell lists: wizardDunamancy, wizard, witch, sorcerer, necromancer, bard
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Detect Thoughts (lvl 2) | divination | 1 action C | self (30ft radius) | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Detect Thoughts
divination
level 2
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Casting Time
1 action
Range self
(30ft radius)
(sight required)
Components
V,
S,
M,
a copper piece
Duration
Concentration,
up to 1 minute
Immune: low-intellect
Spell lists: wizard, witch, sorcerer, necromancer, bard
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Dragon's Breath (lvl 2) | transmutation | bonus action C | touch (15ft cone) | save: dexterity | acid,cold,fire,light… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Dragon's Breath
transmutation
level 2
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. 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.
Casting Time
bonus action
Range touch
(15ft cone)
(projectile)
Components
V,
S,
M,
a hot pepper
Duration
Concentration,
up to 1 minute
Immune: unwilling
Spell lists: wizard, sorcerer
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Dust Devil (lvl 2) | conjuration | 1 action C | 60ft (5ft cube) | save: strength | bludgeoning | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Dust Devil
conjuration
level 2
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. 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.
Casting Time
1 action
Range 60ft
(5ft cube)
(sight required)
Components
V,
S,
M,
a pinch of dust
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, druid
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Earthbind (lvl 2) | transmutation | 1 action C | 300ft | save: strength | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Earthbind
transmutation
level 2
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.
Casting Time
1 action
Range 300ft
(sight required)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer, druid
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Enhance Ability (lvl 2) | transmutation | 1 action C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Enhance Ability
transmutation
level 2
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.
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
fur or a feather from a beast
Duration
Concentration,
up to 1 hour
Spell lists: wizard, sorcerer, ranger, druid, cleric, bard, artificer
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Enlarge/Reduce (lvl 2) | transmutation | 1 action C | 30ft | save: constitution | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Enlarge/Reduce
transmutation
level 2
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 its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage. Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a pinch of powdered iron
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, necromancer, druid, bard, artificer
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Enthrall (lvl 2) | enchantment | 1 action | 60ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Enthrall
enchantment
level 2
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Casting Time
1 action
Range 60ft
Components
V,
S,
Duration
1 minute
Immune: deaf,non-charmable
Spell lists: witch, warlock, bard
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Find Steed (lvl 2) | conjuration | 10 minutes | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Find Steed
conjuration
level 2
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Casting Time
10 minutes
Range 30ft
Components
V,
S,
Duration
instant
Spell lists: paladin
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Find Traps (lvl 2) | divination | 1 action | 120ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Find Traps
divination
level 2
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: ranger, druid, cleric
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Flame Blade (lvl 2) | evocation | bonus action C | self (20ft radius) | attack: melee | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Flame Blade
evocation
level 2
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Casting Time
bonus action
Range self
(20ft radius)
Components
V,
S,
M,
a leaf of sumac
Duration
Concentration,
up to 10 minutes
Spell lists: sorcerer, druid
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Flaming Sphere (lvl 2) | conjuration | 1 action C | 60ft (5ft sphere) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Flaming Sphere
conjuration
level 2
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.
Casting Time
1 action
Range 60ft
(5ft sphere)
Components
V,
S,
M,
a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, druid
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Flock of Familiars (lvl 2) | conjuration | 1 minute C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: kwalish
Flock of Familiars
conjuration
level 2
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.
Casting Time
1 minute
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 hour
Spell lists: wizard, warlock
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Fortune's Favor (lvl 2) | divination DC | 1 minute | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Fortune's Favor
divination
level 2
(chronurgy)
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.
Casting Time
1 minute
Range 60ft
(sight required)
Components
V,
S,
M,
a white pearl worth at least 100 gp, which the spell consumes
Duration
1 hour
Immune: unwilling
Spell lists: wizardDunamancy
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Gentle Repose (lvl 2) | necromancy | 1 action R | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Gentle Repose
necromancy
level 2
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.
Casting Time
1 action
(ritual)
Range touch
Components
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
Duration
10 days
Immune: undead
Spell lists: wizard, paladin, necromancer, martyr, investigator, cleric
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Gift of Gab (lvl 2) | enchantment | reaction | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: acquisitions inc
Gift of Gab
enchantment
level 2
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.
Casting Time
reaction
which you take when you speak to another creature
Range self
Components
V,
S,
M,
2 gold coins, which is consumed as tax for using the spell
Duration
instant
Spell lists: wizard, bard
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Grist (lvl 2) | transmutation DC | 1 action | touch (5ft cube) | save: dexterity | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Grist
transmutation
level 2
(chronurgy)
You touch a nonmagical object, which must be contained entirely within a 5-foot cube, and revert it into its raw materials. For example, an iron sword with a wooden handle targeted by this spell may transform into chunks of iron ore and chips of wood. The exact composition of the converted material is determined by the DM. If you target an object being held or carried by an unwilling creature, that creature must make a Dexterity saving throw. On a success, the spell fails.
Casting Time
1 action
Range touch
(5ft cube)
Components
V,
S,
Duration
instant
Immune: magical-items
Spell lists: wizardDunamancy
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Gust of Wind (lvl 2) | evocation | 1 action C | self (60ft line) | save: strength | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Gust of Wind
evocation
level 2
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.
Casting Time
1 action
Range self
(60ft line)
(projectile)
Components
V,
S,
M,
a legume seed
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, ranger, druid
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Halo of Flame (lvl 2) | evocation | 1 action | self (10ft radius) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Halo of Flame
evocation
level 2
A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot-radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save. 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.
Casting Time
1 action
Range self
(10ft radius)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: paladin, martyr, cleric
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Hangover (lvl 2) | enchantment | 1 action | 30ft | save: constitution | psychic / poison | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Hangover
enchantment
level 2
You emit a drunken aura that quickly washes away, leaving the feeling of an intense hangover. A creature you choose within range must succeed on a Constitution saving throw or take 3d8 psychic damage. The target has disadvantage on Constitution saving throws it makes to maintain concentration on a spell due to this damage. Additionally, on a failed save, the target is poisoned until the start of your next turn. 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.
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
a tiny vial of strong liquor
Duration
instant
Condition: poison
Spell lists: bard
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Healing Spirit (lvl 2) | conjuration | bonus action C | 60ft (5ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Healing Spirit
conjuration
level 2
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.
Casting Time
bonus action
Range 60ft
(5ft cube)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: constructs,undead
Spell lists: ranger, druid
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Heat Metal (lvl 2) | transmutation | 1 action C | 60ft | save: constitution | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Heat Metal
transmutation
level 2
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a piece of iron and a flame
Duration
Concentration,
up to 1 minute
Spell lists: druid, bard, artificer
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Hold Person (lvl 2) | enchantment | 1 action C | 60ft | save: wisdom | paralyze | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Hold Person
enchantment
level 2
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a small, straight piece of iron
Duration
Concentration,
up to 1 minute
Condition: paralyze
Immune: non-humanoids
Spell lists: wizard, witch, warlock, sorcerer, martyr, druid, cleric, bard
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Hurry/Delay (lvl 2) | transmutation DC | 1 action | 60ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Hurry/Delay
transmutation
level 2
(chronurgy)
You briefly speed up or slow time for a creature (other than you) of your choice that you can see within range. An unwilling creature must make a Wisdom saving throw. On a success, the spell has no effect. Choose one of the following effects: Hurry: The creature is moved to an initiative slot of your choice that more closely follows your current turn and has advantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn. Delay: The creature is moved to an initiative slot of your choice that more distantly follows your current turn and has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a handful of straw of different lengths
Duration
instant
Spell lists: wizardDunamancy
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Ice Slick (lvl 2) | evocation | 1 action | 30ft (10ft sphere) | save: dexterity | cold / prone | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Ice Slick
evocation
level 2
You create a blast of intense cold, coating all solid surfaces in the area with a thin layer of ice from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes takes 3d6 cold damage and falls prone on a failed save, or half as much on a successful one. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. A 5-foot square of ice has 3 hit points. The ice is an instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely. 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
Casting Time
1 action
Range 30ft
(10ft sphere)
(projectile)
Components
V,
S,
Duration
1 minute
Condition: prone
Spell lists: wizard, sorcerer, ranger, druid
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Immovable Object (lvl 2) | transmutation DG | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Immovable Object
transmutation
level 2
(graviturgy)
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
gold dust worth at least 25 gp, which the spell consumes
Duration
1 hour
Spell lists: wizardDunamancy
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Intrusive Thought (lvl 2) | enchantment | reaction | 60ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Intrusive Thought
enchantment
level 2
As a reaction when a creature you can see within range uses its action to attack or takes the Dash, Dodge, or Disengage action, you can attempt to distort its thinking. The target makes a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, the creature takes an action of your choice from among those options, instead of the action it intended to take.
Casting Time
reaction
which you take when you see a creature within 60 feet of you taking an action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Immune: non-charmable
Spell lists: wizard, witch, sorcerer, bard
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Invisibility (lvl 2) | illusion | 1 action C | touch | invisible | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Invisibility
illusion
level 2
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. 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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
an eyelash encased in gum arabic
Duration
Concentration,
up to 1 hour
Condition: invisible
Immune: blindsight,truesight
Spell lists: wizard, witch, warlock, sorcerer, necromancer, bard, artificer
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Jam Weapon (lvl 2) | transmutation | reaction | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Jam Weapon
transmutation
level 2
(renaissance)
The firearm you target jams upon firing. The attack fails, and the firearm is jammed. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can jam one additional firearm within range for each slot level above 2nd.
Casting Time
reaction
which you take when a creature you can see within range attacks with a firearm
Range 60ft
(sight required)
Components
V,
S,
M,
a pinch of wet gunpowder
Duration
instant
Spell lists: wizard, witch, bard
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Jethro's Instant Reload (lvl 2) | conjuration | 1 action R | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Jethro's Instant Reload
conjuration
level 2
(renaissance)
One ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading or Reload property, you can ignore this for the duration. When the weapon’s ammunition is depleted, new ammunition teleports from your person to your hand or into the weapon, as appropriate. If the weapon takes an action or longer to reload, it reloads itself at the end of your turn. If you aren’t carrying sufficient ammunition for the weapon to reload, the spell ends.
Casting Time
1 action
(ritual)
Range touch
Components
V,
S,
M,
a spent bullet casing
Duration
1 hour
Spell lists: wizard, ranger, investigator, bard
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Jim's Glowing Coin (lvl 2) | enchantment | 1 action | 60ft (30ft sphere) | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: acquisitions inc
Jim's Glowing Coin
enchantment
level 2
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. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
Casting Time
1 action
Range 60ft
(30ft sphere)
(projectile)
(sight required)
Components
S,
M,
a coin, 2 gold coins, which is consumed as tax for using the spell
Duration
1 minute
Spell lists: wizard
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Kinetic Jaunt (lvl 2) | transmutation | bonus action C | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: strixhaven
Kinetic Jaunt
transmutation
level 2
You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
Casting Time
bonus action
Range self
Components
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, bard, artificer
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Knock (lvl 2) | transmutation | 1 action | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Knock
transmutation
level 2
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
Duration
instant
Spell lists: wizard, witch, sorcerer, necromancer, investigator, bard
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Lesser Restoration (lvl 2) | abjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Lesser Restoration
abjuration
level 2
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Spell lists: ranger, paladin, martyr, druid, cleric, bard, artificer
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Levitate (lvl 2) | transmutation | 1 action C | 60ft | save: constitution | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Levitate
transmutation
level 2
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 move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, witch, sorcerer, artificer
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Locate Animals or Plants (lvl 2) | divination | 1 action R | self (5miles radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Locate Animals or Plants
divination
level 2
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Casting Time
1 action
(ritual)
Range self
(5miles radius)
Components
V,
S,
M,
a bit of fur from a bloodhound
Duration
instant
Immune: non-beasts,non-plants
Spell lists: ranger, investigator, druid, bard
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Locate Object (lvl 2) | divination | 1 action C | self (1000ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Locate Object
divination
level 2
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Casting Time
1 action
Range self
(1000ft radius)
Components
V,
S,
M,
a forked twig
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, witch, ranger, paladin, necromancer, martyr, investigator, druid, cleric, bard
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Magic Mouth (lvl 2) | illusion | 1 minute R | 30ft (30ft sphere) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Magic Mouth
illusion
level 2
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. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Casting Time
1 minute
(ritual)
Range 30ft
(30ft sphere)
Components
V,
S,
M,
a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
Duration
until dispelled
Spell lists: wizard, investigator, bard, artificer
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Magic Weapon (lvl 2) | transmutation | bonus action C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Magic Weapon
transmutation
level 2
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. At higher levels: 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.
Casting Time
bonus action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 hour
Immune: magical-items
Spell lists: wizard, sorcerer, ranger, paladin, martyr, artificer
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Maleable Coil (lvl 2) | transmutation DC | 1 action C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Maleable Coil
transmutation
level 2
(chronurgy)
You alter the aging process of the target, making them appear as an elderly, middle-aged, or childlike version of themselves. Elderly: The target has advantage on all Intelligence ability checks and saving throws. Middle-Aged: The target has advantage on all Wisdom ability checks and gains 2d6 temporary hit points, which remain until the spell ends. Child: The target has advantage on Charisma and Dexterity ability checks. 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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
spectacles for elderly, leather belt for middle-aged, or a rattle for child
Duration
Concentration,
up to 1 hour
Spell lists: wizardDunamancy
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Maximillian's Earthen Grasp (lvl 2) | transmutation | 1 action C | 30ft (5ft square) | save: strength | bludgeoning /… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Maximillian's Earthen Grasp
transmutation
level 2
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.
Casting Time
1 action
Range 30ft
(5ft square)
(sight required)
Components
V,
S,
M,
a miniature hand sculpted from clay
Duration
Concentration,
up to 1 minute
Condition: restrain
Spell lists: wizard, sorcerer
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Melf's Acid Arrow (lvl 2) | evocation | 1 action | 90ft | attack: ranged | acid | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Melf's Acid Arrow
evocation
level 2
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. 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. At higher levels: 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.
Casting Time
1 action
Range 90ft
(projectile)
Components
V,
S,
M,
powdered rhubarb leaf and an adder’s stomach
Duration
instant
Spell lists: wizard, necromancer
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Mind Spike (lvl 2) | divination | 1 action C | 60ft | save: wisdom | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Mind Spike
divination
level 2
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
S,
Duration
Concentration,
up to 1 hour
Spell lists: wizard, warlock, sorcerer
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Mirror Image (lvl 2) | illusion | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mirror Image
illusion
level 2
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Casting Time
1 action
Range self
Components
V,
S,
Duration
1 minute
Immune: blindsight,truesight
Spell lists: wizard, warlock, sorcerer, bard
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Misty Step (lvl 2) | conjuration | bonus action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Misty Step
conjuration
level 2
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Casting Time
bonus action
Range self
(sight required)
Components
V,
Duration
instant
Spell lists: wizard, witch, warlock, sorcerer, necromancer
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Modify Age (lvl 2) | transmutation DC | 8 hours R | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Modify Age
transmutation
level 2
(chronurgy)
You perform an intricate ritual on another creature, reducing or increasing (your choice) its apparent age by up to 3d10 years. A creature's appearance cannot be reduced below the age of maturity or above the life expectancy for its race via this spell. Also, this effect does not extend the creature’s lifespan.
Casting Time
8 hours
(ritual)
Range touch
Components
V,
S,
M,
gold dust worth at least 200gp, which the spell consumes
Duration
instant
Spell lists: wizardDunamancy
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Moonbeam (lvl 2) | evocation | 1 action C | 120ft (5ft cylinder) | save: constitution | radiant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Moonbeam
evocation
level 2
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Casting Time
1 action
Range 120ft
(5ft cylinder)
Components
V,
S,
M,
several seeds of any moonseed plant and a piece of opalescent feldspar
Duration
Concentration,
up to 1 minute
Spell lists: druid
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Nathair's Mischief (lvl 2) | illusion | 1 action C | 60ft (20ft cube) | save: mixed | blind,charm,incapaci… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: fizban
Nathair's Mischief
illusion
level 2
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.
Casting Time
1 action
Range 60ft
(20ft cube)
(sight required)
Components
S,
M,
a piece of crust from an apple pie
Duration
Concentration,
up to 1 minute
Condition: blind,charm,incapacitate
Spell lists: wizard, sorcerer, bard
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Nondescript (lvl 2) | illusion | 1 action C | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Nondescript
illusion
level 2
This spell makes you seem ordinary and nondescript to others, though it doesn’t change your actual appearance. Creatures who see you while you are under the influence of this spell are unable to recall specific details of your appearance upon being asked if they had seen you or someone matching your description, though their memory of actions you undertook or events they experienced is unaffected.
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, witch, sorcerer, necromancer, investigator, bard
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Nystul's Magic Aura (lvl 2) | illusion | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Nystul's Magic Aura
illusion
level 2
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a small square of silk
Duration
24 hours
Spell lists: wizard, investigator
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Pass Without Trace (lvl 2) | abjuration | 1 action C | self (30ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Pass Without Trace
abjuration
level 2
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
S,
M,
ashes from a burned leaf of mistletoe and a sprig of spruce
Duration
Concentration,
up to 1 hour
Spell lists: ranger, necromancer, druid
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Perforating Smite (lvl 2) | evocation | bonus action C | self | save: dexterity | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Perforating Smite
evocation
level 2
(renaissance)
The next time you make an attack with a firearm before this spell ends, the shot is charged with an incredible amount of power. Instead of making an attack roll against a single target, the shot becomes a 5-foot wide line that extends from you out to the weapon’s normal range. Each creature in that line must make a Dexterity saving throw. A creature takes the weapon’s normal damage on a failed save, or half as much damage on a successful one.
Casting Time
bonus action
Range self
(projectile)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: paladin
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Petal Storm (lvl 2) | conjuration | 1 action C | 60ft (15ft cube) | save: dexterity | slashing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Petal Storm
conjuration
level 2
Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell’s duration. The cloud heavily obscures its area. Any creature that enters the storm for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 feet in any direction. The first time storm’s area contains leaf litter, flowers, bushes, or trees, it sucks up extra material and the damage the spell deals increases by 2d4. At higher levels: 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.
Casting Time
1 action
Range 60ft
(15ft cube)
Components
V,
S,
M,
a handful of flower petals
Duration
Concentration,
up to 1 minute
Spell lists: witch, druid
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Phantasmal Force (lvl 2) | illusion | 1 action C | 60ft (10ft cube) | save: intelligence | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Phantasmal Force
illusion
level 2
You craft an illusion that takes root in the mind of a creature that you can see within range. 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 phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Casting Time
1 action
Range 60ft
(10ft cube)
(sight required)
Components
V,
S,
M,
a bit of fleece
Duration
Concentration,
up to 1 minute
Immune: constructs,undead
Spell lists: wizard, sorcerer, bard
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Prayer of Healing (lvl 2) | evocation | 10 minutes | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Prayer of Healing
evocation
level 2
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Casting Time
10 minutes
Range 30ft
(sight required)
Components
V,
Duration
instant
Immune: constructs,undead
Spell lists: paladin, cleric
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Protect Threshold (lvl 2) | abjuration | 1 action R | touch | save: wisdom | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Protect Threshold
abjuration
level 2
Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save. 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.
Casting Time
1 action
(ritual)
Range touch
Components
V,
S,
M,
an ounce of salt for each foot of the warded portal’s perimeter
Duration
10 minutes
Spell lists: wizard, witch, sorcerer, necromancer, investigator
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Protection from Ballistics (lvl 2) | abjuration | 1 action C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Protection from Ballistics
abjuration
level 2
(renaissance)
A shimmering shield of energy surrounds one willing creature you touch. For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, ranger, paladin, necromancer, martyr, druid, cleric
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Protection from Poison (lvl 2) | abjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Protection from Poison
abjuration
level 2
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
1 hour
Spell lists: ranger, paladin, martyr, druid, cleric, artificer
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Pyrotechnics (lvl 2) | transmutation | 1 action | 60ft (5ft cube) | save: constitution | blind | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Pyrotechnics
transmutation
level 2
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.
Casting Time
1 action
Range 60ft
(5ft cube)
(sight required)
Components
V,
S,
Duration
instant
Condition: blind
Immune: blindsight
Spell lists: wizard, sorcerer, bard, artificer
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Ray of Enfeeblement (lvl 2) | necromancy | 1 action C | 60ft | save: constitution attack: ranged | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Ray of Enfeeblement
necromancy
level 2
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.
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, witch, warlock, necromancer
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Recall (lvl 2) | conjuration DC | bonus action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Recall
conjuration
level 2
(chronurgy)
Record where you are when you cast this spell. Until the end of your next turn, you can use your reaction to teleport back to that location, or to the nearest unoccupied space. If you use this reaction in response to an attack, spell, magical effect, or any other damaging effect, resolve the triggering effect before teleporting.
Casting Time
bonus action
Range self
Components
V,
S,
Duration
1 round
Spell lists: wizardDunamancy, sorcerer
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Repulsor Ring (lvl 2) | abjuration | 1 action C | 5ft (5ft circle) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Repulsor Ring
abjuration
level 2
You outline a 5-foot diameter circle on the ground, which is warded against intruders. Only creatures you choose can step within the circle. Any ranged attack roll made against a target within the circle has disadvantage. If a hostile creature makes a melee attack against a target within the circle, the attacker is pushed back 10 feet immediately after the attack.
Casting Time
1 action
Range 5ft
(5ft circle)
Components
V,
S,
M,
a piece of chalk
Duration
Concentration,
up to 1 minute
Spell lists: wizard, cleric
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Rime's Binding Ice (lvl 2) | evocation | 1 action | self (30ft cone) | save: constitution | cold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: fizban
Rime's Binding Ice
evocation
level 2
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. 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.
Casting Time
1 action
Range self
(30ft cone)
(projectile)
Components
S,
M,
a vial of meltwater
Duration
instant
Spell lists: wizard, sorcerer
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Rope Trick (lvl 2) | transmutation | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Rope Trick
transmutation
level 2
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
powdered corn extract and a twisted loop of parchment
Duration
1 hour
Immune: big-creatures
Spell lists: wizard, artificer
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Scorching Ray (lvl 2) | evocation | 1 action | 120ft | attack: ranged | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Scorching Ray
evocation
level 2
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer
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Secured Maneuver (lvl 2) | divination DC | bonus action | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Secured Maneuver
divination
level 2
(chronurgy)
You peer into the infinite and find a favorable outcome. Choose a willing creature within range, they gain advantage on their next attack roll or saving throw and a d20 roll of an 18, 19, or 20 will result in a critical success. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each level above 2nd.
Casting Time
bonus action
Range 30ft
Components
V,
S,
Duration
1 round
Immune: unwilling
Spell lists: wizardDunamancy
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See Invisibility (lvl 2) | divination | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
See Invisibility
divination
level 2
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.
Casting Time
1 action
Range self
Components
V,
S,
M,
a pinch of talc and a small sprinkling of powdered silver
Duration
1 hour
Spell lists: wizard, witch, sorcerer, investigator, bard, artificer
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Shadow Blade (lvl 2) | illusion | bonus action C | self | attack: melee | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Shadow Blade
illusion
level 2
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. At higher levels: 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.
Casting Time
bonus action
Range self
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer
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Shatter (lvl 2) | evocation | 1 action | 60ft (10ft sphere) | save: constitution | thunder | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Shatter
evocation
level 2
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. 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.
Casting Time
1 action
Range 60ft
(10ft sphere)
Components
V,
S,
M,
a chip of mica
Duration
instant
Immune: magical-items
Spell lists: wizard, witch, warlock, sorcerer, bard
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Silence (lvl 2) | illusion | 1 action C R | 120ft (20ft sphere) | deaf | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Silence
illusion
level 2
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Casting Time
1 action
(ritual)
Range 120ft
(20ft sphere)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Condition: deaf
Spell lists: ranger, necromancer, investigator, cleric, bard
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Skywrite (lvl 2) | transmutation | 1 action C R | sight | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Skywrite
transmutation
level 2
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.
Casting Time
1 action
(ritual)
Range sight
(sight required)
Components
V,
S,
Duration
Concentration,
up to 24 hours
Spell lists: wizard, druid, bard, artificer
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Snilloc's Snowball Storm (lvl 2) | evocation | 1 action | 90ft (5ft sphere) | save: dexterity | cold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Snilloc's Snowball Storm
evocation
level 2
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. 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.
Casting Time
1 action
Range 90ft
(5ft sphere)
Components
V,
S,
M,
a piece of ice or a small white rock chip
Duration
instant
Spell lists: wizard, sorcerer
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Spider Climb (lvl 2) | transmutation | 1 action C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Spider Climb
transmutation
level 2
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a drop of bitumen and a spider
Duration
Concentration,
up to 1 hour
Immune: unwilling
Spell lists: wizard, witch, warlock, sorcerer, necromancer, investigator, artificer
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Spike Growth (lvl 2) | transmutation | 1 action C | 150ft (20ft circle) | piercing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Spike Growth
transmutation
level 2
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Casting Time
1 action
Range 150ft
(20ft circle)
Components
V,
S,
M,
seven sharp thorns or seven small twigs, each sharpened to a point
Duration
Concentration,
up to 10 minutes
Spell lists: ranger, druid
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Spiritual Weapon (lvl 2) | evocation | bonus action | 60ft | attack: melee | force | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Spiritual Weapon
evocation
level 2
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Casting Time
bonus action
Range 60ft
Components
V,
S,
Duration
1 minute
Spell lists: cleric
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Spray of Cards (lvl 2) | conjuration | 1 action | self (15ft cone) | save: dexterity | force / blind | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: book of many things
Spray of Cards
conjuration
level 2
You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Casting Time
1 action
Range self
(15ft cone)
(projectile)
Components
V,
S,
M,
a deck of cards
Duration
instant
Condition: blind
Immune: blindsight
Spell lists: wizard, warlock, sorcerer, bard
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Stone Bones (lvl 2) | transmutation | bonus action | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Stone Bones
transmutation
level 2
You magically reinforce a creature you can see within range, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of your next turn.
Casting Time
bonus action
Range 30ft
(sight required)
Components
V,
S,
Duration
1 round
Spell lists: wizard, sorcerer, ranger, necromancer, martyr, investigator, druid
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Suggestion (lvl 2) | enchantment | 1 action C | 30ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Suggestion
enchantment
level 2
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed. If you or any of your companions damage the target, the spell ends.
Casting Time
1 action
Range 30ft
(hearing required)
Components
V,
M,
a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Duration
Concentration,
up to 8 hours
Immune: non-charmable,deaf,unknown-language
Spell lists: wizard, witch, warlock, sorcerer, bard
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Summon Beast (lvl 2) | conjuration | 1 action C | 90ft | piercing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Beast
conjuration
level 2
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, 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.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
Duration
Concentration,
up to 1 hour
Spell lists: ranger, druid
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Swift Flight (lvl 2) | transmutation | bonus action | touch (30ft) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Swift Flight
transmutation
level 2
Streaks of energy flow from the back of a willing creature you touch, tracing the shapes of wings. The target gains a flying speed of 30 feet until the end of its next turn. When the spell ends, the target falls if it is in the air and nothing is holding it aloft.
Casting Time
bonus action
Range touch
(30ft)
Components
V,
S,
M,
a wing feather from any bird
Duration
1 round
Immune: unwilling
Spell lists: wizard, witch, sorcerer
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Tasha's Mind Whip (lvl 2) | enchantment | 1 action | 90ft | save: intelligence | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Tasha's Mind Whip
enchantment
level 2
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. 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 target them.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
Duration
1 round
Spell lists: wizard, sorcerer
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Tyra's Coerced Karaoke (lvl 2) | enchantment | 1 action C | self (30ft radius) | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Tyra's Coerced Karaoke
enchantment
level 2
As spectral instruments appear playing around you, you begin singing a well-known song, and others feel compelled to join in. For the duration, when a creature comes within 30 feet of you or begins its turn there, it must make a Wisdom saving throw or begin singing along with you. A singing creature matches the pitch and words of the song as closely as it can, even if it can’t speak the song’s language. Furthermore, it can’t speak normally (though it can still communicate telepathically), and it can’t perform the verbal components of spells. Creatures that can’t be charmed are immune to this spell. Unlike other spells, you can concentrate on this spell and the spell irresistible dance at the same time. Losing your concentration on either spell ends both spells.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: non-charmable
Spell lists: wizard, bard
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Unseen Accountant (lvl 2) | conjuration | 1 action R | 60ft (300ft) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Unseen Accountant
conjuration
level 2
This spell creates an invisible, shapeless force that performs intellectual tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, an Intelligence of 12, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The accountant can perform intellectual tasks that a human clerk could do, such as assessing prices, updating accounts, managing inventories, or computing interest. Once you give the command, the accountant performs the task to the best of its ability until it completes the task, then waits for your next command. The accountant can perform no physical labor, and is not able to lift any object heavier than 1 pound. If you command the accountant to perform a task that would move it more than 300 feet away from you, the spell ends.
Casting Time
1 action
(ritual)
Range 60ft
(300ft)
Components
V,
S,
M,
an abacus
Duration
8 hours
Spell lists: wizard, necromancer, investigator, bard
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Vortex Warp (lvl 2) | conjuration | 1 action | 90ft | save: constitution | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: strixhaven
Vortex Warp
conjuration
level 2
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. At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer, artificer
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Warding Bond (lvl 2) | abjuration | 1 action | touch (60ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Warding Bond
abjuration
level 2
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Casting Time
1 action
Range touch
(60ft radius)
Components
V,
S,
M,
a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration
Duration
1 hour
Immune: unwilling
Spell lists: paladin, martyr, cleric
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Warding Wind (lvl 2) | evocation | 1 action C | self (10ft radius) | deaf | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Warding Wind
evocation
level 2
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:
Casting Time
1 action
Range self
(10ft radius)
Components
V,
Duration
Concentration,
up to 10 minutes
Condition: deaf
Spell lists: wizard, sorcerer, druid, bard
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Warp Sense (lvl 2) | divination | 1 action C | self (30ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: planescape
Warp Sense
divination
level 2
For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
S,
M,
a razorvine leaf
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer
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Web (lvl 2) | conjuration | 1 action C | 60ft (20ft cube) | save: dexterity | restrain | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Web
conjuration
level 2
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. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, 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.
Casting Time
1 action
Range 60ft
(20ft cube)
Components
V,
S,
M,
a bit of spiderweb
Duration
Concentration,
up to 1 hour
Condition: restrain
Spell lists: wizard, sorcerer, necromancer, artificer
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Wither and Bloom (lvl 2) | necromancy | 1 action | 60ft (10ft sphere) | save: constitution | necrotic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: strixhaven
Wither and Bloom
necromancy
level 2
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. 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 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.
Casting Time
1 action
Range 60ft
(10ft sphere)
Components
V,
S,
M,
a withered vine twisted into a loop
Duration
instant
Spell lists: wizard, sorcerer, druid
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Wristpocket (lvl 2) | conjuration DC | 1 action C R | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Wristpocket
conjuration
level 2
(chronurgy)
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.
Casting Time
1 action
(ritual)
Range self
Components
S,
Duration
Concentration,
up to 1 hour
Spell lists: wizardDunamancy
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Zone of Truth (lvl 2) | enchantment | 1 action | 60ft (15ft sphere) | save: charisma | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Zone of Truth
enchantment
level 2
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Casting Time
1 action
Range 60ft
(15ft sphere)
Components
V,
S,
Duration
10 minutes
Spell lists: paladin, martyr, investigator, cleric, bard
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Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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After Image (lvl 3) | illusion | 1 action | self | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
After Image
illusion
level 3
You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell’s duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal.
Casting Time
1 action
Range self
Components
V,
S,
M,
a silver hand mirror worth 50 gp
Duration
10 minutes
Immune: blindsight,truesight
Spell lists: wizard, warlock, sorcerer, ranger, investigator
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Animate Dead (lvl 3) | necromancy | 1 minute | 10ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Animate Dead
necromancy
level 3
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Casting Time
1 minute
Range 10ft
Components
V,
S,
M,
a drop of blood, a piece of flesh, and a pinch of bone dust
Duration
instant
Immune: non-humanoids
Spell lists: wizard, necromancer, cleric
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Antagonize (lvl 3) | enchantment | 1 action | 30ft | save: wisdom | psychic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: book of many things
Antagonize
enchantment
level 3
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, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At higher levels: 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.
Casting Time
1 action
Range 30ft
(hearing required)
Components
V,
S,
M,
a playing card depicting a rogue
Duration
instant
Spell lists: wizard, warlock, sorcerer, bard
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Ashardalon's Stride (lvl 3) | transmutation | bonus action C | self | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: fizban
Ashardalon's Stride
transmutation
level 3
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. At higher levels: 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.
Casting Time
bonus action
Range self
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, ranger, artificer
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Aura of Vitality (lvl 3) | evocation | 1 action C | self (30ft radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Aura of Vitality
evocation
level 3
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: paladin, druid, cleric
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Beacon of Hope (lvl 3) | abjuration | 1 action C | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Beacon of Hope
abjuration
level 3
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Casting Time
1 action
Range 30ft
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: cleric
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Benign Dismemberment (lvl 3) | necromancy | 1 minute R | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Benign Dismemberment
necromancy
level 3
For the duration, a willing target’s body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part. At the end of the duration, severed body parts become permanently severed. The target dies if vital organs have not been reattached to its head.
Casting Time
1 minute
(ritual)
Range touch
Components
V,
S,
Duration
1 hour
Immune: unwilling
Spell lists: wizard, witch, necromancer, investigator
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Bestow Curse (lvl 3) | necromancy | 1 action C | touch | save: wisdom | necrotic / curse | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Bestow Curse
necromancy
level 3
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:
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. At higher levels: 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.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: curse
Spell lists: wizard, witch, necromancer, cleric, bard
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Blinding Smite (lvl 3) | evocation | bonus action C | self | save: constitution | radiant / blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Blinding Smite
evocation
level 3
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. 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.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Condition: blind
Immune: blindsight
Spell lists: paladin
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Blink (lvl 3) | transmutation | 1 action | self | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Blink
transmutation
level 3
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Casting Time
1 action
Range self
Components
V,
S,
Duration
1 minute
Spell lists: wizard, sorcerer, artificer
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Burst with Light (lvl 3) | evocation | 1 action C | 60ft | save: constitution | radiant / blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Burst with Light
evocation
level 3
A creature you can see within range becomes filled with intense magical light as the light bursts from its wounds and orifices. The creature radiates bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration at the start of its turn the creature must make a Constitution saving throw. It takes 5d8 radiant damage on a failed save, or half as much damage on a successful one. An undead creature has disadvantage on this saving throw. On a successful save, the spell ends. Any creature within 5 feet of the creature when it takes this damage must also succeed on a Consitution saving throw or take the damage specified above and be blinded for until the end of their next turn. 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: blind
Spell lists: paladin, cleric
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Call Lightning (lvl 3) | conjuration | 1 action C | 120ft (60ft cylinder) | save: dexterity | lightning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Call Lightning
conjuration
level 3
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Casting Time
1 action
Range 120ft
(60ft cylinder)
(projectile)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: necromancer, druid
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Catnap (lvl 3) | enchantment | 1 action | 30ft | unconscious | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Catnap
enchantment
level 3
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.
Casting Time
1 action
Range 30ft
(sight required)
Components
S,
M,
a pinch of sand
Duration
10 minutes
Condition: unconscious
Immune: unwilling
Spell lists: wizard, sorcerer, bard, artificer
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Clairvoyance (lvl 3) | divination | 10 minutes C | 1mile | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Clairvoyance
divination
level 3
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Casting Time
10 minutes
Range 1mile
Components
V,
S,
M,
a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Duration
Concentration,
up to 10 minutes
Immune: truesight
Spell lists: wizard, witch, sorcerer, necromancer, investigator, cleric, bard
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Conjure Animals (lvl 3) | conjuration | 1 action C | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Animals
conjuration
level 3
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
Each beast is also considered fey, and it 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. At higher levels: 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 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Spell lists: ranger, druid
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Conjure Barrage (lvl 3) | conjuration | 1 action | self (60ft cone) | save: dexterity | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Barrage
conjuration
level 3
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Casting Time
1 action
Range self
(60ft cone)
(projectile)
Components
V,
S,
M,
one piece of ammunition or a thrown weapon
Duration
instant
Immune: magical-items
Spell lists: ranger
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Counterspell (lvl 3) | abjuration | reaction | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Counterspell
abjuration
level 3
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. At higher levels: 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.
Casting Time
reaction
which you take when you see a creature within 60 feet of you casting a spell
Range 60ft
(sight required)
Components
S,
Duration
instant
Spell lists: wizard, witch, warlock, sorcerer, necromancer
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Create Food and Water (lvl 3) | conjuration | 1 action | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Create Food and Water
conjuration
level 3
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Casting Time
1 action
Range 30ft
Components
V,
S,
Duration
instant
Spell lists: paladin, martyr, cleric, artificer
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Crusader's Mantle (lvl 3) | evocation | 1 action C | self (30ft radius) | radiant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Crusader's Mantle
evocation
level 3
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: paladin
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Curse of Blades (lvl 3) | enchantment | 1 action C | 60ft | save: wisdom | curse | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Curse of Blades
enchantment
level 3
Unholy bands of black energy tie a creature to its weapon. Choose a creature you can see within range that is holding a weapon to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. A cursed target can’t willingly drop or stow its weapon. Additionally, whenever it takes the Attack action on its turn, it makes one additional attack using its weapon targeting itself, against its own AC, dealing damage as normal on a hit.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: curse
Spell lists: wizard, witch, warlock, necromancer, bard
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Daylight (lvl 3) | evocation | 1 action | 60ft (120ft radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Daylight
evocation
level 3
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Casting Time
1 action
Range 60ft
(120ft radius)
Components
V,
S,
Duration
1 hour
Spell lists: sorcerer, ranger, paladin, martyr, druid, cleric
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Dead Fog (lvl 3) | necromancy | 1 action C | 120ft (15ft sphere) | save: mixed | necrotic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Dead Fog
necromancy
level 3
A 15-foot-radius sphere of fog, filled with the necromantic Dead Mists, appears centered on a point you can see within range. The fog spreads around corners, and its area is heavily obscured. It lasts for the duration, or until strong wind disperses the fog, ending the spell. When you cast this spell, you can empower it with your own life essence by losing 10, 15, or 20 hit points when you cast it. When you do so, treat the spell slot used to cast the spell as being one level higher if you lost 10 hit points, two levels higher if you lost 15 hit points, and three levels higher if you lost 20 hit points, up to a maximum of 9th level. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save. Additionally, when a creature tries to leave the sphere of fog, you can choose for the fog to grasp the creature with misty tendrils. The creature must make a Strength saving throw to leave the fog, and is unable to move on a failed save. At higher levels: 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.
Casting Time
1 action
Range 120ft
(15ft sphere)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: necromancer
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Determine Fate (lvl 3) | divination DC | 10 minutes | self (60ft) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Determine Fate
divination
level 3
(chronurgy)
You draw upon dunamantic magics to grant yourself insight into the Sea of Eventualities, the endless possible timelines. When you cast this spell, roll two d20s, and record what you rolled. For each die, choose either attack roll, skill check, or saving throw. You can choose each option multiple times. For the next 24 hours, you may as a reaction substitute any roll of an ally or enemy you can see within 60 feet with one of the recorded numbers that matches the type of roll you wish to replace (attack roll, skill check, or saving throw). The target still adds any relevant modifiers to this number but otherwise treats the substituted number as the number they rolled. You can do this any time after the skill check, saving throw, or attack has been rolled, but before the outcome of the event has been determined. The spell ends after 24 hours have passed, or when both dice have been expended.
Casting Time
10 minutes
Range self
(60ft)
(sight required)
Components
V,
S,
M,
a small crystal dodecahedron
Duration
24 hours
Spell lists: wizardDunamancy
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Dispel Magic (lvl 3) | abjuration | 1 action | 120ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Dispel Magic
abjuration
level 3
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
Components
V,
S,
Duration
instant
Spell lists: wizard, witch, warlock, sorcerer, paladin, necromancer, martyr, druid, cleric, bard, artificer
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Elemental Weapon (lvl 3) | transmutation | 1 action C | touch | acid,cold,fire,light… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Elemental Weapon
transmutation
level 3
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. At higher levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 hour
Immune: magical-items
Spell lists: ranger, paladin, druid, artificer
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Enemies Abound (lvl 3) | enchantment | 1 action C | 120ft | save: intelligence | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Enemies Abound
enchantment
level 3
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: non-fearable
Spell lists: wizard, warlock, sorcerer, bard
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Erupting Earth (lvl 3) | transmutation | 1 action | 120ft (20ft cube) | save: dexterity | bludgeoning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Erupting Earth
transmutation
level 3
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(20ft cube)
(sight required)
Components
V,
S,
M,
a piece of obsidian
Duration
instant
Spell lists: wizard, sorcerer, druid
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Eruptive Postules (lvl 3) | transmutation | 1 action | self (5ft radius) | save: constitution | acid / blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Eruptive Postules
transmutation
level 3
Your skin erupts in swollen, pus-filled bumps for the duration. You can end the spell early by using an action to dismiss it. Whenever a creature within 5 feet of you hits you with a melee attack, a postule bursts open. The attacker takes 1d8 points of acid damage and must make a Constitution saving throw or be blinded until the end of it's next turn.
Casting Time
1 action
Range self
(5ft radius)
Components
V,
S,
M,
a small amount of oil
Duration
10 minutes
Condition: blind
Spell lists: wizard, warlock, sorcerer
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Fast Friends (lvl 3) | enchantment | 1 action C | 30ft | save: wisdom | charm | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: acquisitions inc
Fast Friends
enchantment
level 3
When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you. At higher levels: 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.
Casting Time
1 action
Range 30ft
Components
V,
Duration
Concentration,
up to 1 hour
Condition: charm
Immune: non-humanoids,blind,deaf,unknown-language
Spell lists: wizard, cleric, bard
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Fear (lvl 3) | illusion | 1 action C | self (30ft cone) | save: wisdom | fear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Fear
illusion
level 3
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Casting Time
1 action
Range self
(30ft cone)
(projectile)
Components
V,
S,
M,
a white feather or the heart of a hen
Duration
Concentration,
up to 1 minute
Condition: fear
Spell lists: wizard, witch, warlock, sorcerer, necromancer, bard
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Feign Death (lvl 3) | necromancy | 1 action R | touch | blind,incapacitate | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Feign Death
necromancy
level 3
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Casting Time
1 action
(ritual)
Range touch
Components
V,
S,
M,
a pinch of graveyard dirt
Duration
1 hour
Condition: blind,incapacitate
Immune: unwilling
Spell lists: wizard, druid, cleric, bard
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Fireball (lvl 3) | evocation | 1 action | 150ft (20ft sphere) | save: dexterity | fire | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Fireball
evocation
level 3
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. At higher levels: 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.
Casting Time
1 action
Range 150ft
(20ft sphere)
(projectile)
Components
V,
S,
M,
a tiny ball of bat guano and sulfur
Duration
instant
Spell lists: wizard, sorcerer
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Flame Arrows (lvl 3) | transmutation | 1 action C | touch | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Flame Arrows
transmutation
level 3
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. At higher levels: 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.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 hour
Spell lists: wizard, sorcerer, ranger, druid, artificer
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Fly (lvl 3) | transmutation | 1 action C | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Fly
transmutation
level 3
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. At higher levels: 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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a wing feather from any bird
Duration
Concentration,
up to 10 minutes
Immune: unwilling
Spell lists: wizard, witch, warlock, sorcerer, investigator, artificer
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Galder's Tower (lvl 3) | conjuration | 10 minutes | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: kwalish
Galder's Tower
conjuration
level 3
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:
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. At higher levels: 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.
Casting Time
10 minutes
Range 30ft
Components
V,
S,
M,
a fragment of stone, wood, or other building material
Duration
24 hours
Spell lists: wizard
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Gaseous Form (lvl 3) | transmutation | 1 action C | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Gaseous Form
transmutation
level 3
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a bit of gauze and a wisp of smoke
Duration
Concentration,
up to 1 hour
Immune: unwilling
Spell lists: wizard, warlock, sorcerer, necromancer
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Geomantic Discernment (lvl 3) | divination | 1 action C R | self (100ft radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Geomantic Discernment
divination
level 3
You gain the ability to sense valuable minerals in a 100-foot radius around you. A glowing aura that only you can see appears around any valuable metals, gems, ores, native elements, or other resources in that radius for the spell’s duration. You can see this aura through any amount of nonmagical material.
Casting Time
1 action
(ritual)
Range self
(100ft radius)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, ranger, investigator, druid
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Glitterdust (lvl 3) | conjuration | 1 action C | self (15ft cone) | save: constitution | blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Glitterdust
conjuration
level 3
You spray golden particles in a 15-foot cone, covering all creatures and objects in that area. Each creature in the area must succeed a Constitution saving throw or be blinded for the duration. A creature blinded by this spell can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature within the area, whether or not it succeeds on its saving throw, can’t benefit from being invisible for the duration.
Casting Time
1 action
Range self
(15ft cone)
(projectile)
Components
V,
S,
M,
a handful of powdered mica
Duration
Concentration,
up to 1 minute
Condition: blind
Immune: blindsight
Spell lists: wizard, witch, sorcerer, bard
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Glyph of Warding (lvl 3) | abjuration | 1 hour | touch (10ft sphere) | save: dexterity | acid,cold,fire,light… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Glyph of Warding
abjuration
level 3
When you cast this spell, you inscribe a glyph that creates a magical effect triggered by other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. 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.
Casting Time
1 hour
Range touch
(10ft sphere)
Components
V,
S,
M,
incense and powdered diamond worth at least 200 gp, which the spell consumes
Duration
until dispelled or triggered
Spell lists: wizard, necromancer, cleric, bard, artificer
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Gravitational Lashing (WIP) (lvl 3) | transmutation DG | 1 action C | 60ft | save: mixed | bludgeoning /… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Gravitational Lashing (WIP)
transmutation
level 3
(graviturgy)
You create a gravitational bond between two obejcts or creatures. Pick one of the following effects
Casting Time
1 action
Range 60ft
Components
V,
S,
M,
a rare earth magnet
Duration
Concentration,
up to 1 minute
Condition: restrain
Spell lists: wizardDunamancy
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Greater Time's Arrow (lvl 3) | transmutation DC | reaction | 120ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Greater Time's Arrow
transmutation
level 3
(chronurgy)
You freeze a projectile that you can see within range mid-flight in attempt to alter its trajectory. If the projectile would otherwise hit, it instead becomes suspended in midair 5 feet from its original target. If it would otherwise miss, the DM determines the location of the now frozen projectile. Within the same reaction, you can reposition the frozen projectile to hit a target of your choice, provided they are within the weapon or spell’s range from the projectile’s new location. Alternatively, you can cause the projectile to drop to the ground harmlessly, fizzling, if it’s a spell or magical weapon.
Casting Time
reaction
which you take when you see a creature hit or miss with a ranged weapon or spell attack
Range 120ft
(sight required)
Components
S,
Duration
instant
Spell lists: wizardDunamancy
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Haste (lvl 3) | transmutation | 1 action C | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Haste
transmutation
level 3
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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a shaving of licorice root
Duration
Concentration,
up to 1 minute
Immune: unwilling
Spell lists: wizard, sorcerer, artificer
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Hastened Renewal (lvl 3) | transmutation DC | 1 action | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Hastened Renewal
transmutation
level 3
(chronurgy)
You choose a creature within range, their wounds begin to heal themselves as time is sped up around their injuries. The chosen creature can expend up to half their hit dice maximum and heal themselves, like during a short rest. A creature can only benefit from this once per long rest, and if they have been affected by it they regain no hit dice upon finishing the next long rest. At higher levels: When you cast this spell using a spell slot of 4th level or higher, you target 1 more creature to be effected for each spell slot above 3rd.
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
a piece of gold worth 50 gp which the spell consumes
Duration
instant
Spell lists: wizardDunamancy
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Hunger of Hadar (lvl 3) | conjuration | 1 action C | 150ft (20ft sphere) | save: dexterity | acid,cold / blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Hunger of Hadar
conjuration
level 3
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Casting Time
1 action
Range 150ft
(20ft sphere)
Components
V,
S,
M,
a pickled octopus tentacle
Duration
Concentration,
up to 1 minute
Condition: blind
Spell lists: warlock
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Hypnotic Pattern (lvl 3) | illusion | 1 action C | 120ft (30ft cube) | save: wisdom | charm,incapacitate | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Hypnotic Pattern
illusion
level 3
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Casting Time
1 action
Range 120ft
(30ft cube)
Components
S,
M,
a glowing stick of incense or a crystal vial filled with phosphorescent material
Duration
Concentration,
up to 1 minute
Condition: charm,incapacitate
Immune: blind
Spell lists: wizard, witch, warlock, sorcerer, bard
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Ice Claw Prison (lvl 3) | evocation | 1 action C | 60ft (10ft square) | save: strength attack: melee | cold,slashing /… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Ice Claw Prison
evocation
level 3
You choose an unoccupied 10-foot square that you can see within range. A Large clawed hand made from razor-sharp ice appears there and lasts for the spell’s duration. It acts at your command, though it can’t move from its initial location. The hand is an object that has AC 18 and hit points equal to half your hit point maximum. It has immunity to poison and psychic damage. If it drops to 0 hit points, the spell ends. The claw doesn’t fill its space. When you cast the spell, and as a bonus action on your subsequent turns, you can command the claw to perform one of the following tasks: Slash. The claw lashes out at a target within 10 feet of itself. Make a melee spell attack using your own spell attack modifier. On a hit, the target takes 3d8 slashing or cold damage (your choice). At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of the Slash and Imprison options increases by 1d8 for each spell slot above 3rd.
Casting Time
1 action
Range 60ft
(10ft square)
(sight required)
Components
V,
S,
M,
a crystal claw
Duration
Concentration,
up to 1 minute
Condition: restrain
Immune: big-creatures
Spell lists: wizard, warlock, sorcerer
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Ice Spears (lvl 3) | evocation | 1 action | 60ft | save: dexterity | cold,piercing /… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Ice Spears
evocation
level 3
Upon casting this spell, three giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. Each creature that occupies a square from which a spear extends must make a Dexterity saving throw or take 3d6 piercing damage and 3d6 cold damage and be knocked prone. A creature that succeeds on its saving throw takes half damage and isn't knocked prone. Ice spears created by this spell persist. They melt as normal depending on the surrounding environment. They can provide cover. An ice spear has 12 AC and 30 hit points. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the number of spears increases by 1 for every two slot levels above 3rd.
Casting Time
1 action
Range 60ft
Components
V,
S,
M,
a small stalagmite shaped crystal
Duration
instant
Condition: prone
Spell lists: wizard, sorcerer, druid
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Incite Greed (lvl 3) | enchantment | 1 action C | 30ft | save: wisdom | charm | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: acquisitions inc
Incite Greed
enchantment
level 3
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.
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
a gem worth at least 50 gp
Duration
Concentration,
up to 1 minute
Condition: charm
Immune: blind
Spell lists: wizard, warlock, sorcerer, cleric
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Intellect Fortress (lvl 3) | abjuration | 1 action C | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Intellect Fortress
abjuration
level 3
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. At higher levels: 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
Duration
Concentration,
up to 1 hour
Immune: unwilling
Spell lists: wizard, warlock, sorcerer, bard, artificer
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Leomund's Tiny Hut (lvl 3) | evocation | 1 minute R | self (10ft radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Leomund's Tiny Hut
evocation
level 3
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Casting Time
1 minute
(ritual)
Range self
(10ft radius)
Components
V,
S,
M,
a small crystal bead
Duration
8 hours
Immune: big-creatures
Spell lists: wizard, bard
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Life Transference (lvl 3) | necromancy | 1 action | 30ft | necrotic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Life Transference
necromancy
level 3
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. At higher levels: 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, cleric
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Lightning Arrow (lvl 3) | transmutation | bonus action C | self (10ft sphere) | save: dexterity | lightning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Lightning Arrow
transmutation
level 3
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Casting Time
bonus action
Range self
(10ft sphere)
(projectile)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: ranger
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Lightning Bolt (lvl 3) | evocation | 1 action | self (100ft line) | save: dexterity | lightning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Lightning Bolt
evocation
level 3
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. At higher levels: hen you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Casting Time
1 action
Range self
(100ft line)
(projectile)
Components
V,
S,
M,
a bit of fur and a rod of amber, crystal, or glass
Duration
instant
Spell lists: wizard, sorcerer
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Magic Circle (lvl 3) | abjuration | 1 minute | 10ft (10ft cylinder) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Magic Circle
abjuration
level 3
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:
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. At higher levels: 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.
Casting Time
1 minute
Range 10ft
(10ft cylinder)
(sight required)
Components
V,
S,
M,
holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Duration
1 hour
Spell lists: wizard, witch, warlock, paladin, martyr, investigator, cleric
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Major Image (lvl 3) | illusion | 1 action C | 120ft (20ft cube) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Major Image
illusion
level 3
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). 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 so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.
Casting Time
1 action
Range 120ft
(20ft cube)
(sight required)
Components
V,
S,
M,
a bit of fleece
Duration
Concentration,
up to 10 minutes
Immune: blindsight,truesight
Spell lists: wizard, witch, warlock, sorcerer, bard
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Mass Healing Word (lvl 3) | evocation | bonus action | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mass Healing Word
evocation
level 3
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Casting Time
bonus action
Range 60ft
(sight required)
Components
V,
Duration
instant
Immune: constructs,undead
Spell lists: cleric, bard
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Meld into Stone (lvl 3) | transmutation | 1 action R | touch | blind | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Meld into Stone
transmutation
level 3
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Casting Time
1 action
(ritual)
Range touch
Components
V,
S,
Duration
8 hours
Condition: blind
Spell lists: ranger, investigator, druid, cleric
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Melf's Minute Meteors (lvl 3) | evocation | 1 action C | self | save: dexterity | fire | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Melf's Minute Meteors
evocation
level 3
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. At higher levels: 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.
Casting Time
1 action
Range self
(projectile)
Components
V,
S,
M,
niter, sulfur, and pine tar formed into a bead
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, sorcerer
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Motivational Speech (lvl 3) | enchantment | 1 minute | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: acquisitions inc
Motivational Speech
enchantment
level 3
Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Casting Time
1 minute
Range 60ft
(hearing required)
Components
V,
Duration
1 hour
Spell lists: cleric, bard
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Nondetection (lvl 3) | abjuration | 1 action | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Nondetection
abjuration
level 3
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes
Duration
8 hours
Immune: unwilling
Spell lists: wizard, witch, ranger, necromancer, bard
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Phantasmal Beauty (lvl 3) | illusion | 1 action C | 120ft | save: wisdom | incapacitate | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Phantasmal Beauty
illusion
level 3
You tap into the dreams of a creature you can see within range and create an illusory manifestation of its deepest desires, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes incapacitated and unable to move for the duration. In addition, it has disadvantage on all Wisdom (Perception) checks it makes. 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.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: incapacitate
Spell lists: wizard, witch, bard
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Phantom Steed (lvl 3) | illusion | 1 minute R | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Phantom Steed
illusion
level 3
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.
Casting Time
1 minute
(ritual)
Range 30ft
Components
V,
S,
Duration
1 hour
Spell lists: wizard, necromancer, investigator
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Pillar of Salt (lvl 3) | transmutation | 1 action | 120ft (10ft sphere) | save: constitution | necrotic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Pillar of Salt
transmutation
level 3
You deliver a mote of divine wrath to a point you can see within range. Each creature you choose in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 7d6 necrotic damage, or half as much on a successful save. If this damage reduces a target which failed its saving throw to 0 hit points, it is transformed into a pillar of salt. At higher levels: 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.
Casting Time
1 action
Range 120ft
(10ft sphere)
(projectile)
(sight required)
Components
V,
S,
M,
a drop of lantern oil and a pinch of sulfur
Duration
instant
Spell lists: martyr
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Plant Growth (lvl 3) | transmutation | 1 action / 8 hours | 150ft (100ft sphere) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Plant Growth
transmutation
level 3
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Casting Time
1 action
/ 8 hours
Range 150ft
(100ft sphere)
Components
V,
S,
Duration
instant
Immune: non-plants
Spell lists: ranger, druid, bard
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Polybrachia (lvl 3) | conjuration | 1 action C | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Polybrachia
conjuration
level 3
Two muscular arms consisting of brilliant arcane energy appear on a willing creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two-handed weapons, or 4 one-handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don’t grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make a melee weapon attack using the arms.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a pair of armbands
Duration
Concentration,
up to 10 minutes
Immune: unwilling
Spell lists: wizard, warlock, ranger, paladin, martyr
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Protection from Energy (lvl 3) | abjuration | 1 action C | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Protection from Energy
abjuration
level 3
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 hour
Immune: unwilling
Spell lists: wizard, sorcerer, ranger, martyr, druid, cleric, artificer
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Pulse Wave (lvl 3) | evocation DG | 1 action | self (30ft cone) | save: constitution | force | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Pulse Wave
evocation
level 3
(graviturgy)
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. At higher levels: 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.
Casting Time
1 action
Range self
(30ft cone)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizardDunamancy
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Remove Curse (lvl 3) | abjuration | 1 action | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Remove Curse
abjuration
level 3
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.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Spell lists: wizard, witch, warlock, paladin, necromancer, martyr, investigator, cleric
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Revivify (lvl 3) | necromancy | 1 action | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Revivify
necromancy
level 3
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Casting Time
1 action
Range touch
Components
V,
S,
M,
diamonds worth 300 gp, which the spell consumes
Duration
instant
Spell lists: ranger, paladin, necromancer, martyr, druid, cleric, artificer
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Ruby-Eye Curse (lvl 3) | necromancy | 1 action C | touch | save: constitution | curse,blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Ruby-Eye Curse
necromancy
level 3
A red haze clouds the eyes of a creature that meets your gaze. Choose one creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. A cursed target can see normally out to 5 feet, but is blind beyond this radius. A remove curse spell ends this curse early.
Casting Time
1 action
Range touch
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Condition: curse,blind
Spell lists: witch, necromancer
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Rusting Grasp (lvl 3) | transmutation | 1 action | touch | attack: melee | acid | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Rusting Grasp
transmutation
level 3
You conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 acid damage and, if it is wearing nonmagical metal armor or wielding a nonmagical metal shield, you can corrode either its armor or shield. Corroded armor takes a permanent and cumulative -3 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. A corroded shield is destroyed. At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Additionally, you can destroy one additional cubic foot of a nonmagical object for each slot level above 3rd.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Immune: magical-items
Spell lists: wizard, witch, necromancer, druid
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Séance (lvl 3) | necromancy | 10 minutes | self | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Séance
necromancy
level 3
You and at least three willing creatures lock hands in a moment of meditation to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days. Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5% chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously.
Casting Time
10 minutes
Range self
Components
V,
S,
M,
a crystal ball, deck of tarot cards, or ouija board
Duration
1 minute
Immune: unwilling,unknown-language
Spell lists: witch, necromancer, investigator
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Sending (lvl 3) | evocation | 1 action | unlimited | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Sending
evocation
level 3
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.
Casting Time
1 action
Range unlimited
Components
V,
S,
M,
a short piece of fine copper wire
Duration
1 round
Spell lists: wizard, witch, investigator, cleric, bard
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Skirmish (lvl 3) | transmutation | 1 action C | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Skirmish
transmutation
level 3
You enhance the mobility of one willing creature you touch, enabling them to move easily through enemy formations. For the duration, the target’s speed is doubled, it is unaffected by nonmagical difficult terrain, and it doesn’t provoke opportunity attacks.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a branch from a tree
Duration
Concentration,
up to 10 minutes
Immune: unwilling
Spell lists: wizard, ranger, cleric
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Sleet Storm (lvl 3) | conjuration | 1 action C | 120ft (40ft cylinder) | save: dexterity | prone | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Sleet Storm
conjuration
level 3
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.
Casting Time
1 action
Range 120ft
(40ft cylinder)
Components
V,
S,
M,
a pinch of dust and a few drops of water
Duration
Concentration,
up to 1 minute
Condition: prone
Spell lists: wizard, sorcerer, druid
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Slow (lvl 3) | transmutation | 1 action C | 120ft (40ft cube) | save: wisdom | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Slow
transmutation
level 3
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Casting Time
1 action
Range 120ft
(40ft cube)
Components
V,
S,
M,
a drop of molasses
Duration
Concentration,
up to 1 minute
Spell lists: wizard, witch, sorcerer, bard
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Snakestaff (lvl 3) | transmutation | 1 action C | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Snakestaff
transmutation
level 3
You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics.
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
M,
a quarterstaff
Duration
Concentration,
up to 1 hour
Spell lists: martyr, druid, cleric
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Speak with Dead (lvl 3) | necromancy | 1 action | 10ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Speak with Dead
necromancy
level 3
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Casting Time
1 action
Range 10ft
Components
V,
S,
M,
burning incense
Duration
10 minutes
Immune: undead,unknown-language
Spell lists: wizard, witch, necromancer, martyr, cleric, bard
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Speak with Plants (lvl 3) | transmutation | 1 action | self (30ft radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Speak with Plants
transmutation
level 3
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
S,
Duration
10 minutes
Immune: non-plants
Spell lists: witch, ranger, investigator, druid, bard
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Spirit Guardians (lvl 3) | conjuration | 1 action C | self (15ft radius) | save: wisdom | necrotic,radiant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Spirit Guardians
conjuration
level 3
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At higher levels: 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.
Casting Time
1 action
Range self
(15ft radius)
(sight required)
Components
V,
S,
M,
a holy symbol
Duration
Concentration,
up to 10 minutes
Spell lists: cleric
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Spirit Shroud (lvl 3) | necromancy | bonus action C | self | cold,necrotic,radian… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Spirit Shroud
necromancy
level 3
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. At higher levels: 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.
Casting Time
bonus action
Range self
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, paladin, cleric
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Stinking Cloud (lvl 3) | conjuration | 1 action C | 90ft (20ft sphere) | save: constitution | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Stinking Cloud
conjuration
level 3
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Casting Time
1 action
Range 90ft
(20ft sphere)
Components
V,
S,
M,
a rotten egg or several skunk cabbage leaves
Duration
Concentration,
up to 1 minute
Immune: non-breathing,non-poisonable
Spell lists: wizard, witch, sorcerer, necromancer, bard
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Summon Fey (lvl 3) | conjuration | 1 action C | 90ft | piercing / charm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Fey
conjuration
level 3
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.
At higher levels: 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
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
a gilded flower worth at least 300 gp
Duration
Concentration,
up to 1 hour
Condition: charm
Spell lists: wizard, warlock, ranger, druid
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Summon Lesser Demons (lvl 3) | conjuration | 1 action C | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Summon Lesser Demons
conjuration
level 3
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
Components
V,
S,
M,
a vial of blood from a humanoid killed within the past 24 hours
Duration
Concentration,
up to 1 hour
Spell lists: wizard, warlock
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Summon Shadowspawn (lvl 3) | conjuration | 1 action C | 90ft | cold / fear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Shadowspawn
conjuration
level 3
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.
At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
tears inside a crystal vial worth at least 300 gp
Duration
Concentration,
up to 1 hour
Condition: fear
Spell lists: wizard, warlock
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Summon Undead (lvl 3) | necromancy | 1 action C | 90ft | necrotic,slashing /… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Undead
necromancy
level 3
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.
At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
a gilded skull worth at least 300 gp
Duration
Concentration,
up to 1 hour
Condition: poison,fear,paralyze
Spell lists: wizard, warlock
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Thunder Step (lvl 3) | conjuration | 1 action | 90ft (10ft radius) | save: constitution | thunder | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Thunder Step
conjuration
level 3
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. At higher levels: 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.
Casting Time
1 action
Range 90ft
(10ft radius)
(sight required)
Components
V,
Duration
instant
Immune: unwilling
Spell lists: wizard, warlock, sorcerer
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Tidal Wave (lvl 3) | conjuration | 1 action | 120ft (30ft line) | save: dexterity | bludgeoning / prone | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Tidal Wave
conjuration
level 3
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.
Casting Time
1 action
Range 120ft
(30ft line)
(projectile)
Components
V,
S,
M,
a drop of water
Duration
instant
Condition: prone
Spell lists: wizard, sorcerer, druid
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Time Transferance (lvl 3) | transmutation DC | bonus action | 30ft | paralyze | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Time Transferance
transmutation
level 3
(chronurgy)
You point at a creature you can see within range and give it some of your own time. The target of this spell can use your action as if it was its own. The target can only take one of the following actions: Attack (one weapon Attack only), Cast a Spell (3rd level or lower), Dash, Disengage, Dodge, Hide, Search, or Use an Action. You are paralyzed until the target finishes their action.
Casting Time
bonus action
Range 30ft
(sight required)
Components
V,
S,
Duration
instant
Condition: paralyze
Spell lists: wizardDunamancy
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Tiny Servant (lvl 3) | transmutation | 1 minute | touch (120ft) | bludgeoning | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Tiny Servant
transmutation
level 3
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Casting Time
1 minute
Range touch
(120ft)
Components
V,
S,
Duration
8 hours
Immune: magical-items
Spell lists: wizard, artificer
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Tongues (lvl 3) | divination | 1 action | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Tongues
divination
level 3
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.
Casting Time
1 action
Range touch
(projectile)
Components
V,
M,
a small clay model of a ziggurat
Duration
1 hour
Spell lists: wizard, witch, warlock, sorcerer, martyr, cleric, bard
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Vampiric Touch (lvl 3) | necromancy | 1 action C | self | attack: melee | necrotic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Vampiric Touch
necromancy
level 3
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. At higher levels: 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.
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer, necromancer
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Wall of Sand (lvl 3) | evocation | 1 action C | 90ft (30ft wall) | blind | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Wall of Sand
evocation
level 3
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.
Casting Time
1 action
Range 90ft
(30ft wall)
(sight required)
Components
V,
S,
M,
a handful of sand
Duration
Concentration,
up to 10 minutes
Condition: blind
Immune: blindsight
Spell lists: wizard
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Wall of Water (lvl 3) | evocation | 1 action C | 60ft (30ft wall) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Wall of Water
evocation
level 3
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.
Casting Time
1 action
Range 60ft
(30ft wall)
(sight required)
Components
V,
S,
M,
a drop of water
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, sorcerer, druid
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Water Breathing (lvl 3) | transmutation | 1 action R | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Water Breathing
transmutation
level 3
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.
Casting Time
1 action
(ritual)
Range 30ft
(sight required)
Components
V,
S,
M,
a short reed or piece of straw
Duration
24 hours
Immune: unwilling
Spell lists: wizard, sorcerer, ranger, investigator, druid, artificer
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Water Walk (lvl 3) | transmutation | 1 action R | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Water Walk
transmutation
level 3
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Casting Time
1 action
(ritual)
Range 30ft
(sight required)
Components
V,
S,
M,
a piece of cork
Duration
1 hour
Immune: unwilling
Spell lists: sorcerer, ranger, investigator, druid, cleric, artificer
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Wind Wall (lvl 3) | evocation | 1 action C | 120ft (50ft wall) | save: strength | bludgeoning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Wind Wall
evocation
level 3
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
Casting Time
1 action
Range 120ft
(50ft wall)
Components
V,
S,
M,
a tiny fan and a feather of exotic origin
Duration
Concentration,
up to 1 minute
Spell lists: ranger, druid
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Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Arcane Eye (lvl 4) | divination | 1 action C | 30ft (30ft) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Arcane Eye
divination
level 4
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.
Casting Time
1 action
Range 30ft
(30ft)
Components
V,
S,
M,
a bit of bat fur
Duration
Concentration,
up to 1 hour
Spell lists: wizard, witch, necromancer, artificer
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Aura of Life (lvl 4) | abjuration | 1 action C | self (30ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Aura of Life
abjuration
level 4
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
Duration
Concentration,
up to 10 minutes
Immune: constructs,undead
Spell lists: paladin, cleric
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Aura of Purity (lvl 4) | abjuration | 1 action C | self (30ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Aura of Purity
abjuration
level 4
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
Duration
Concentration,
up to 10 minutes
Spell lists: paladin, cleric
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Banishment (lvl 4) | abjuration | 1 action C | 60ft | save: charisma | incapacitate | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Banishment
abjuration
level 4
You attempt to send one creature that you can see within range to another place 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. While there, the target is incapacitated. 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 that 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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
an item distasteful to the target
Duration
Concentration,
up to 1 minute
Condition: incapacitate
Spell lists: wizard, witch, warlock, sorcerer, paladin, martyr, cleric
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Blight (lvl 4) | necromancy | 1 action | 30ft | save: constitution | necrotic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Blight
necromancy
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
instant
Immune: constructs,undead
Spell lists: wizard, warlock, sorcerer, necromancer, druid
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Charm Monster (lvl 4) | enchantment | 1 action | 30ft | save: wisdom | charm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Charm Monster
enchantment
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
1 hour
Condition: charm
Spell lists: wizard, warlock, sorcerer, druid, bard
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Compulsion (lvl 4) | enchantment | 1 action | 30ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Compulsion
enchantment
level 4
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.
Casting Time
1 action
Range 30ft
(sight required)
(hearing required)
Components
V,
S,
Duration
up to 1 minute
Immune: non-charmable,deaf
Spell lists: witch, bard
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Confusion (lvl 4) | enchantment | 1 action C | 90ft (10ft sphere) | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Confusion
enchantment
level 4
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.
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At higher levels: 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.
Casting Time
1 action
Range 90ft
(10ft sphere)
Components
V,
S,
M,
three nut shells
Duration
Concentration,
up to 1 minute
Spell lists: wizard, witch, sorcerer, druid, bard
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Conjure Minor Elementals (lvl 4) | conjuration | 1 minute C | 90ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Minor Elementals
conjuration
level 4
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
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. At higher levels: 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.
Casting Time
1 minute
Range 90ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Spell lists: wizard, druid
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Conjure Woodland Beings (lvl 4) | conjuration | 1 action C | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Woodland Beings
conjuration
level 4
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
A summoned creature 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 have their 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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
one holly berry per creature summoned
Duration
Concentration,
up to 1 hour
Spell lists: ranger, druid
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Control Water (lvl 4) | transmutation | 1 action C | 300ft (100ft cube) | save: strength | bludgeoning | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Control Water
transmutation
level 4
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. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
Casting Time
1 action
Range 300ft
(100ft cube)
Components
V,
S,
M,
a drop of water and a pinch of dust
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, druid, cleric
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Curse of Aging (lvl 4) | necromancy DC | 1 action | touch | save: wisdom | curse | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Curse of Aging
necromancy
level 4
(chronurgy)
A creature you touch must succeed on a Wisdom saving throw or become cursed indefinitely. While under the influence of this curse, the target ages at twice their normal rate, becoming two days older for every day that passes. In addition, they have disadvantage on all Strength checks and saving throws. A Remove Curse spell ends this effect.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a turtle shell
Duration
instant
Condition: curse
Spell lists: wizardDunamancy
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Curse of Youth (lvl 4) | transmutation DC | 1 action C | 60ft | save: wisdom | curse,prone | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Curse of Youth
transmutation
level 4
(chronurgy)
This spell reverses time for a humanoid that you can see within range until it becomes a helpless infant. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger, a creature that does not naturally experience infancy, or a creature with 0 hit points. The target retains all of its game statistics except its base movement speed and hit points, which are changed to 10 feet and the target’s Constitution modifier + the target’s level, respectively. It retains its alignment and personality. It cannot take any actions, bonus actions or reactions, cannot cast spells, and cannot communicate, except by crying (a person using the spell Comprehend Languages or similar abilities can interpret such crying to gain a rough understanding of the baby’s emotional state). While under the effects of this spell the target’s only movement option is to crawl. The target’s gear is unaffected by this spell; it will likely fall off the target due to being vastly oversized. 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 can repeat the saving throw at the end of its turn, ending the effect on a successful save. At higher levels: If you cast this spell using a spell slot of 6th level or higher and maintain your concentration on this spell for the entire possible duration, the target makes another Wisdom saving throw. On a success, the effects end. On a failure, the target remains in its childlike form until the effect is ended by a Remove Curse spell. Additionally, if the target drops to 0 hit points, it does not revert to its original age and begins making death saving throws as normal.
Casting Time
1 action
Range 60ft
(projectile)
Components
V,
S,
M,
an eggshell
Duration
Concentration,
up to 1 hour
Condition: curse,prone
Immune: shapechanger,non-humanoids
Spell lists: wizardDunamancy
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Death Ward (lvl 4) | abjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Death Ward
abjuration
level 4
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
8 hours
Spell lists: paladin, necromancer, martyr, cleric
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Decaying Fate (lvl 4) | necromancy DC | 1 action | 30ft | save: charisma | exhaustion | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Decaying Fate
necromancy
level 4
(chronurgy)
You warp the threads of fate around a humanoid in range causing their vitaly to wane as their timeline is no longer as stable as before. They must make a Charisma saving throw or gain 1 level of exhaustion and reduce their hit point maximum by 5d4. On a success, their hit point maximum is reduced by half and they gain no exhaustion. At higher levels: When you cast this spell using a spell slot of 5th or higher, the reduction of the target's hit point maximum is increased by 1d4 for every spell slot above 4th.
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
a pinch of salt
Duration
instant
Condition: exhaustion
Immune: non-humanoids
Spell lists: wizardDunamancy
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Delay Pain (lvl 4) | abjuration DC | reaction C | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Delay Pain
abjuration
level 4
(chronurgy)
A flash of blue light surrounds your target and the attack that would have dealt damage to you passes right through them. The DM takes note of how much damage the target would have taken. They take this damage as soon as the spell ends or you lose concentration.
Casting Time
reaction
when a creature is hit with an attack
Range 30ft
Components
V,
S,
M,
an empty locket
Duration
Concentration,
up to 10 minutes
Spell lists: wizardDunamancy
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Dimension Door (lvl 4) | conjuration | 1 action | 500ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Dimension Door
conjuration
level 4
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet". You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring 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. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Casting Time
1 action
Range 500ft
Components
V,
Duration
instant
Immune: unwilling
Spell lists: wizard, witch, warlock, sorcerer, necromancer, bard
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Dire Charm (lvl 4) | enchantment | 1 action | touch | save: wisdom | charm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Dire Charm
enchantment
level 4
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and has disadvantage unless you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends. If you or your companions do anything harmful to it, it can reattempt the saving throw. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At higher levels: When you cast this spell using a spell slot of 8th level or higher, the duration becomes permanent (until dispelled).
Casting Time
1 action
Range touch
(sight required)
Components
V,
S,
M,
a nymph’s eyelash, worth at least 100 gp
Duration
10 days
Condition: charm
Immune: non-humanoids
Spell lists: wizard, witch, sorcerer, bard
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Dire Warning (lvl 4) | divination DC | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Dire Warning
divination
level 4
(chronurgy)
You receive a message of up to 6 words from your future self, warning you of a critical threat or pointing you toward a fruitful avenue. At some point in the future, once you have learned why you sent the message, you must perform a 10-minute-long ritual to deliver the message back in time to your past self. Once you cast this spell, you can’t cast it again until you perform this ritual, or one week later if you don’t discover this information. If you cast this spell and receive no message, it indicates that you never complete the ritual in the future, possibly owing to your death or some other hindrance.
Casting Time
1 action
Range self
Components
V,
S,
Duration
instant
Spell lists: wizardDunamancy, necromancer, investigator, cleric
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Distort Gravity (lvl 4) | transmutation DG | 1 action C R | touch (60ft square) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Distort Gravity
transmutation
level 4
(graviturgy)
The spell manipulates the direction of gravity on a non-horizontal surface you touch, causing it to attract creatures and objects within 15 feet of it as if it were the ground. The surface can be up to a 60-foot square in area and can wrap around a structure, if its geometry permits. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. When the duration ends, all creatures and objects fall from the surface.
Casting Time
1 action
(ritual)
Range touch
(60ft square)
Components
V,
S,
M,
a gyroscope
Duration
Concentration,
up to 1 hour
Spell lists: wizardDunamancy, sorcerer, necromancer, investigator, druid
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Divination (lvl 4) | divination | 1 action R | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Divination
divination
level 4
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 DM 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 this 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 DM makes this roll in secret.
Casting Time
1 action
(ritual)
Range self
Components
V,
S,
M,
incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes
Duration
instant
Spell lists: wizard, martyr, investigator, druid, cleric
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Dominate Beast (lvl 4) | enchantment | 1 action C | 60ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Dominate Beast
enchantment
level 4
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At higher levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: non-beasts
Spell lists: witch, sorcerer, ranger, druid
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Elemental Bane (lvl 4) | transmutation | 1 action C | 90ft | save: constitution | acid,cold,fire,light… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Elemental Bane
transmutation
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, druid, artificer
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Evard's Black Tentacles (lvl 4) | conjuration | 1 action C | 90ft (20ft square) | save: dexterity | bludgeoning /… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Evard's Black Tentacles
conjuration
level 4
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.
Casting Time
1 action
Range 90ft
(20ft square)
(sight required)
Components
V,
S,
M,
a piece of tentacle from a giant octopus or a giant squid
Duration
Concentration,
up to 1 minute
Condition: restrain
Spell lists: wizard, witch
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Fabricate (lvl 4) | transmutation | 10 minutes | 120ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Fabricate
transmutation
level 4
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Casting Time
10 minutes
Range 120ft
(sight required)
Components
V,
S,
Duration
instant
Immune: magical-items
Spell lists: wizard, artificer
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False Vision (lvl 4) | illusion | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
False Vision
illusion
level 4
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature, a place, or an object no larger than 10 feet in any dimension. If the target is targeted by any divination magic or perceived through a scrying spell’s sensors, you are able to present the diviner with false information of your choice, as long as you are conscious at the time of the divination attempt. The target could appear to be in different circumstances, in one or more false locations, or completely undetectable.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a pinch of dust from a precious gem
Duration
8 hours
Immune: unwilling
Spell lists: wizard, witch, necromancer, investigator, bard
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Find Greater Steed (lvl 4) | conjuration | 10 minutes | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Find Greater Steed
conjuration
level 4
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Casting Time
10 minutes
Range 30ft
Components
V,
S,
Duration
instant
Spell lists: paladin
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Fire Shield (lvl 4) | evocation | 1 action | self | cold,fire | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Fire Shield
evocation
level 4
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.
Casting Time
1 action
Range self
Components
V,
S,
M,
a bit of phosphorus or a firefly
Duration
10 minutes
Spell lists: wizard, sorcerer, druid
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Freedom of Movement (lvl 4) | abjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Freedom of Movement
abjuration
level 4
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a leather strap, bound around the arm or a similar appendage
Duration
1 hour
Immune: unwilling
Spell lists: ranger, druid, cleric, bard, artificer
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Gahoul's Scapegoat (lvl 4) | abjuration | 1 minute | self (60ft) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Gahoul's Scapegoat
abjuration
level 4
You trace a complex arcane symbol into the flesh of a willing creature within 5 feet of you, marking them for sacrifice. During the spell’s duration, when you are hit with an attack and the marked creature is within 60 feet of you, you can use your reaction to teleport, swapping places with the creature and causing it to be hit by the attack instead of you. The spell then ends.
Casting Time
1 minute
Range self
(60ft)
Components
V,
S,
M,
black chalk, paint, or oil
Duration
8 hours
Immune: unwilling
Spell lists: witch, necromancer
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Galder's Speedy Courier (lvl 4) | conjuration | 1 action | 10ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: kwalish
Galder's Speedy Courier
conjuration
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 10ft
Components
V,
S,
M,
25 gold pieces, or mineral goods of equivalent value, which the spell consumes
Duration
10 minutes
Spell lists: wizard, warlock
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Gate Seal (lvl 4) | abjuration | 1 minute | 60ft (30ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: planescape
Gate Seal
abjuration
level 4
You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
Casting Time
1 minute
Range 60ft
(30ft cube)
(sight required)
Components
V,
S,
M,
a broken portal key, which the spell consumes
Duration
24 hours
Spell lists: wizard, warlock, sorcerer
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Giant Insect (lvl 4) | transmutation | 1 action C | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Giant Insect
transmutation
level 4
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Casting Time
1 action
Range 30ft
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: druid
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Grasp of the Grave (lvl 4) | necromancy | 1 action C | 120ft (20ft circle) | save: strength | necrotic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Grasp of the Grave
necromancy
level 4
Spectral skeletal arms emerge from the ground in a 20-foot-radius circle, centered on a point you can see within range. The arms grasp at creatures within the area, except for Undead creatures, which ignore the effects of this spell. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, a creature takes 3d6 necrotic damage, and is dragged by the hands to any unoccupied space within the area that you choose. On a successful save, a creature takes half as much damage and is not moved. Until the spell ends, you can use your action to force each creature within the area to immediately make a save against this spell. At higher levels: When you cast this spell using a spell slot of 5th level or higher, its damage increases by 1d6 for each slot level above 4th.
Casting Time
1 action
Range 120ft
(20ft circle)
(sight required)
Components
V,
S,
M,
a shrunken hand
Duration
Concentration,
up to 1 minute
Immune: undead
Spell lists: necromancer
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Grasping Vine (lvl 4) | conjuration | bonus action C | 30ft (30ft) | save: dexterity | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Grasping Vine
conjuration
level 4
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Casting Time
bonus action
Range 30ft
(30ft)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: ranger, druid
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Gravity Sinkhole (lvl 4) | evocation DG | 1 action | 120ft (20ft sphere) | save: constitution | force | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Gravity Sinkhole
evocation
level 4
(graviturgy)
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(20ft sphere)
(sight required)
Components
V,
S,
M,
a black marble
Duration
instant
Spell lists: wizardDunamancy
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Greater Invisibility (lvl 4) | illusion | 1 action C | touch | invisible | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Greater Invisibility
illusion
level 4
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.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: invisible
Immune: blindsight,truesight
Spell lists: wizard, witch, sorcerer, necromancer, bard
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Guardian of Faith (lvl 4) | conjuration | 1 action | 30ft (10ft sphere) | save: dexterity | radiant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Guardian of Faith
conjuration
level 4
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Casting Time
1 action
Range 30ft
(10ft sphere)
(sight required)
Components
V,
Duration
8 hours
Spell lists: cleric
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Guardian of Nature (lvl 4) | transmutation | bonus action C | self | force | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Guardian of Nature
transmutation
level 4
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: ranger, druid
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Hallucinatory Terrain (lvl 4) | illusion | 10 minutes | 300ft (150ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Hallucinatory Terrain
illusion
level 4
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Casting Time
10 minutes
Range 300ft
(150ft cube)
Components
V,
S,
M,
a stone, a twig, and a bit of green plant
Duration
24 hours
Immune: blindsight,truesight
Spell lists: wizard, witch, warlock, druid, bard
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Hunger of the Earth (lvl 4) | transmutation | 1 action C | 30ft | save: strength | restrain | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Hunger of the Earth
transmutation
level 4
Choose a Large or smaller creature on the ground within range. The earth opens up beneath that creature and attempts to swallow them up. The target must make a Strength saving throw or be restrained for the duration. Furthermore, if the target fails the save, it begins sinking into the ground. A restrained target, or another creature within 5 feet of it, can attempt to free the target by using an action to make a Strength check against your spell save DC, freeing the target. The target has disadvantage on this Strength check. The spell ends early if the target is freed. At the end of the target’s turn, it sinks deeper into the ground. A Small or smaller creature fully sinks into the ground after 2 rounds of sinking, a Medium creature fully sinks after 3 rounds, and a Large creature fully sinks after 4 rounds. If a target fully sinks underground, it begins to suffocate.
Casting Time
1 action
Range 30ft
Components
V,
S,
Duration
Concentration,
up to 1 hour
Condition: restrain
Immune: big-creatures
Spell lists: wizard, druid
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Ice Storm (lvl 4) | evocation | 1 action | 300ft (20ft cylinder) | save: dexterity | bludgeoning,cold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Ice Storm
evocation
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 300ft
(20ft cylinder)
Components
V,
S,
M,
a pinch of dust and a few drops of water
Duration
instant
Spell lists: wizard, sorcerer, druid
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Intensify Gravity (lvl 4) | transmutation DG | 1 action C | 100ft (50ft cylinder) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Intensify Gravity
transmutation
level 4
(graviturgy)
This spell intensifies gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in this area must spend two feet of movement for every foot moved, including flying, jumping, and climbing movement. This can be combined with difficult terrain to slow movement to a quarter of normal speed. If a prone creature wishes to stand up, it must succeed on a Strength check against your spell save DC. On a failure, it can’t move at all on its turn. Objects in the area, including those being worn or carried, weigh double their usual weight, which may cause creatures to become encumbered or cause load-bearing spells like levitate to fail. Any ranged weapon attacks that pass into, out of, or through the area have disadvantage, and any falling damage dealt within the spell’s area is doubled.
Casting Time
1 action
Range 100ft
(50ft cylinder)
Components
V,
S,
M,
a lodestone and iron filings
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy, sorcerer, druid, cleric
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Invisibility Purge (lvl 4) | abjuration | 1 action C | self (120ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Invisibility Purge
abjuration
level 4
You purge magical invisibility effects within 120 feet of you. Any creature, object, location, or effect within 120 feet of you that is hidden by magical invisibility is revealed and the invisibility is dispelled. This spell applies to innate abilities that are magical in nature, such as an imp’s Invisibility, but it doesn’t affect creatures on other planes of existence, such as the Ethereal Plane. It also doesn’t reveal creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility) have their effects suppressed for 1 minute.
Casting Time
1 action
Range self
(120ft radius)
Components
V,
S,
M,
powdered silver worth at least 100 gp
Duration
Concentration,
instant
Spell lists: wizard, witch, sorcerer, investigator, bard
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Leomund's Secret Chest (lvl 4) | conjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Leomund's Secret Chest
conjuration
level 4
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Casting Time
1 action
Range touch
Components
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
Duration
instant
Spell lists: wizard, necromancer, artificer
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Lesser Impressions of the Past (lvl 4) | divination DC | 1 minute C | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Lesser Impressions of the Past
divination
level 4
(chronurgy)
You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time for up to one minute. You must have an item from this point in time somehow connected to this exact time that you wish to see, which cannot be more than 100 years ago. When viewing the past, it appears greyscale and translucent, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal. While perceiving the past, you can look in any direction and move as normal, though you cannot speak and are unable to sense your present surroundings. At higher levels: When you cast this spell using a spell slot of 5th level or higher, you may share this vision with one other creature that you touch for the entire duration of the spell. An unwilling target may make a Wisdom saving throw to avoid being affected. In addition, when you cast this spell using a spell slot of 8th level or higher, you can choose to perceive a time up to 1,000 years ago.
Casting Time
1 minute
Range self
(sight required)
(hearing required)
Components
V,
S,
M,
an item from the chosen point in time and a timepiece worth at least 100gp
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Locate Creature (lvl 4) | divination | 1 action C | self (1000ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Locate Creature
divination
level 4
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Casting Time
1 action
Range self
(1000ft radius)
Components
V,
S,
M,
a bit of fur from a bloodhound
Duration
Concentration,
up to 1 hour
Spell lists: wizard, witch, ranger, paladin, necromancer, martyr, investigator, druid, cleric, bard
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Maleable Adrenaline (lvl 4) | transmutation DC | 1 action | sight | save: charisma | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Maleable Adrenaline
transmutation
level 4
(chronurgy)
As battle begins you steal yourself away for a moment, reshaping reality to give yourself and your allies an advantage. As a reaction after initiative has been rolled you can force everyone in the initiative order up to a maximum of 10 creatures to make a Charisma Saving Throw or fall victim to the weave of time shifting around them. A creature can choose to fail this save willingly. When you reshape the initiative order every creature must have a different initiative score from eachother, and you cannot place a creature higher in the initiative order than a creature who succeded on the saving throw.
Casting Time
1 action
Range sight
Components
V,
S,
Duration
until dispelled or triggered
Spell lists: wizardDunamancy
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Mandy's Enchanted Carriage (lvl 4) | transmutation | 1 minute | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Mandy's Enchanted Carriage
transmutation
level 4
You transform a vegetable into a Large magical carriage, complete with reins and two quasi-real horses. The carriage is luxurious and carries up to six passengers—four within and two atop it at the coach’s seat. Creatures within the carriage have total cover from external effects, but can see outside through a pair of windows composed of magical force. While sitting in the coach’s seat, a creature can control the carriage, which has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the carriage’s occupants are ejected into adjacent unoccupied spaces, the carriage shrinks back into a vegetable, and the quasi-real horses fade. The carriage and horses count as a single object with 12 AC and 100 HP. The spell ends early if the carriage and horses are reduced to 0 hit points.
Casting Time
1 minute
Range 30ft
Components
V,
S,
M,
a vegetable
Duration
special
Spell lists: witch, druid
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Mandy's Feral Follower (lvl 4) | transmutation | 1 minute | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Mandy's Feral Follower
transmutation
level 4
After spending the casting time singing a song, you touch a Small or smaller Beast. The target must have an Intelligence of 3 or less. The Beast then transforms into a Humanoid with the statistics of a commoner and an appearance of your choosing. The commoner is friendly to you and your allies, has a basic understanding of all simple unskilled tasks, and can understand the languages you speak, but doesn’t speak. The commoner is clothed in common clothes, but has no other equipment. In combat, the commoner rolls their own initiative and acts on their own turn. They behave as though they are dutifully employed by you. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. When it reverts to its true 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 true form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can transform one additional animal for each spell slot above 4th.
Casting Time
1 minute
Range 30ft
Components
V,
S,
M,
a small servant’s bell
Duration
special
Immune: non-beasts,big-creatures,high-intellect
Spell lists: witch, druid
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Mandy's Marvelous Dress (lvl 4) | conjuration | 1 action C | touch | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Mandy's Marvelous Dress
conjuration
level 4
A willing creature you touch is instantly clothed in a fabulous ball gown, perfectly tailored and complete with a set of glittering jewelry. You can choose for the dress to sit atop the creature’s clothing or armor, or for it to magically replace its outfit. The creature can’t remove the dress until the spell ends; similarly, the jewelry vanishes if it is removed from the dress. Until the spell ends, when the wearer makes a Charisma check, it can replace the number it rolls with a 10. Additionally, if the wearer of the dress is attacked by a creature that can see it, the attacker must succeed on a Wisdom saving throw or miss the attack. On a success, the attacker is immune to this effect until this spell ends. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the dress vanishes in a puff of sparkles, and the creature becomes clothed in its original outfit.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a glass slipper worth at least 100 gp
Duration
Concentration,
special
Immune: unwilling
Spell lists: witch, bard
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Mordenkainen's Faithful Hound (lvl 4) | conjuration | 1 action | 30ft | piercing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mordenkainen's Faithful Hound
conjuration
level 4
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a tiny silver whistle, a piece of bone, and a thread
Duration
8 hours
Immune: little-creatures
Spell lists: wizard, artificer
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Mordenkainen's Private Sanctum (lvl 4) | abjuration | 10 minutes | 120ft (100ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mordenkainen's Private Sanctum
abjuration
level 4
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:
Casting this spell on the same spot every day for a year makes this effect permanent. At higher levels: 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.
Casting Time
10 minutes
Range 120ft
(100ft cube)
Components
V,
S,
M,
a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite
Duration
24 hours
Spell lists: wizard, investigator, artificer
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Novice (lvl 4) | enchantment DC | 1 action C | 90ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Novice
enchantment
level 4
(chronurgy)
You send a creature’s memories backwards in time, causing familiar notions to suddenly appear foreign. That creature must make a Wisdom saving throw. On a failure, that creature's proficiency bonus becomes 0 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.
Casting Time
1 action
Range 90ft
Components
V,
S,
M,
a piece of rubber
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Otiluke's Resilient Sphere (lvl 4) | evocation | 1 action C | 30ft | save: dexterity | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Otiluke's Resilient Sphere
evocation
level 4
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside it.
Casting Time
1 action
Range 30ft
Components
V,
S,
M,
a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic
Duration
Concentration,
up to 1 minute
Spell lists: wizard, artificer
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Phantasmal Killer (lvl 4) | illusion | 1 action C | 120ft | save: wisdom | psychic / fear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Phantasmal Killer
illusion
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: fear
Spell lists: wizard, witch, necromancer, bard
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Polymorph (lvl 4) | transmutation | 1 action C | 60ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Polymorph
transmutation
level 4
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. 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. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a caterpillar cocoon
Duration
Concentration,
up to 1 hour
Immune: shapechanger
Spell lists: wizard, witch, sorcerer, druid, bard
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Raulothim's Psychic Lance (lvl 4) | enchantment | 1 action | 120ft | save: intelligence | psychic /… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: fizban
Raulothim's Psychic Lance
enchantment
level 4
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. At higher levels: 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.
Casting Time
1 action
Range 120ft
(projectile)
(sight required)
Components
V,
Duration
instant
Condition: incapacitate
Spell lists: wizard, warlock, sorcerer, bard
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Resonant Echo (lvl 4) | conjuration DC | 1 action | 15ft (60ft) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Resonant Echo
conjuration
level 4
(chronurgy)
You tap into unused branching timelines to create an echo of yourself. This echo is a translucent shadowy image of you that lasts up to eight hours or until it is destroyed. Your echo has an AC of 14 + your proficiency bonus, 1 hitpoint and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 60 feet from you at the end of your turn, it is destroyed. Before it expires you can use a bonus action to cast one spell you know up to 3rd level from the echos position and then it vanishes. If the spell is consentration it stays until the spell ends or it is destroyed, ending the spell in the process. At higher levels: When you cast this spell using a spell slot of 5th level or higher the echo can cast a spell one spell level higher - 4th level spell if cast at 5th level and so forth.
Casting Time
1 action
Range 15ft
(60ft)
Components
V,
S,
M,
a small piece of obsidian
Duration
up to 8 hours
Spell lists: wizardDunamancy
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Restore the Past (lvl 4) | transmutation DC | 1 minute | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Restore the Past
transmutation
level 4
(chronurgy)
You touch a piece of a large or smaller mundane object that has been destroyed no more than 1 year past, then remake that object. You can remake the object even if some of its broken pieces are missing, or if it has been reduced to dust by a disintegrate spell. The object can have a value of no more than 1.000 gp. Once an object has been remade this power can't be used to remake another version of the object even if you have other pieces of the original remaining. At higher levels: When you cast this spell using a spell slot of 5th level, the object restored can have been destroyed up to 10 years past. This increases to 100 years past at 6th level, 1.000 years past at 7th level, 10.000 years past at 8th and any point in time at 9th level. Additionally at 6th level the spell can remake a huge object and at 8th level it can remake a gargantuan object.
Casting Time
1 minute
Range touch
Components
V,
S,
M,
a duralumin hourglass filled with black sand worth at least 250 gp
Duration
instant
Immune: magical-items
Spell lists: wizardDunamancy
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Shadow Of Moil (lvl 4) | necromancy | 1 action C | self (10ft radius) | necrotic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Shadow Of Moil
necromancy
level 4
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Casting Time
1 action
Range self
(10ft radius)
Components
V,
S,
M,
an undead eyeball encased in a gem worth at least 150 gp
Duration
Concentration,
up to 1 minute
Spell lists: warlock
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Sickening Radiance (lvl 4) | evocation | 1 action C | 120ft (30ft sphere) | save: constitution | radiant / exhaustion | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Sickening Radiance
evocation
level 4
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.
Casting Time
1 action
Range 120ft
(30ft sphere)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Condition: exhaustion
Spell lists: wizard, warlock, sorcerer
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Spirit of Death (lvl 4) | necromancy | 1 action C | 60ft | necrotic / fear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: book of many things
Spirit of Death
necromancy
level 4
You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.
At higher levels: 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 reaper spirit stat block.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a gilded playing card worth at least 400 gp and depicting an avatar of death
Duration
Concentration,
up to 1 hour
Condition: fear
Spell lists: wizard, warlock, sorcerer
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Staggering Smite (lvl 4) | evocation | bonus action C | self | save: wisdom | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Staggering Smite
evocation
level 4
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: paladin
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Stone Shape (lvl 4) | transmutation | 1 action | touch (5ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Stone Shape
transmutation
level 4
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.
Casting Time
1 action
Range touch
(5ft cube)
Components
V,
S,
M,
soft clay, which must be worked into roughly the desired shape of the stone object
Duration
instant
Spell lists: wizard, druid, cleric, artificer
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Stoneskin (lvl 4) | abjuration | 1 action C | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Stoneskin
abjuration
level 4
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
diamond dust worth 100 gp, which the spell consumes
Duration
Concentration,
up to 1 hour
Immune: unwilling,magical-items
Spell lists: wizard, sorcerer, ranger, martyr, druid, artificer
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Storm Sphere (lvl 4) | evocation | 1 action C | 150ft (20ft sphere) | save: strength attack: ranged | bludgeoning,lightnin… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Storm Sphere
evocation
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 150ft
(20ft sphere)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer
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Summon Aberration (lvl 4) | conjuration | 1 action C | 90ft | psychic,slashing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Aberration
conjuration
level 4
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.
At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp
Duration
Concentration,
up to 1 hour
Spell lists: wizard, warlock
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Summon Construct (lvl 4) | conjuration | 1 action C | 90ft | fire,bludgeoning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Construct
conjuration
level 4
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, 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.
At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
an ornate stone and metal lockbox worth at least 400 gp
Duration
Concentration,
up to 1 hour
Spell lists: wizard, artificer
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Summon Elemental (lvl 4) | conjuration | 1 action C | 90ft | bludgeoning,fire | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Elemental
conjuration
level 4
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.
At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp
Duration
Concentration,
up to 1 hour
Spell lists: wizard, ranger, druid
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Summon Greater Demon (lvl 4) | conjuration | 1 action C | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Summon Greater Demon
conjuration
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a vial of blood from a humanoid killed within the past 24 hours
Duration
Concentration,
up to 1 hour
Spell lists: wizard, warlock
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Temporal Anchor (lvl 4) | conjuration DC | 1 minute C | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Temporal Anchor
conjuration
level 4
(chronurgy)
You set an imprint in time and space of a willing creature within range. Record their location and current hit points. While you are concentrating on this spell, as a bonus action you can return them to the point in time when you imprinted them , ending the spell. Their current hit points become the recorded hit points and their current location becomes the recorded location. If the recorded location is occupied, the creature is moved to the nearest unoccupied location, taking 1d6 force damage for every 5 feet moved.
Casting Time
1 minute
Range 60ft
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Immune: unwilling
Spell lists: wizardDunamancy
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Thunderbolt (lvl 4) | evocation | 1 action | 120ft (15ft sphere) | save: dexterity | lightning,thunder /… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Thunderbolt
evocation
level 4
You can command a stroke of lightning to strike down at a point within range. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature is deafened for 1 round and takes 5d6 lightning and 5d6 thunder damage on a failed save, or half as much damage on a successful one. At higher levels: When you cast this spell using a spell slot of 5th level or higher, the lightning and the thunder damage increases by 1d6 for each spell slot above 4th.
Casting Time
1 action
Range 120ft
(15ft sphere)
Components
V,
S,
Duration
instant
Condition: deaf
Spell lists: wizard, sorcerer, druid
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Vitriolic Sphere (lvl 4) | evocation | 1 action | 150ft (20ft sphere) | save: dexterity | acid | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Vitriolic Sphere
evocation
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 150ft
(20ft sphere)
(projectile)
Components
V,
S,
M,
a drop of giant slug bile
Duration
instant
Spell lists: wizard, sorcerer
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Wall of Fire (lvl 4) | evocation | 1 action C | 120ft (60ft wall) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Wall of Fire
evocation
level 4
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(60ft wall)
Components
V,
S,
M,
a small piece of phosphorus
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, druid
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Watery Sphere (lvl 4) | conjuration | 1 action C | 90ft (5ft sphere) | save: strength | restrain,prone | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Watery Sphere
conjuration
level 4
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.
Casting Time
1 action
Range 90ft
(5ft sphere)
(sight required)
Components
V,
S,
M,
a droplet of water
Duration
Concentration,
up to 1 minute
Condition: restrain,prone
Immune: big-creatures
Spell lists: wizard, sorcerer, druid
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Watery Tentacles (lvl 4) | conjuration | 1 action C | self (30ft) | save: strength | restrain,grapple | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Watery Tentacles
conjuration
level 4
When you cast this spell, three tentacles made of water appear around your body for the duration. As part of the action used to cast the spell, and as a bonus action on subsequent turns until the spell ends, you can command one of these tentacles to grapple a Large or smaller creature that you can see within 30 feet of you. The target must make a Strength saving throw or be grappled and restrained by the tentacle. At the end of each of its turns, a restrained target can repeat the saving throw, freeing itself on a success. You can grapple as many creatures as you have tentacles. You can use an action or bonus action on your turn to release a grappled creature, or to drag it up to 20 feet in a direction you choose. You can also use the tentacles to manipulate objects as an action or a bonus action. Each tentacle can lift up to 100 pounds, and you can command multiple tentacles to work together to lift the same object as part of the same action or bonus action. The tentacles aren’t capable of detailed control—for example, they can’t open a chest or uncork a bottle. Burning objects are extinguished when a tentacle grabs them. At higher levels: When you cast this spell using a spell slot of 5th level or higher, you gain an additional tentacle for every slot level above 4th.
Casting Time
1 action
Range self
(30ft)
(projectile)
(sight required)
Components
Duration
Concentration,
up to 1 minute
Condition: restrain,grapple
Immune: big-creatures
Spell lists: wizard, warlock, druid
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Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Acidic Spray (lvl 5) | evocation | 1 action | self (60ft cone) | save: constitution | acid | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Acidic Spray
evocation
level 5
An acidic spray erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 acid damage on a failed save, or half as much damage on a successful one. A creature killed by this spell is affected by rigor mortis. At higher levels: 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.
Casting Time
1 action
Range self
(60ft cone)
(projectile)
Components
V,
S,
M,
an Ankheg's mandible
Duration
instant
Spell lists: wizard, warlock, sorcerer
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Animate Objects (lvl 5) | transmutation | 1 action C | 120ft | bludgeoning,piercing… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Animate Objects
transmutation
level 5
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 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.
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Casting Time
1 action
Range 120ft
Components
V,
S,
Duration
Concentration,
up to 1 minute
Immune: magical-items
Spell lists: wizard, sorcerer, bard, artificer
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Antilife Shell (lvl 5) | abjuration | 1 action C | self (10ft radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Antilife Shell
abjuration
level 5
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Casting Time
1 action
Range self
(10ft radius)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Immune: constructs,undead
Spell lists: necromancer, druid
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Awaken (lvl 5) | transmutation | 8 hours | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Awaken
transmutation
level 5
After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Casting Time
8 hours
Range touch
Components
V,
S,
M,
an agate worth at least 1,000 gp, which the spell consumes
Duration
instant
Immune: non-beasts,non-plants,big-creatures,high-intellect
Spell lists: druid, bard
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Banishing Smite (lvl 5) | abjuration | bonus action C | self | force / incapacitate | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Banishing Smite
abjuration
level 5
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It 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.
Casting Time
bonus action
Range self
Components
V,
Duration
Concentration,
up to 1 minute
Condition: incapacitate
Spell lists: paladin
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Bigby's Hand (lvl 5) | evocation | 1 action C | 120ft | attack: melee | force,bludgeoning /… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Bigby's Hand
evocation
level 5
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
At higher levels: 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.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
M,
an eggshell and a snakeskin glove
Duration
Concentration,
up to 1 minute
Condition: grapple
Immune: big-creatures
Spell lists: wizard, sorcerer, artificer
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Circle of Power (lvl 5) | abjuration | 1 action C | self (30ft radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Circle of Power
abjuration
level 5
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
Duration
Concentration,
up to 10 minutes
Spell lists: paladin
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Cloudkill (lvl 5) | conjuration | 1 action C | 120ft (20ft sphere) | save: constitution | poison | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Cloudkill
conjuration
level 5
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(20ft sphere)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, sorcerer, necromancer
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Commune (lvl 5) | divination | 1 minute R | self | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Commune
divination
level 5
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. 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 no answer. The DM makes this roll in secret.
Casting Time
1 minute
(ritual)
Range self
Components
V,
S,
M,
incense and a vial of holy or unholy water
Duration
1 minute
Spell lists: martyr, investigator, cleric
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Commune with Nature (lvl 5) | divination | 1 minute R | self | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Commune with Nature
divination
level 5
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Casting Time
1 minute
(ritual)
Range self
Components
V,
S,
Duration
instant
Spell lists: ranger, investigator, druid
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Cone of Cold (lvl 5) | evocation | 1 action | self (60ft cone) | save: constitution | cold | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Cone of Cold
evocation
level 5
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. At higher levels: 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.
Casting Time
1 action
Range self
(60ft cone)
(projectile)
Components
V,
S,
M,
a small crystal or glass cone
Duration
instant
Spell lists: wizard, sorcerer, druid
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Conjure Elemental (lvl 5) | conjuration | 1 minute C | 90ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Elemental
conjuration
level 5
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. At higher levels: 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.
Casting Time
1 minute
Range 90ft
Components
V,
S,
M,
burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
Duration
Concentration,
up to 1 hour
Spell lists: wizard, druid
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Conjure Volley (lvl 5) | conjuration | 1 action | 150ft (40ft cylinder) | save: dexterity | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Volley
conjuration
level 5
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Casting Time
1 action
Range 150ft
(40ft cylinder)
(projectile)
Components
V,
S,
M,
one piece of ammunition or one thrown weapon
Duration
instant
Spell lists: ranger
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Contact Other Plane (lvl 5) | divination | 1 minute R | self | save: intelligence | psychic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Contact Other Plane
divination
level 5
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.
Casting Time
1 minute
(ritual)
Range self
Components
V,
Duration
1 minute
Spell lists: wizard, warlock
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Contagion (lvl 5) | necromancy | 1 action | touch | save: constitution attack: melee | poison,blind,stun | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Contagion
necromancy
level 5
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
7day
Condition: poison,blind,stun
Spell lists: witch, necromancer, druid, cleric
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Control Winds (lvl 5) | transmutation | 1 action C | 300ft (100ft cube) | prone | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Control Winds
transmutation
level 5
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.
Casting Time
1 action
Range 300ft
(100ft cube)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Condition: prone
Spell lists: wizard, sorcerer, druid
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Create Spelljamming Helm (lvl 5) | transmutation | 1 action | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: spelljammer
Create Spelljamming Helm
transmutation
level 5
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a crystal rod worth at least 5000 gp, which the spell consumes
Duration
instant
Spell lists: wizard, artificer
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Creation (lvl 5) | illusion | 1 minute | 30ft (5ft cube) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Creation
illusion
level 5
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.
Using any material created by this spell as another spell’s material component causes that spell to fail. At higher levels: 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.
Casting Time
1 minute
Range 30ft
(5ft cube)
Components
V,
S,
M,
a tiny piece of matter of the same type of the item you plan to create
Duration
special
Spell lists: wizard, sorcerer, artificer
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Danse Macabre (lvl 5) | necromancy | 1 action C | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Danse Macabre
necromancy
level 5
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Immune: big-creatures
Spell lists: wizard, warlock
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Dawn (lvl 5) | evocation | 1 action C | 60ft (30ft cylinder) | save: constitution | radiant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Dawn
evocation
level 5
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.
Casting Time
1 action
Range 60ft
(30ft cylinder)
Components
V,
S,
M,
a sunburst pendant worth at least 100 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizard, cleric
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Destructive Wave (lvl 5) | evocation | 1 action | self (30ft radius) | save: constitution | thunder,radiant,necr… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Destructive Wave
evocation
level 5
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Casting Time
1 action
Range self
(30ft radius)
(projectile)
Components
V,
Duration
instant
Condition: prone
Spell lists: paladin
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Dispel Evil and Good (lvl 5) | abjuration | 1 action C | self | save: charisma attack: melee | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Dispel Evil and Good
abjuration
level 5
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Casting Time
1 action
Range self
Components
V,
S,
M,
holy water or powdered silver and iron
Duration
Concentration,
up to 1 minute
Spell lists: witch, paladin, necromancer, martyr, cleric
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Dominate Person (lvl 5) | enchantment | 1 action C | 60ft | save: wisdom | charm | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Dominate Person
enchantment
level 5
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: charm
Immune: non-humanoids
Spell lists: wizard, witch, sorcerer, bard
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Dream (lvl 5) | illusion | 1 minute | special | save: wisdom | psychic / exhaustion | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Dream
illusion
level 5
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.
Casting Time
1 minute
Range special
Components
V,
S,
M,
a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird
Duration
8 hours
Condition: exhaustion
Immune: elves
Spell lists: wizard, witch, warlock, necromancer, investigator, bard
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Enervation (lvl 5) | necromancy | 1 action C | 60ft | save: dexterity | necrotic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Enervation
necromancy
level 5
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer
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Entropic Guard (lvl 5) | evocation DC | 1 action C | 120ft (60ft wall) | save: wisdom | force / stun | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Entropic Guard
evocation
level 5
(chronurgy)
You create a wall of pulsating energy from the Arcane Weave on a solid surface within range. You can make the wall up to 60-feet long, 20-feet high, and 5-feet thick, or a ringed wall up to 20-feet in diameter, 20-feet high, and 5-feet thick. The wall looks is translucent and lasts for the duration. Time is halted within the wall and anything that passes through is stopped. Creatures trying to pass through must make a Wisdom saving throw or take 2d10 force damage and become stunned, half damage on a success. Creatures who are stunned make Wisdom saving throws at the start of their turn to resist the effect. Any projectiles and spells going through the wall are stopped completely within the wall, automatically missing the targets. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the force damage is increased by 1d10 for each spell slot above 5th.
Casting Time
1 action
Range 120ft
(60ft wall)
Components
V,
S,
M,
gears from a timepiece
Duration
Concentration,
up to 10 minutes
Condition: stun
Spell lists: wizardDunamancy
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Ephemeral Ward (lvl 5) | abjuration DC | 1 action C | 120ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Ephemeral Ward
abjuration
level 5
(chronurgy)
You create a temporal shield around a creature other than you within range, keeping incoming wounds at bay by means of slowing them down. For the duration, each time the creature would take damage, they instead shunt the damage into the future. When the spell ends, the creature takes all the damage they shunted at once. Any given part of this damage cannot be reduced by anything other than the resistances and immunities you had at the time that damage was shunted. The spell also ends early if the target is ever outside the spell’s range or if it has total cover from you.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizardDunamancy
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Evasiveness (lvl 5) | transmutation DC | 1 action C | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Evasiveness
transmutation
level 5
(chronurgy)
You touch a willing creature. Until the spell ends, the target gains a superhuman ability to dodge attacks. The target’s AC becomes 20, if it were lower, regardless of what kind of armor it is wearing, and it has advantage on Dexterity saving throws.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a scrap of silk
Duration
Concentration,
up to 1 hour
Immune: unwilling
Spell lists: wizard, sorcerer
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Far Step (lvl 5) | conjuration | bonus action C | self (60ft) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Far Step
conjuration
level 5
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.
Casting Time
bonus action
Range self
(60ft)
(sight required)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer
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Flame Strike (lvl 5) | evocation | 1 action | 60ft (10ft cylinder) | save: dexterity | fire,radiant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Flame Strike
evocation
level 5
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Casting Time
1 action
Range 60ft
(10ft cylinder)
Components
V,
S,
M,
pinch of sulfur
Duration
instant
Spell lists: martyr, cleric
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Frolicking Fountain (lvl 5) | enchantment | 1 action C | 120ft (60ft sphere) | save: wisdom attack: melee | bludgeoning / charm | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Frolicking Fountain
enchantment
level 5
You conjure a 5-foot cube of water that animates in a hypnotic motion in an unoccupied space within range. The water swirls for the duration, not leaving its space except to send small jets up to five feet into the air. Each creature within 60 feet other than you which sees the fountain must make a Wisdom saving throw or become charmed by you for the duration. While charmed by this spell, a creature must use its movement on each of its turns to get as close to the water as possible. A charmed creature can’t willingly move away from the fountain. At the end of its turn, a charmed creature can attempt the saving throw again, ending the effect on a success. Once a creature has succeeded on a save against this spell, it can’t be affected by the same instance of it again. If a creature is within 5 feet of the fountain, you can use a bonus action to command the water to lash out at that creature. Make a melee spell attack against the target. On a hit, the water deals 4d6 bludgeoning damage to the target. If the target is charmed by this spell, it can attempt the saving throw again after taking damage from it.
Casting Time
1 action
Range 120ft
(60ft sphere)
Components
V,
S,
M,
a conductor’s baton
Duration
Concentration,
up to 1 minute
Condition: charm
Immune: blind
Spell lists: wizard, witch, warlock, druid, bard
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Geas (lvl 5) | enchantment | 1 minute | 60ft | save: wisdom | psychic / charm | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Geas
enchantment
level 5
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. At higher levels: 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.
Casting Time
1 minute
Range 60ft
(sight required)
Components
V,
Duration
30 days
Condition: charm
Spell lists: wizard, witch, paladin, martyr, druid, cleric, bard
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Greater Restoration (lvl 5) | abjuration | 1 action | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Greater Restoration
abjuration
level 5
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
Casting Time
1 action
Range touch
Components
V,
S,
M,
diamond dust worth at least 100 gp, which the spell consumes
Duration
instant
Spell lists: ranger, martyr, druid, cleric, bard, artificer
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Hallow (lvl 5) | evocation | 24 hours | touch (60ft radius) | save: charisma | fear | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Hallow
evocation
level 5
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Casting Time
24 hours
Range touch
(60ft radius)
Components
V,
S,
M,
herbs, oils, and incense worth at least 1,000 gp, which the spell consumes
Duration
until dispelled
Condition: fear
Spell lists: martyr, cleric
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Hold Monster (lvl 5) | enchantment | 1 action C | 90ft | save: wisdom | paralyze | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Hold Monster
enchantment
level 5
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. At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
a small, straight piece of iron
Duration
Concentration,
up to 1 minute
Condition: paralyze
Immune: undead
Spell lists: wizard, witch, warlock, sorcerer, bard
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Holy Weapon (lvl 5) | evocation | bonus action C | touch (30ft radius) | save: constitution | radiant / blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Holy Weapon
evocation
level 5
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon 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, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Casting Time
bonus action
Range touch
(30ft radius)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Condition: blind
Spell lists: paladin, cleric
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Immolation (lvl 5) | evocation | 1 action C | 90ft | save: dexterity | fire | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Immolation
evocation
level 5
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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer
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Infernal Calling (lvl 5) | conjuration | 1 minute C | 90ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Infernal Calling
conjuration
level 5
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. At higher levels: 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.
Casting Time
1 minute
Range 90ft
(sight required)
Components
V,
S,
M,
a ruby worth at least 999 gp
Duration
Concentration,
up to 1 hour
Spell lists: wizard, warlock
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Insect Plague (lvl 5) | conjuration | 1 action C | 300ft (20ft sphere) | save: constitution | piercing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Insect Plague
conjuration
level 5
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Casting Time
1 action
Range 300ft
(20ft sphere)
Components
V,
S,
M,
a few grains of sugar, some kernels of grain, and a smear of fat
Duration
Concentration,
up to 10 minutes
Spell lists: witch, sorcerer, necromancer, martyr, druid, cleric
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Legend Lore (lvl 5) | divination | 10 minutes | self | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Legend Lore
divination
level 5
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
Casting Time
10 minutes
Range self
Components
V,
S,
M,
incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Duration
instant
Spell lists: wizard, investigator, cleric, bard
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Lightning Arc (lvl 5) | evocation | 1 action | 120ft (60ft line) | save: dexterity | lightning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Lightning Arc
evocation
level 5
You generate an arc of lightning between two targets that are no more than 60 feet apart. Both targets and any creatures in a line connecting them must make a Dexterity saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. The spell fails if there is no line of effect between the targets. Lightning arc sets fire to combustibles and damages objects in its path. It can melt metals that have a low melting point, such as lead, gold, copper, silver, or bronze. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each spell slot above 5th.
Casting Time
1 action
Range 120ft
(60ft line)
(projectile)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer
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Maelstrom (lvl 5) | evocation | 1 action C | 120ft (30ft cylinder) | save: strength | bludgeoning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Maelstrom
evocation
level 5
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Casting Time
1 action
Range 120ft
(30ft cylinder)
(sight required)
Components
V,
S,
M,
paper or leaf in the shape of a funnel
Duration
Concentration,
up to 1 minute
Spell lists: druid
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Mass Cure Wounds (lvl 5) | evocation | 1 action | 60ft (30ft sphere) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mass Cure Wounds
evocation
level 5
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Casting Time
1 action
Range 60ft
(30ft sphere)
Components
V,
S,
Duration
instant
Immune: constructs,undead
Spell lists: martyr, druid, cleric, bard
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Mislead (lvl 5) | illusion | 1 action C | self | invisible | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mislead
illusion
level 5
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.
Casting Time
1 action
Range self
Components
S,
Duration
Concentration,
up to 1 hour
Condition: invisible
Immune: blindsight,truesight
Spell lists: wizard, witch, warlock, bard
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Modify Memory (lvl 5) | enchantment | 1 action C | 30ft | save: wisdom | charm,incapacitate | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Modify Memory
enchantment
level 5
You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory. At higher levels: 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).
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: charm,incapacitate
Immune: deaf,unknown-language
Spell lists: wizard, witch, necromancer, bard
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Move Heavens (lvl 5) | illusion DC | 10 minutes C R | self (1mile radius) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Move Heavens
illusion
level 5
(chronurgy)
You warp reality and change the time of day within a mile of you for the duration. When you cast this spell, the heavenly bodies move rapidly above you to suit a time of day that you choose. Creatures within the area perceive the time of day as that which you chose, while those outside the area perceive the time of day correctly. For the duration, the area is subjected to the effect normally associated with the chosen time of day. For example, changing day to night would cause natural daylight to become natural darkness in the area, whereas changing day to dusk would cause natural daylight to become natural dim light. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the radius increases by an additional mile for each spell slot above 5th. Additionally, when you cast this spell using a spell slot of 8th level or higher, you can also change the season within the spell's area.
Casting Time
10 minutes
(ritual)
Range self
(1mile radius)
Components
V,
S,
M,
rooster and owl feathers and a black pearl worth at least 1000 gold
Duration
Concentration,
up to 8 hours
Spell lists: wizardDunamancy
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Negative Energy Flood (lvl 5) | necromancy | 1 action | 60ft | save: constitution | necrotic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Negative Energy Flood
necromancy
level 5
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.
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
M,
a broken bone and a square of black silk
Duration
instant
Immune: undead
Spell lists: wizard, warlock
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Paradoxical Summons (lvl 5) | conjuration DC | 1 action R | self | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Paradoxical Summons
conjuration
level 5
(chronurgy)
In a desperate moment of need you thrust your hands out in front of you, trusting your future self to aid in an endeavor they already succeeded. Choose any nonmagical item worth 100gp or less, that item appears in your out stretched hands. Afterwards, you must conduct an hour-long ritual in which you send the aforementioned item back to your past self. You may send back the same item if it remains in the same conditions it was in when you received it; otherwise you must find a suitable replacement. This ritual can be done during a short or long rest. Until this ritual is completed, you cannot cast paradoxical summons.
Casting Time
1 action
(ritual)
Range self
Components
V,
S,
Duration
instant
Immune: magical-items
Spell lists: wizardDunamancy
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Passwall (lvl 5) | transmutation | 1 action | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Passwall
transmutation
level 5
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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a pinch of sesame seeds
Duration
1 hour
Spell lists: wizard
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Pharaoh's Curse (lvl 5) | necromancy | 1 action | 10ft | save: constitution | curse | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Pharaoh's Curse
necromancy
level 5
Opening your palm, you release a puff of dust, the pestilence of mummy rot. Choose one creature within range to make a Constitution saving throw. On a failed save, the target is cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by a spell or magical effect that cures mummy rot. A remove curse spell cast using a spell slot of 5th level or higher also ends this spell.
Casting Time
1 action
Range 10ft
(projectile)
Components
V,
S,
Duration
until dispelled
Condition: curse
Spell lists: witch, necromancer
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Planar Binding (lvl 5) | abjuration | 1 hour | 60ft | save: charisma | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Planar Binding
abjuration
level 5
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At higher levels: 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.
Casting Time
1 hour
Range 60ft
Components
V,
S,
M,
a jewel worth at least 1,000 gp, which the spell consumes
Duration
24 hours
Spell lists: wizard, witch, warlock, druid, cleric, bard
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Raise Dead (lvl 5) | necromancy | 1 hour | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Raise Dead
necromancy
level 5
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting Time
1 hour
Range touch
Components
V,
S,
M,
a diamond worth at least 500 gp, which the spell consumes
Duration
instant
Immune: unwilling
Spell lists: paladin, martyr, cleric, bard
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Rary's Telepathic Bond (lvl 5) | divination | 1 action R | 30ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Rary's Telepathic Bond
divination
level 5
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.
Casting Time
1 action
(ritual)
Range 30ft
Components
V,
S,
M,
pieces of eggshell from two different kinds of creatures
Duration
1 hour
Immune: unwilling
Spell lists: wizard, investigator, bard
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Reincarnate (lvl 5) | transmutation | 1 hour | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Reincarnate
transmutation
level 5
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
Casting Time
1 hour
Range touch
Components
V,
S,
M,
rare oils and unguents worth at least 1,000 gp, which the spell consumes
Duration
instant
Immune: unwilling,non-humanoids
Spell lists: druid
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Scrutinize Foe (lvl 5) | divination | 1 action | 60ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Scrutinize Foe
divination
level 5
You discern minute details concerning one creature you can see within range. You learn two of the following pieces of information of your choice about the target: its Armor Class, current hit points, condition immunities, damage immunities, damage resistances, damage vulnerabilities, and enchantments (which reveals any spells which are currently affecting it). The GM must share with you the requested information.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, necromancer, investigator, cleric
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Scrying (lvl 5) | divination | 10 minutes C | self | save: wisdom | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Scrying
divination
level 5
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.
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 were 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.
Casting Time
10 minutes
Range self
Components
a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Duration
Concentration,
up to 10 minutes
Immune: truesight
Spell lists: wizard, witch, warlock, necromancer, druid, cleric, bard
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Seeming (lvl 5) | illusion | 1 action | 30ft | save: charisma | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Seeming
illusion
level 5
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
8 hours
Immune: blindsight,truesight
Spell lists: wizard, witch, sorcerer, bard
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Sever Leyline (lvl 5) | evocation DG | 1 action C | 120ft (30ft sphere) | save: intelligence | force | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Sever Leyline
evocation
level 5
(graviturgy)
You cause a tear in the Arcane Weave, severing a leyline and maintain its wound for the duration. At a point you can see within range, an explosion of pure arcane force rings out in a 30-foot-radius. When a creature enters the spell's area for the first time on a turn or starts its turn there, they must succeed an Intelligence saving throw or take 5d12 force damage and be pushed 10-feet away from the center of the radius. On a success thecreature takes half damage and is only pushed 5-feet away. The radius is considered difficult terrain for everybody but the caster. At higher levels: When you cast this spell using a spell slot of 6th level or higher, the force damage is increased by 1d12 for each spell slot above 5th.
Casting Time
1 action
Range 120ft
(30ft sphere)
(sight required)
Components
V,
S,
M,
an ornate dagger carved with arcane runes worth atleast 500 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Shape Fate (lvl 5) | abjuration DC | 1 action | 60ft | save: charisma | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Shape Fate
abjuration
level 5
(chronurgy)
You can rewrite fate to better aid you and your allies. You can choose an action that a creature took during the past round and negate it, provided it happened within range. If the creature you target is unwilling they can make a charisma saving throw. On a failiure the action is undone and if a special ability was used, like a dragon's breath weapon, or if a spell slot expended it is wasted and lost along with any of the effects that went along with it. You are the only one aware of what happened.
Casting Time
1 action
Range 60ft
Components
V,
S,
M,
a fractured onyx stone worth 200gp
Duration
instant
Spell lists: wizardDunamancy
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Skill Empowerment (lvl 5) | transmutation | 1 action C | touch | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Skill Empowerment
transmutation
level 5
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.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 hour
Immune: unwilling
Spell lists: wizard, sorcerer, bard, artificer
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Steel Wind Strike (lvl 5) | conjuration | 1 action | 30ft | attack: melee | force | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Steel Wind Strike
conjuration
level 5
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.
Casting Time
1 action
Range 30ft
(sight required)
Components
S,
M,
a melee weapon worth at least 1 sp
Duration
instant
Spell lists: wizard, ranger
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Summon Celestial (lvl 5) | conjuration | 1 action C | 90ft | radiant | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Celestial
conjuration
level 5
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack 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.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.
Casting Time
1 action
Range 90ft
(sight required)
Components
a golden reliquary worth at least 500 gp
Duration
Concentration,
up to 1 hour
Spell lists: paladin, cleric
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Summon Draconic Spirit (lvl 5) | conjuration | 1 action C | 60ft | piercing,acid,cold,f… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: fizban
Summon Draconic Spirit
conjuration
level 5
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.
At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
an object with the image of a dragon engraved on it, worth at least 500 gp
Duration
Concentration,
up to 1 hour
Spell lists: wizard, sorcerer, druid
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Swift Quiver (lvl 5) | transmutation | bonus action C | touch | attack: ranged | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Swift Quiver
transmutation
level 5
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Casting Time
bonus action
Range touch
(projectile)
Components
V,
S,
M,
a quiver containing at least one piece of ammunition
Duration
Concentration,
up to 1 minute
Spell lists: ranger
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Synaptic Static (lvl 5) | enchantment | 1 action | 120ft (20ft sphere) | save: intelligence | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Synaptic Static
enchantment
level 5
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Casting Time
1 action
Range 120ft
(20ft sphere)
Components
V,
S,
Duration
instant
Immune: low-intellect
Spell lists: wizard, warlock, sorcerer, bard
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Telekinesis (lvl 5) | transmutation | 1 action C | 60ft (30ft) | restrain | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Telekinesis
transmutation
level 5
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.
Casting Time
1 action
Range 60ft
(30ft)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Condition: restrain
Immune: big-creatures
Spell lists: wizard, witch, sorcerer
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Teleportation Circle (lvl 5) | conjuration | 1 minute | 10ft | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Teleportation Circle
conjuration
level 5
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Casting Time
1 minute
Range 10ft
Components
V,
M,
rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes
Duration
1 round
Spell lists: wizard, warlock, sorcerer, necromancer, bard
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Temporal Shunt (lvl 5) | transmutation DC | reaction | 120ft | save: wisdom | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Temporal Shunt
transmutation
level 5
(chronurgy)
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. At higher levels: 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.
Casting Time
reaction
taken when a creature you see makes an attack roll or starts to cast a spell
Range 120ft
(sight required)
Components
V,
S,
Duration
1 round
Spell lists: wizardDunamancy
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Transmute Rock (lvl 5) | transmutation | 1 action | 120ft (40ft cube) | save: dexterity | bludgeoning /… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Transmute Rock
transmutation
level 5
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.
Casting Time
1 action
Range 120ft
(40ft cube)
(sight required)
Components
V,
S,
M,
clay and water
Duration
until dispelled
Condition: restrain
Spell lists: wizard, druid, artificer
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Tree Stride (lvl 5) | conjuration | 1 action C | self (500ft) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Tree Stride
conjuration
level 5
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Casting Time
1 action
Range self
(500ft)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: ranger, druid
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Wall of Force (lvl 5) | evocation | 1 action C | 120ft (100ft wall) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Wall of Force
evocation
level 5
An invisible wall of force springs into existence at a point you choose within range. 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.
Casting Time
1 action
Range 120ft
(100ft wall)
Components
V,
S,
M,
a pinch of powder made by crushing a clear gemstone
Duration
Concentration,
up to 10 minutes
Spell lists: wizard
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Wall of Light (lvl 5) | evocation | 1 action C | 120ft (60ft wall) | save: constitution attack: ranged | radiant / blind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Wall of Light
evocation
level 5
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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(60ft wall)
Components
V,
S,
M,
a hand mirror
Duration
Concentration,
up to 10 minutes
Condition: blind
Spell lists: wizard, warlock, sorcerer
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Wall of Stone (lvl 5) | evocation | 1 action C | 120ft (200ft wall) | save: dexterity | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Wall of Stone
evocation
level 5
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Casting Time
1 action
Range 120ft
(200ft wall)
Components
V,
S,
M,
a small block of granite
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, sorcerer, druid, artificer
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Wrath of Nature (lvl 5) | evocation | 1 action C | 120ft (60ft cube) | save: mixed attack: ranged | slashing,bludgeoning… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Wrath of Nature
evocation
level 5
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Casting Time
1 action
Range 120ft
(60ft cube)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: restrain,prone
Spell lists: wizard
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Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Acid Fog (lvl 6) | conjuration | 1 action C | 120ft (20ft sphere) | save: constitution | acid | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: homebrew
Acid Fog
conjuration
level 6
You create a 20-foot-radius sphere of acidic, 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 acid 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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(20ft sphere)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, warlock, sorcerer
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Antiballistics Field (lvl 6) | abjuration | 1 action C | self (40ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Antiballistics Field
abjuration
level 6
(renaissance)
An invisible 40-foot-radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls, and deal only half damage on a hit.
Casting Time
1 action
Range self
(40ft radius)
Components
V,
S,
M,
a pinch of wet gunpowder
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, necromancer, cleric
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Arcane Capacitor (lvl 6) | evocation | 1 action | touch | attack: melee | force | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Arcane Capacitor
evocation
level 6
You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. At higher levels: When you cast this spell using a 7th-level spell slot, you instead regain an expended 2nd-level spell slot. If you cast it using a 9th-level spell slot, you instead regain an expended 3rd-level spell slot.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a potato
Duration
instant
Spell lists: wizard, sorcerer
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Arcane Gate (lvl 6) | conjuration | 1 action C | 500ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Arcane Gate
conjuration
level 6
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.
Casting Time
1 action
Range 500ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, warlock, sorcerer
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Blade Barrier (lvl 6) | evocation | 1 action C | 90ft (100ft wall) | save: dexterity | slashing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Blade Barrier
evocation
level 6
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Casting Time
1 action
Range 90ft
(100ft wall)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: cleric
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Bones of the Earth (lvl 6) | transmutation | 1 action | 120ft (5ft cylinder) | save: dexterity | bludgeoning /… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Bones of the Earth
transmutation
level 6
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Casting Time
1 action
Range 120ft
(5ft cylinder)
(sight required)
Components
V,
S,
Duration
instant
Condition: restrain
Immune: big-creatures
Spell lists: druid
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Chain Lightning (lvl 6) | evocation | 1 action | 150ft (30ft) | save: dexterity | lightning | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Chain Lightning
evocation
level 6
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. At higher levels: 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.
Casting Time
1 action
Range 150ft
(30ft)
(projectile)
(sight required)
Components
V,
S,
M,
a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins
Duration
instant
Spell lists: wizard, sorcerer
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Circle of Death (lvl 6) | necromancy | 1 action | 150ft (60ft sphere) | save: constitution | necrotic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Circle of Death
necromancy
level 6
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. At higher levels: 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.
Casting Time
1 action
Range 150ft
(60ft sphere)
Components
V,
S,
M,
the powder of a crushed black pearl worth at least 500 gp
Duration
instant
Spell lists: wizard, warlock, sorcerer, necromancer
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Conjure Fey (lvl 6) | conjuration | 1 action C | 90ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Fey
conjuration
level 6
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. At higher levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Spell lists: warlock, druid
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Contingency (lvl 6) | evocation | 10 minutes | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Contingency
evocation
level 6
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.
Casting Time
10 minutes
Range self
Components
V,
S,
M,
a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp
Duration
10 days
Spell lists: wizard, necromancer
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Corruption Curse (lvl 6) | necromancy | 1 action C | 60ft | curse | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Corruption Curse
necromancy
level 6
With a piercing glare and a sinister gesture, you send a ribbon of dark magic into a target’s body. A creature you can see within range is cursed for the duration and suffers from one of the following effects of your choice while cursed: Dull Reflexes. The target has disadvantage on Dexterity checks and saving throws.
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: curse
Spell lists: witch
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Create Homunculus (lvl 6) | transmutation | 1 hour | touch | poison,unconscious | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Create Homunculus
transmutation
level 6
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.
Casting Time
1 hour
Range touch
Components
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
Duration
instant
Condition: poison,unconscious
Spell lists: wizard
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Create Undead (lvl 6) | necromancy | 1 minute | 10ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Create Undead
necromancy
level 6
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 DM 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.
Casting Time
1 minute
Range 10ft
Components
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
Duration
instant
Immune: non-humanoids,big-creatures,little-creatures
Spell lists: wizard, warlock, necromancer, cleric
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Demand (lvl 6) | enchantment | 1 action C | unlimited | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Demand
enchantment
level 6
You send a short message of twenty-five words or fewer 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. You can use this message to suggest a reasonable-sounding course of activity to the target, in which case the target must make a Wisdom saving throw or be compelled to follow your instructions for the duration, as per the suggestion spell.
Casting Time
1 action
Range unlimited
Components
V,
S,
M,
a snake’s tongue and a piece of copper wire
Duration
Concentration,
up to 8 hours
Immune: low-intellect,non-charmable
Spell lists: wizard, witch, warlock, sorcerer, bard
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Disintegrate (lvl 6) | transmutation | 1 action | 60ft | save: dexterity | force | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Disintegrate
transmutation
level 6
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. At higher levels: 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.
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
M,
a lodestone and a pinch of dust
Duration
instant
Immune: magical-items
Spell lists: wizard, sorcerer
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Drawmij's Instant Summons (lvl 6) | conjuration | 1 minute R | touch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Drawmij's Instant Summons
conjuration
level 6
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.
Casting Time
1 minute
(ritual)
Range touch
Components
V,
S,
M,
a sapphire worth 1,000 gp
Duration
until dispelled
Spell lists: wizard, investigator
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Druid Grove (lvl 6) | abjuration | 10 minutes | touch (90ft cube) | piercing,bludgeoning… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Druid Grove
abjuration
level 6
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Casting Time
10 minutes
Range touch
(90ft cube)
Components
V,
S,
M,
mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
Duration
24 hours
Condition: restrain
Spell lists: druid
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Elemental Curse (lvl 6) | evocation | 1 action C | touch | save: constitution | curse | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Elemental Curse
evocation
level 6
A spark leaps from your finger to a creature you touch, spreading in bright cracks across its skin. The target must make a Constitution saving throw or be cursed for the duration. While cursed, the target has vulnerability to your choice of acid, cold, fire, lightning, or thunder damage. If the creature has resistance to the chosen damage type, it instead only loses that resistance. If the target has immunity to the chosen damage type, it is treated as having only resistance to that damage. A remove curse spell ends this curse early.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: curse
Spell lists: witch
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Entropic Force (lvl 6) | necromancy DG | 1 action C | 60ft (40ft sphere) | save: wisdom | force / restrain | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Entropic Force
necromancy
level 6
(graviturgy)
You momentarily draw control over chaotic energy to manipulate your enemies. You create a 40-foot-radius sphere of pulsing energy at a point of your choice within range. When a creature enters the spell's area for the first time on a turn or ends its turn there, that creature must make a Wisdom saving throw. On a failed save, the creatures take 6d8 force damage, are pulled 20-feet towards the center of the sphere, and are restrained. On a success the creature takes half damage and is only pulled 10-feet towards the center. Creatures can make Wisdom saving throws at the start of their turns to end the restrained condition. At higher levels: When you cast this spell using a spell slot of 7th level or higher, the force damage is increased by 1d8 for each spell slot above 6th.
Casting Time
1 action
Range 60ft
(40ft sphere)
Components
V,
S,
M,
a set of 10 platinum rings worth 100gp each
Duration
Concentration,
up to 1 minute
Condition: restrain
Spell lists: wizardDunamancy
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Eyebite (lvl 6) | necromancy | 1 action C | self (60ft) | save: wisdom | unconscious,fear | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Eyebite
necromancy
level 6
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Casting Time
1 action
Range self
(60ft)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: unconscious,fear
Spell lists: wizard, witch, warlock, sorcerer, necromancer, bard
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Find the Path (lvl 6) | divination | 1 minute C | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Find the Path
divination
level 6
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as "a green dragon’s lair”), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Casting Time
1 minute
Range self
Components
a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp, and an object from the location you wish to find
Duration
Concentration,
up to 24 hours
Spell lists: investigator, druid, cleric, bard
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Fizban's Platinum Shield (lvl 6) | abjuration | bonus action C | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: fizban
Fizban's Platinum Shield
abjuration
level 6
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. While surrounded by the field, a creature gains the following benefits: Cover. The creature has half cover. Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage. Evasion. 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. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.
Casting Time
bonus action
Range 60ft
Components
V,
S,
M,
a platinum-plated dragon scale, worth at least 500 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer
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Flesh to Stone (lvl 6) | transmutation | 1 action C | 60ft | save: constitution | restrain,petrify | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Flesh to Stone
transmutation
level 6
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a pinch of lime, water, and earth
Duration
Concentration,
up to 1 minute
Condition: restrain,petrify
Immune: constructs,incorporeal
Spell lists: wizard, witch, warlock, sorcerer, necromancer, druid
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Forbiddance (lvl 6) | abjuration | 10 minutes R | touch (200ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Forbiddance
abjuration
level 6
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. This spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
Casting Time
10 minutes
(ritual)
Range touch
(200ft cube)
Components
V,
S,
M,
a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp
Duration
1 day
Spell lists: investigator, cleric
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Frenzy (lvl 6) | enchantment | 1 action C | 120ft (20ft sphere) | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Frenzy
enchantment
level 6
With a gesture, you reduce a crowd to base instinct and violence. Choose a point you can see within range. Each creature within 20 feet of that point must make a Wisdom saving throw. On a failed save, a creature is frenzied for the duration. When a creature is frenzied, it draws a melee weapon, if it has one. A frenzied creature must use its action at the beginning of its turn to attack a creature within its reach. It uses a melee weapon, if it has one, or an improvised weapon or unarmed strike if it doesn’t. If multiple targets are within the creature’s reach, it chooses its target randomly. If there is no target within the creature’s reach, it attacks itself, against its own AC, dealing damage as normal on a hit. At the end of its turn, a frenzied creature can repeat its saving throw, ending the effect on itself early on a success.
Casting Time
1 action
Range 120ft
(20ft sphere)
(sight required)
Components
V,
S,
M,
a drop of fresh blood
Duration
Concentration,
up to 1 minute
Spell lists: wizard, witch, necromancer, bard
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Gahoul's Spectral Scythe (lvl 6) | necromancy | 1 action | self (60ft line) | save: dexterity | necrotic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Gahoul's Spectral Scythe
necromancy
level 6
You conjure a phantasmal scythe of death in your open hand and throw it whirling through the air. The scythe travels in a 60-foot long, 10-foot wide line, coming to rest hovering in the air at the end of its line or before it strikes any solid objects. Each creature within the area while the scythe is moving must make a Dexterity saving throw or take 6d8 necrotic damage, or half as much on a successful save. A creature has disadvantage on this saving throw if the scythe comes to rest in the creature’s space. If you are within 120 feet of the scythe at the start of your next turn, it returns to you in a 10-foot wide line, forcing creatures within its area of travel to make saving throws against the scythe’s damage. At higher levels: 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.
Casting Time
1 action
Range self
(60ft line)
(projectile)
Components
V,
S,
Duration
1 round
Spell lists: necromancer
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Game of Fate (lvl 6) | enchantment | 1 action | 60ft | save: wisdom | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Game of Fate
enchantment
level 6
You magically compel a creature within range to a nonmagical game with vital consequences. If the creature you choose has an Intelligence of 3 or lower, or doesn’t speak any language, the creature is unaffected. An unwilling creature can make a Wisdom saving throw to resist this effect. On a failed save, the creature is compelled to join you in the game. If the target takes damage or falls unconscious, this spell ends. The loser of the game takes 6d6 psychic damage. If no player loses or has won by the end of the spell’s duration, both you and the target take this damage. Additionally, you and the target creature can negotiate for greater stakes. You can bet higher psychic damage (up to a maximum of 10d6,) property, or more esoteric rewards, such as bestowal of a noble title, on the game. The spell reveals if a creature attempts to bet property they do not own. A bet is finalized when you and the target agree on the bet, solidifying the bet with a handshake or similar gesture. Property or currency bet on the game is teleported to the winner at the game’s conclusion. The loser is also magically compelled to take any action (such as bestowing a title) promised as part of a bet. Lastly, no spell, magical effect, or creature other than you and the target can influence the game’s outcome.
Casting Time
1 action
Range 60ft
Components
V,
S,
M,
a gaming set
Duration
1 hour
Immune: low-intellect,unknown-language
Spell lists: wizard, investigator, bard
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Globe of Invulnerability (lvl 6) | abjuration | 1 action C | self (10ft radius) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Globe of Invulnerability
abjuration
level 6
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. At higher levels: 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.
Casting Time
1 action
Range self
(10ft radius)
Components
V,
S,
M,
a glass or crystal bead that shatters when the spell ends
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer
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Gravity Fissure (lvl 6) | evocation DG | 1 action | self (100ft line) | save: constitution | force | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Gravity Fissure
evocation
level 6
(graviturgy)
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. At Higher Levels. 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.
Casting Time
1 action
Range self
(100ft line)
(projectile)
Components
V,
S,
M,
a fistful of iron filings
Duration
instant
Spell lists: wizardDunamancy
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Guards and Wards (lvl 6) | abjuration | 10 minutes | touch (50ft square) | save: mixed | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Guards and Wards
abjuration
level 6
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and Wards creates the following effects within the warded area.
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.
Casting Time
10 minutes
Range touch
(50ft square)
Components
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
Duration
24 hours
Spell lists: wizard, witch, bard
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Harm (lvl 6) | necromancy | 1 action | 60ft | save: constitution | necrotic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Harm
necromancy
level 6
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Spell lists: necromancer, cleric
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Heal (lvl 6) | evocation | 1 action | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Heal
evocation
level 6
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Immune: constructs,undead
Spell lists: druid, cleric
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Heroes' Feast (lvl 6) | conjuration | 10 minutes | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Heroes' Feast
conjuration
level 6
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Casting Time
10 minutes
Range 30ft
Components
V,
S,
M,
a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes
Duration
instant
Spell lists: druid, cleric, bard
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Inexorable Sarcophagus (lvl 6) | necromancy | 1 action C | 30ft | save: dexterity | restrain,incapacitat… | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: valda
Inexorable Sarcophagus
necromancy
level 6
You toss a palm-sized sarcophagus at an unoccupied point you can see within range, where it grows to full size in an instant and attempts to ensnare a Medium or smaller creature within 5 feet of it with grimy gauze. The creature must succeed a Dexterity saving throw or be restrained and pulled into the open sarcophagus. The gauze restraining the creature is an object with AC 10 and 100 HP. It is vulnerable to slashing and fire damage, and immune to psychic and poison damage. If it is reduced to 0 hit points, the spell ends. A creature restrained by this spell must make another Dexterity saving throw at the end of each of its turns. If it successfully saves against this spell three times, it twists free of the gauze, ending the spell. If it fails three times, the sarcophagus slams shut and sinks deep into the earth. The creature is wrapped head to toe by the gauze and becomes incapacitated. The spell ends, but the sarcophagus remains buried in the earth. The sarcophagus has 1 minute of air, and the creature begins to suffocate after this time. If a Humanoid dies within the sarcophagus, they rise 24 hours later as a mummy under your control, as per the spell create undead. You can only command one mummy animated by this spell at a time. Any time after this spell ends, you can cause the sarcophagus to ascend to the surface as an action. You can also use your action to shrink the sarcophagus down to its original size while it is unoccupied.
Casting Time
1 action
Range 30ft
(projectile)
(sight required)
Components
V,
S,
M,
a finely made miniature sarcophagus worth at least 1,000 gp
Duration
Concentration,
up to 1 minute
Condition: restrain,incapacitate
Immune: big-creatures
Spell lists: necromancer
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Investiture of Flame (lvl 6) | transmutation | 1 action C | self | fire | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Investiture of Flame
transmutation
level 6
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:
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, warlock, sorcerer, druid
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Investiture of Ice (lvl 6) | transmutation | 1 action C | self | cold | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Investiture of Ice
transmutation
level 6
Until the spell ends, ice rimes your body, and you gain the following benefits:
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard, warlock, sorcerer, druid
|
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Investiture of Stone (lvl 6) | transmutation | 1 action C | self | prone | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Investiture of Stone
transmutation
level 6
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Condition: prone
Spell lists: wizard, warlock, sorcerer, druid
|
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Investiture of Wind (lvl 6) | transmutation | 1 action C | self | bludgeoning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Investiture of Wind
transmutation
level 6
Until the spell ends, wind whirls around you, and you gain the following benefits:
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Immune: big-creatures
Spell lists: wizard, warlock, sorcerer, druid
|
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Magic Jar (lvl 6) | necromancy | 1 minute | self (100ft) | save: charisma | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Magic Jar
necromancy
level 6
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.
Casting Time
1 minute
Range self
(100ft)
Components
V,
S,
M,
a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp
Duration
until dispelled
Immune: non-humanoids
Spell lists: wizard, necromancer
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Mass Suggestion (lvl 6) | enchantment | 1 action | 60ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mass Suggestion
enchantment
level 6
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. At higher levels: 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.
Casting Time
1 action
Range 60ft
(sight required)
(hearing required)
Components
V,
M,
a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Duration
24 hours
Immune: unknown-language,deaf,non-charmable
Spell lists: wizard, witch, warlock, sorcerer, bard
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Mental Prison (lvl 6) | illusion | 1 action C | 60ft | save: intelligence | psychic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Mental Prison
illusion
level 6
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
S,
Duration
Concentration,
up to 1 minute
Immune: non-charmable
Spell lists: wizard, warlock, sorcerer
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Move Earth (lvl 6) | transmutation | 1 action C | 120ft (40ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Move Earth
transmutation
level 6
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.
Casting Time
1 action
Range 120ft
(40ft cube)
Components
V,
S,
M,
an iron blade and a small bag containing a mixture of soils – clay, loam, and sand
Duration
Concentration,
up to 2 hours
Spell lists: wizard
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Otiluke's Freezing Sphere (lvl 6) | evocation | 1 action | 300ft (60ft sphere) | save: constitution | cold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Otiluke's Freezing Sphere
evocation
level 6
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. At higher levels: 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.
Casting Time
1 action
Range 300ft
(60ft sphere)
(projectile)
Components
V,
S,
M,
a small crystal sphere
Duration
instant
Spell lists: wizard, sorcerer
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Otto's Irresistible Dance (lvl 6) | enchantment | 1 action C | 30ft | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Otto's Irresistible Dance
enchantment
level 6
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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
Duration
Concentration,
up to 1 minute
Immune: non-charmable
Spell lists: wizard, bard
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Planar Ally (lvl 6) | conjuration | 10 minutes | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Planar Ally
conjuration
level 6
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Casting Time
10 minutes
Range 60ft
Components
V,
S,
Duration
instant
Spell lists: cleric
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Prescience (lvl 6) | divination DC | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Prescience
divination
level 6
(chronurgy)
You become privy to the fate of an object, creature, or location that you have seen in your lifetime. You receive a vision of that object, creature, or location as it will appear some time in the future. The vision manifests itself as a swirling globe of glossy wisps appearing in a 5-foot cube in front of you. Objects and creatures in the vision appear as shadowy visages, making finer details such as faces and scripts more difficult to parse, at the DM’s discretion. You may designate any number of creatures that you can see to also perceive the vision. You may choose a time within the next 100 years for the vision to take place. If you do not specify a time, the vision will show the next time something significant happens to its subject, so long as that event will take place within the next 100 years. Additionally, you will learn how far into the future the vision takes place in this case. If it is an object, a significant event may entail being moved a great distance, being interacted with in an irregular way, or being destroyed. If it is a creature, a significant event may entail something that the creature would perceive as significant. If it is a location, a significant event may entail something that is perceived to be significant by a great number of its inhabitants, or a major modification to that location’s structure. 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. At higher levels: When you cast this spell using a spell slot of 7th level or higher, the vision’s temporal range may extend to a time up to 1,000 years in the future. In addition, when you cast this spell using a spell slot of 8th level or higher, you may seek out a specific event pertaining to the subject of your vision. If it will occur within the next 1,000 years, the vision appears, and you learn when it will take place. Otherwise, the globe appears opaque.
Casting Time
1 action
Range self
(sight required)
Components
V,
S,
M,
a glass eye worth at least 800gp
Duration
10 minutes
Spell lists: wizardDunamancy
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Primordial Ward (lvl 6) | abjuration | 1 action C | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Primordial Ward
abjuration
level 6
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Casting Time
1 action
Range self
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: druid
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Programmed Illusion (lvl 6) | illusion | 1 action | 120ft (30ft cube) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Programmed Illusion
illusion
level 6
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Casting Time
1 action
Range 120ft
(30ft cube)
Components
V,
S,
M,
a bit of fleece and jade dust worth at least 25 gp
Duration
until dispelled
Spell lists: wizard, witch, bard
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Scatter (lvl 6) | conjuration | 1 action | 30ft (120ft) | save: wisdom | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Scatter
conjuration
level 6
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.
Casting Time
1 action
Range 30ft
(120ft)
Components
V,
Duration
instant
Spell lists: wizard, warlock, sorcerer
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Soul Cage (lvl 6) | necromancy | reaction | 60ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Soul Cage
necromancy
level 6
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.
Casting Time
reaction
which you take when a humanoid you can see within 60 feet of you dies
Range 60ft
(sight required)
Components
V,
S,
M,
a tiny silver cage worth 100 gp
Duration
8 hours
Immune: non-humanoids
Spell lists: wizard, warlock
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Spacetime Anomaly (lvl 6) | abjuration DC | 1 action C | 200ft (5ft cube) | save: constitution | force / paralyze | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Spacetime Anomaly
abjuration
level 6
(chronurgy)
You create a disturbance in spacetime, causing the fabric of the universe to collapse in pockets around you. Choose up to four 5 foot cubes that you can see within range. Time becomes stagnant in these spaces, causing any objects completely contained in them to be immobilized. Any objects or creatures that enter any of these spaces completely are similarly frozen in time. For example, if a standard arrow was shot through one of the spaces, it would cease motion upon entering and would therefore be unable to hit its target. Creatures frozen in this way are paralyzed, unaware of their surroundings, and cannot be targeted by attacks or other spells. Each frozen creature must make a Constitution saving throw at the end of each of their turns. On a success, they take 2d12 force damage and are shunted out of the frozen space into the nearest unoccupied non-frozen space of their choice. On a failure, they slip through a pocket in spacetime and are teleported to a different, random frozen space created by this casting of this spell and remain frozen. At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pockets and the damage increases by 2d12 for each slot above 6th.
Casting Time
1 action
Range 200ft
(5ft cube)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Condition: paralyze
Spell lists: wizardDunamancy
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Summon Fiend (lvl 6) | conjuration | 1 action C | 90ft | fire,necrotic,slashi… | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Summon Fiend
conjuration
level 6
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.
At higher levels: 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
humanoid blood inside a ruby vial worth at least 600 gp
Duration
Concentration,
up to 1 hour
Spell lists: wizard, warlock
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Sunbeam (lvl 6) | evocation | 1 action C | self (60ft line) | save: constitution | blind | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Sunbeam
evocation
level 6
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-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. The light is sunlight.
Casting Time
1 action
Range self
(60ft line)
(projectile)
Components
V,
S,
M,
a magnifying glass
Duration
Concentration,
up to 1 minute
Condition: blind
Spell lists: wizard, sorcerer, druid, cleric
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Syphon the Weave (lvl 6) | transmutation DC | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Syphon the Weave
transmutation
level 6
(chronurgy)
You penetrate the leylines that make up Arcane Weave in attempt to siphon magical energy from it. You regain levels of spell slots equal to half your character level rounded up. The regained spell slots cannot be 6th level or higher. The magic item used as the material component loses all magical properties for a number of days equal to half your character level rounded up in d10's. At higher levels: When you cast this spell using a spell slot of 7th level or higher, the limit to what level the regained spell slots can be is increased by 1 level for each spell slot above 6th.
Casting Time
1 action
Range self
Components
S,
M,
a non consumable magic item of atleast uncommon rarity
Duration
instant
Spell lists: wizardDunamancy
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Tasha's Otherworldly Guise (lvl 6) | transmutation | bonus action C | self | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: tasha
Tasha's Otherworldly Guise
transmutation
level 6
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:
Casting Time
bonus action
Range self
Components
V,
S,
M,
an object engraved with a symbol of the Outer Planes, worth at least 500 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer
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Temporal Discord (lvl 6) | evocation DC | 1 minute C | touch (60ft radius) | save: charisma | force / stun | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Temporal Discord
evocation
level 6
(chronurgy)
The threads of fate and space bends under your will, creating an alcove in the entropy of the Weave. You touch a point and create a transparent magical zone where time flows differently in a 60-foot-radius dome. Up to twenty willing creatures can be supported in this dome. The area outside the dome in a 10-foot-radius is considered difficult terrain. If a creature tries to enter the area they must first succeed a Charisma saving throw. On a failure they take 2d8 force damage and are stunned until the end of their next turn. They don't have to make the saving throw if they travel through planes to enter. If a creature casts a spell or uses a magical effect targeted at a creature or point within the area they must succeed a Charisma saving throw. On a failure they waste the resource and it fails. Choose one of the following effects for the dome: Dilated Time: Time passes slower inside the zone, so that any creatures inside it experience 1 minute for every 10 minutes that pass outside. Hyperbolic Time: Time passes faster inside the zone, so that any creatures inside it experience 10 minutes for every 1 minute that passes outside.
Casting Time
1 minute
Range touch
(60ft radius)
Components
V,
S,
M,
an iron cage and a timepiece made of either cadmium or bendalloy (Depending on whether you use dialated or hyperbolic) worth 500gp
Duration
Concentration,
up to 24 hours
Condition: stun
Immune: unwilling
Spell lists: wizardDunamancy
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Tenser's Transformation (lvl 6) | transmutation | 1 action C | self | force | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Tenser's Transformation
transmutation
level 6
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:
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Casting Time
1 action
Range self
Components
V,
S,
M,
a few hairs from a bull
Duration
Concentration,
up to 10 minutes
Spell lists: wizard
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Transport via Plants (lvl 6) | conjuration | 1 action | 10ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Transport via Plants
conjuration
level 6
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Casting Time
1 action
Range 10ft
Components
V,
S,
Duration
1 round
Spell lists: druid
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True Seeing (lvl 6) | divination | 1 action | touch (120ft) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
True Seeing
divination
level 6
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.
Casting Time
1 action
Range touch
(120ft)
Components
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
Duration
1 hour
Spell lists: wizard, witch, warlock, sorcerer, cleric, bard
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Wall of Ice (lvl 6) | evocation | 1 action C | 120ft (100ft wall) | save: dexterity | cold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Wall of Ice
evocation
level 6
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 the 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. At higher levels: 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.
Casting Time
1 action
Range 120ft
(100ft wall)
Components
V,
S,
M,
a small piece of quartz
Duration
Concentration,
up to 10 minutes
Spell lists: wizard
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Wall of Thorns (lvl 6) | conjuration | 1 action C | 120ft (60ft wall) | save: dexterity | piercing,slashing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Wall of Thorns
conjuration
level 6
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save. At higher levels: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Casting Time
1 action
Range 120ft
(60ft wall)
Components
V,
S,
M,
a handful of thorns
Duration
Concentration,
up to 10 minutes
Spell lists: druid
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Wind Walk (lvl 6) | transmutation | 1 minute | 30ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Wind Walk
transmutation
level 6
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.
Casting Time
1 minute
Range 30ft
(sight required)
Components
V,
S,
M,
fire and holy water
Duration
8 hours
Spell lists: druid
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Word of Recall (lvl 6) | conjuration | 1 action | 5ft | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Word of Recall
conjuration
level 6
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
Casting Time
1 action
Range 5ft
Components
V,
Duration
instant
Immune: unwilling
Spell lists: cleric
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Abduct (lvl 7) | conjuration | 1 minute | 1mile (30ft) | save: charisma | prone | ||||||||||||||||||||||||||||||||||||||||
Source: valda
Abduct
conjuration
level 7
This spell teleports a creature to your location. Choose a creature within range that is known to you as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell’s duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted.
Casting Time
1 minute
Range 1mile
(30ft)
Components
V,
S,
M,
a silver saucer
Duration
1 hour
Condition: prone
Spell lists: wizard, witch, sorcerer, necromancer, bard
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Conjure Celestial (lvl 7) | conjuration | 1 minute C | 90ft | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Conjure Celestial
conjuration
level 7
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At higher levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Casting Time
1 minute
Range 90ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Spell lists: cleric
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Consectuative Loop (lvl 7) | enchantment DC | 1 action C | 60ft | save: intelligence | |||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Consectuative Loop
enchantment
level 7
(chronurgy)
A creature you can see within range must succeed on an Intelligence saving throw or become trapped in a single moment of time. Until the spell ends, the creature spends each of its turns repeating whatever actions it took on its last turn in exact detail. If it used the Attack action, it does so again, targeting the same space it attacked previously. If it cast a spell and has a similar slot available, it likewise repeats that action targeting the same space (or a creature within the same space) as it did on the repeating turn. If any condition interferes with the action, the target stubbornly attempts to perform it in vain. At higher levels: When you cast this spell using a spell slot of 8th level, the duration increases to 1 hour. At 9th level, it increases to 8 hours.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
an ornate hourglass worth 500gp
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Create Magen (lvl 7) | transmutation | 1 hour | touch | ||||||||||||||||||||||||||||||||||||||||||
Source: icewind dale
Create Magen
transmutation
level 7
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.
Casting Time
1 hour
Range touch
Components
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
Duration
instant
Spell lists: wizard
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Crown of Stars (lvl 7) | evocation | 1 action | self (120ft) | attack: ranged | radiant | ||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Crown of Stars
evocation
level 7
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. At higher levels: 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.
Casting Time
1 action
Range self
(120ft)
(projectile)
Components
V,
S,
Duration
1 hour
Spell lists: wizard, warlock, sorcerer
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Curse of Binding (lvl 7) | enchantment | 1 action R | 60ft | save: mixed | curse | ||||||||||||||||||||||||||||||||||||||||
Source: valda
Curse of Binding
enchantment
level 7
You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be cursed to be permanently bound to the chosen location. While cursed, the target can act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet toward the point it was bound to. Additionally, if the creature tries to use extraplanar travel, it must make another Charisma saving throw. On a failure, the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes. A remove curse spell cast using a spell slot of 7th level or higher ends this curse early.
Casting Time
1 action
(ritual)
Range 60ft
(sight required)
Components
V,
S,
M,
a body part from the intended target, such as a fingernail, a lock of hair, or a drop of blood
Duration
until dispelled
Condition: curse
Spell lists: witch
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Delayed Blast Fireball (lvl 7) | evocation | 1 action C | 150ft (20ft sphere) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Delayed Blast Fireball
evocation
level 7
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. At higher levels: 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.
Casting Time
1 action
Range 150ft
(20ft sphere)
(projectile)
Components
V,
S,
M,
a tiny ball of bat guano and sulfur
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer
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Divine Word (lvl 7) | evocation | bonus action | 30ft | save: charisma | blind,deaf,stun | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Divine Word
evocation
level 7
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
Casting Time
bonus action
Range 30ft
(sight required)
(hearing required)
Components
V,
Duration
instant
Condition: blind,deaf,stun
Spell lists: cleric
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Draconic Transformation (lvl 7) | transmutation | bonus action C | self | save: dexterity | force | ||||||||||||||||||||||||||||||||||||||||
Source: fizban
Draconic Transformation
transmutation
level 7
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.
Casting Time
bonus action
Range self
(projectile)
Components
V,
S,
M,
a statuette of a dragon, worth at least 500 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, druid
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Echoes of Future and Past (lvl 7) | conjuration DC | 1 action C | self | ||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Echoes of Future and Past
conjuration
level 7
(chronurgy)
You pull shadowed versions of yourself from alternate timelines and call upon them to defend and fight for you. While these duplicates of yourself surround you, you gain the following benefits:
Casting Time
1 action
Range self
Components
V,
S,
M,
two shards of a mirror
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Etherealness (lvl 7) | transmutation | 1 action | self | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Etherealness
transmutation
level 7
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately 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 when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At higher levels: 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.
Casting Time
1 action
Range self
Components
V,
S,
Duration
up to 8 hours
Spell lists: wizard, witch, warlock, sorcerer, necromancer, cleric, bard
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Finger of Death (lvl 7) | necromancy | 1 action | 60ft | save: constitution | necrotic | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Finger of Death
necromancy
level 7
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.
Casting Time
1 action
Range 60ft
(projectile)
(sight required)
Components
V,
S,
Duration
instant
Immune: non-humanoids
Spell lists: wizard, warlock, sorcerer, necromancer
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Fire Storm (lvl 7) | evocation | 1 action | 150ft (100ft line) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Fire Storm
evocation
level 7
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Casting Time
1 action
Range 150ft
(100ft line)
Components
V,
S,
Duration
instant
Spell lists: sorcerer, druid, cleric
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Forcecage (lvl 7) | evocation | 1 action | 100ft (20ft cube) | save: charisma | |||||||||||||||||||||||||||||||||||||||||
Source: PHB
Forcecage
evocation
level 7
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.
Casting Time
1 action
Range 100ft
(20ft cube)
Components
V,
S,
M,
ruby dust worth 1,500 gp
Duration
1 hour
Spell lists: wizard, warlock, bard
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Greater Impressions of the Past (lvl 7) | divination DC | 1 action C | self | ||||||||||||||||||||||||||||||||||||||||||
Source: valda
Greater Impressions of the Past
divination
level 7
(chronurgy)
You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which can’t be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal. While perceiving the past, you can look in any direction, but you can’t move or speak, and are unable to sense your present surroundings. At higher levels: When you cast this spell using a spell slot of 8th level or higher, you may share this spell with one other creature that you touch. An unwilling target can make a Wisdom saving throw to avoid being affected.
Casting Time
1 action
Range self
(sight required)
Components
V,
S,
M,
an hourglass and a glass eye worth at least 100 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy, cleric
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Inevitable Boulder (lvl 7) | conjuration | 1 action C | 60ft | save: dexterity | bludgeoning / prone | ||||||||||||||||||||||||||||||||||||||||
Source: valda
Inevitable Boulder
conjuration
level 7
At a point you choose within range, you conjure into existence a Large 8-foot diameter boulder, which rolls in pursuit of one creature that you can see of your choice. The boulder has 18 AC, 75 HP, immunity to poison and psychic damage, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If the boulder is reduced to 0 hit points, it vanishes and the spell ends. At the beginning of each of your turns, the boulder moves 60 feet in the direction of its target. If the boulder enters a creature’s space, the creature must make a Dexterity saving throw. On a failed save, it takes 6d10 bludgeoning damage and, if it is Large size or smaller, is knocked prone. On a success, the creature takes half as much damage and is not knocked prone. The boulder also crushes nonmagical objects smaller than itself in its path. If the boulder reaches its target, it rolls over it and continues on, completing its 60-foot movement. The boulder continues to pursue its target for the duration, rolling over it more than once if possible. After the spell ends, the boulder continues to pursue its target for up to 24 hours. Once the boulder strikes its target after the spell ends, it immediately vanishes.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
an almost spherical stone
Duration
Concentration,
up to 1 minute
Condition: prone
Immune: magical-items
Spell lists: wizard, druid
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Mass Skirmish (lvl 7) | transmutation | 1 action C | self (30ft radius) | ||||||||||||||||||||||||||||||||||||||||||
Source: valda
Mass Skirmish
transmutation
level 7
This spell allows you to enhance the mobility of any number of willing creatures that you can see within range. You bolster each target, enabling them to move easily through enemy formations. For the duration, each target’s speed is increased by 15 feet, is unaffected by nonmagical difficult terrain, and doesn’t provoke opportunity attacks.
Casting Time
1 action
Range self
(30ft radius)
(sight required)
Components
V,
S,
M,
a branch from a tree
Duration
Concentration,
up to 10 minutes
Immune: unwilling
Spell lists: wizard, cleric
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Mirage Arcane (lvl 7) | illusion | 10 minutes | sight (1mile square) | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mirage Arcane
illusion
level 7
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Casting Time
10 minutes
Range sight
(1mile square)
Components
V,
S,
Duration
10 days
Immune: truesight
Spell lists: wizard, witch, druid, bard
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Mordenkainen's Magnificent Mansion (lvl 7) | conjuration | 1 minute R | 300ft (250ft square) | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mordenkainen's Magnificent Mansion
conjuration
level 7
(homebrew modified)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Casting Time
1 minute
(ritual)
Range 300ft
(250ft square)
Components
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
Duration
24 hours
Spell lists: wizard, bard
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Mordenkainen's Sword (lvl 7) | evocation | 1 action C | 60ft | attack: melee | force | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mordenkainen's Sword
evocation
level 7
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.
Casting Time
1 action
Range 60ft
Components
V,
S,
M,
a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizard, bard
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Plane Shift (lvl 7) | conjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Plane Shift
conjuration
level 7
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. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the 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 the 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.
Casting Time
1 action
Range touch
(projectile)
Components
V,
S,
M,
a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Duration
instant
Immune: unwilling
Spell lists: wizard, witch, warlock, sorcerer, necromancer, druid, cleric
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Power Word: Pain (lvl 7) | enchantment | 1 action | 60ft | ||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Power Word: Pain
enchantment
level 7
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
Duration
instant
Immune: non-charmable
Spell lists: wizard, warlock, sorcerer
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Prismatic Spray (lvl 7) | evocation | 1 action | self (60ft cone) | save: dexterity | fire,acid,lightning,… | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Prismatic Spray
evocation
level 7
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.
Casting Time
1 action
Range self
(60ft cone)
(projectile)
Components
V,
S,
Duration
instant
Condition: restrain,blind,petrify
Spell lists: wizard, sorcerer, bard
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Project Image (lvl 7) | illusion | 1 action C | 500mile | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Project Image
illusion
level 7
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn 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. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Casting Time
1 action
Range 500mile
Components
V,
S,
M,
a small replica of you made from materials worth at least 5 gp
Duration
Concentration,
up to 24 hours
Spell lists: wizard, witch, bard
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Regenerate (lvl 7) | transmutation | 1 minute | touch | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Regenerate
transmutation
level 7
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Casting Time
1 minute
Range touch
Components
V,
S,
M,
a prayer wheel and holy water
Duration
1 hour
Spell lists: druid, cleric, bard
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Resurrection (lvl 7) | necromancy | 1 hour | touch | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Resurrection
necromancy
level 7
You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Casting Time
1 hour
Range touch
Components
V,
S,
M,
a diamond worth at least 1,000 gp, which the spell consumes
Duration
instant
Immune: unwilling
Spell lists: cleric, bard
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Reverse Gravity (lvl 7) | transmutation DG | 1 action C | 100ft (50ft cylinder) | save: dexterity | bludgeoning | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Reverse Gravity
transmutation
level 7
(graviturgy)
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.
Casting Time
1 action
Range 100ft
(50ft cylinder)
Components
V,
S,
M,
a lodestone and iron filings
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy, wizard, sorcerer, druid
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Rewind (lvl 7) | transmutation DC | 1 action | 500ft | ||||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Rewind
transmutation
level 7
(chronurgy)
You fill a creature or object in range with arcane temporal energy that reverses their physical state while keeping them fixed in the present. The target returns to the exact state that they were in at the beginning of your last turn. If the target is a creature, they retain their memories. The target's hit points revert to the amount they had at the beginning of your last turn. Additionally, any status conditions or magical effects placed on them during this time are nullified, but any which were lifted during this time return. Spell slots and feature uses remain expended. For example, if a Paladin uses their Channel Divinity to use Abjure Enemy on a creature, and that creature is then immediately targeted by this spell, Abjure Enemy would no longer affect the creature, but the Paladin’s use of Channel Divinity is still expended. The target also returns to the location that they were in at that time, if physically possible. Other nearby objects that interacted with the target may be slightly moved or modified to account for this change. For example, if a creature is impaled by a spear and then targeted by this spell, the spear would be removed from their body as their wound is undone, settling on the ground next to them. A creature that died within this time is also a valid target of this spell.
Casting Time
1 action
Range 500ft
Components
S,
Duration
instant
Spell lists: wizardDunamancy
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Sequester (lvl 7) | transmutation | 1 action | touch | invisible | |||||||||||||||||||||||||||||||||||||||||
Source: PHB
Sequester
transmutation
level 7
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.
Casting Time
1 action
Range touch
Components
V,
S,
M,
a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes
Duration
until dispelled
Condition: invisible
Immune: unwilling
Spell lists: wizard, witch, necromancer
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Simulacrum (lvl 7) | illusion | 12 hours | touch | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Simulacrum
illusion
level 7
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.
Casting Time
12 hours
Range touch
Components
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
Duration
until dispelled
Immune: non-humanoids,non-beasts
Spell lists: wizard
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Symbol (lvl 7) | abjuration | 1 minute | touch (10ft square) | save: mixed | necrotic /… | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Symbol
abjuration
level 7
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Casting Time
1 minute
Range touch
(10ft square)
Components
V,
S,
M,
mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes
Duration
until dispelled or triggered
Condition: fear,incapacitate,unconscious,stun
Spell lists: wizard, witch, druid, cleric, bard
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Teleport (lvl 7) | conjuration | 1 action | 10ft | ||||||||||||||||||||||||||||||||||||||||||
Source: PHB
Teleport
conjuration
level 7
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.
"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.
Casting Time
1 action
Range 10ft
(sight required)
Components
V,
Duration
instant
Immune: unwilling
Spell lists: wizard, witch, sorcerer, necromancer, bard
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Temple of the Gods (lvl 7) | conjuration | 1 hour | 120ft (120ft cube) | ||||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Temple of the Gods
conjuration
level 7
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting Time
1 hour
Range 120ft
(120ft cube)
(sight required)
Components
V,
S,
M,
a holy symbol worth at least 5 gp
Duration
24 hours
Spell lists: cleric
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Tether Essence (lvl 7) | necromancy DC | 1 action C | 60ft | save: constitution | |||||||||||||||||||||||||||||||||||||||||
Source: wildemount
Tether Essence
necromancy
level 7
(chronurgy)
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
M,
a spool of platinum cord worth at least 250 gp, which the spell consumes
Duration
Concentration,
up to 1 hour
Spell lists: wizardDunamancy
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Whirlwind (lvl 7) | evocation | 1 action C | 300ft (10ft cylinder) | save: mixed | bludgeoning /… | ||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Whirlwind
evocation
level 7
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.
Casting Time
1 action
Range 300ft
(10ft cylinder)
Components
V,
M,
a piece of straw
Duration
Concentration,
up to 1 minute
Condition: restrain
Immune: big-creatures
Spell lists: wizard, druid
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Abi-Dalzim's Horrid Wilting (lvl 8) | necromancy | 1 action | 150ft (30ft cube) | save: constitution | necrotic | ||||||||||||||||||||||||||||||||||||||
Source: xanathar
Abi-Dalzim's Horrid Wilting
necromancy
level 8
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.
Casting Time
1 action
Range 150ft
(30ft cube)
(projectile)
Components
V,
S,
M,
a bit of sponge
Duration
instant
Immune: constructs,undead
Spell lists: wizard, sorcerer
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Animal Shapes (lvl 8) | transmutation | 1 action C | 30ft | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Animal Shapes
transmutation
level 8
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point 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 unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 24 hours
Immune: unwilling
Spell lists: druid
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Antimagic Field (lvl 8) | abjuration | 1 action C | self (10ft radius) | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Antimagic Field
abjuration
level 8
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.
Casting Time
1 action
Range self
(10ft radius)
Components
V,
S,
M,
a pinch of powdered iron or iron filings
Duration
Concentration,
up to 1 hour
Spell lists: wizard, necromancer, cleric
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Antipathy/Sympathy (lvl 8) | enchantment | 1 hour | 60ft (200ft cube) | save: wisdom | fear | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Antipathy/Sympathy
enchantment
level 8
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.
Casting Time
1 hour
Range 60ft
(200ft cube)
Components
V,
S,
M,
either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect
Duration
10 days
Condition: fear
Spell lists: wizard, witch, druid, bard
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Clone (lvl 8) | necromancy | 1 hour | touch | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Clone
necromancy
level 8
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.
Casting Time
1 hour
Range touch
Components
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
Duration
instant
Spell lists: wizard, necromancer
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Control Weather (lvl 8) | transmutation | 10 minutes C | self (5miles radius) | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Control Weather
transmutation
level 8
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.
Casting Time
10 minutes
Range self
(5miles radius)
Components
V,
S,
M,
burning incense and bits of earth and wood mixed in water
Duration
Concentration,
up to 8 hours
Spell lists: wizard, druid, cleric
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Dark Star (lvl 8) | evocation DG | 1 action C | 150ft (40ft sphere) | save: constitution | force / deaf | ||||||||||||||||||||||||||||||||||||||
Source: wildemount
Dark Star
evocation
level 8
(graviturgy)
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.
Casting Time
1 action
Range 150ft
(40ft sphere)
Components
V,
S,
M,
a shard of onyx and a drop of the caster's blood, both of which the spell consumes
Duration
Concentration,
up to 1 minute
Condition: deaf
Immune: magical-items
Spell lists: wizardDunamancy
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Demiplane (lvl 8) | conjuration | 1 action | 60ft | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Demiplane
conjuration
level 8
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
S,
Duration
1 hour
Spell lists: wizard, warlock, sorcerer
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Dominate Monster (lvl 8) | enchantment | 1 action C | 60ft | save: wisdom | charm | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Dominate Monster
enchantment
level 8
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At higher levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 hour
Condition: charm
Spell lists: wizard, witch, warlock, sorcerer, bard
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Dominion of Fate (lvl 8) | divination DC | 1 action C | self | ||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Dominion of Fate
divination
level 8
(chronurgy)
You have learned enough about the entropy of the weave, fate, and manipulation of time to allow your conscience to exist both in the present and somewhere else along the time simultaneously. You must choose one of the following options gaining the benefits from existing in the future or the past: Future: At the start of every turn you regain hit points equal to 2d8 plus your spellcasting ability modifier, you double your movement, and on your bonus action you can choose a creature within 60 feet to subtract 1d6 from their ability checks, attack rolls, and saving throws until the start of your next turn. Past: You have advantage on ability checks, attack rolls, and saving throws and on every turn you can take an additional action on your turns. That extra action can be used only to take the Attack (one attack only), Cast a Spell (2nd level or lower only), Dash, Disengage, Help, Hide, or Use an Object action. After the spells ends, you take 2d4 psychic damage and must succeed a DC 15 Wisdom saving throw or subtract 1d6 from ability checks, attack rolls, and saving throws until you complete a short or long rest as the recoil back into the present is too much for your mortal mind to handle.
Casting Time
1 action
Range self
Components
V,
S,
M,
three different timepieces each worth 500 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizardDunamancy
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Earthquake (lvl 8) | evocation | 1 action C | 500ft (100ft circle) | save: dexterity | bludgeoning / prone | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Earthquake
evocation
level 8
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Casting Time
1 action
Range 500ft
(100ft circle)
(sight required)
Components
V,
S,
M,
a pinch of dirt, a piece of rock, and a lump of clay
Duration
Concentration,
up to 1 minute
Condition: prone
Spell lists: sorcerer, druid, cleric
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Existential Paradox (lvl 8) | enchantment DC | 1 action | 30ft | save: wisdom | psychic / exhaustion | ||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Existential Paradox
enchantment
level 8
(chronurgy)
When you cast this spell, you focus on a creature you can see within range. The creature must succeed on a Wisdom saving throw or have its consciousness thrust back in time to a moment before it existed. The existential shock of the experience causes it to take 20d8 psychic damage. If this damage reduces the creature to 0 hit points the creature's head explodes. Whether the save fails or succeeds, the creature takes 1 point of exhaustion that can only be cured with a greater restoration or heal spell or some other similar magic.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
Duration
instant
Condition: exhaustion
Spell lists: wizardDunamancy
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Feeblemind (lvl 8) | enchantment | 1 action | 150ft | save: intelligence | psychic | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Feeblemind
enchantment
level 8
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.
Casting Time
1 action
Range 150ft
(sight required)
Components
V,
S,
M,
a handful of clay, crystal, glass, or mineral spheres
Duration
instant
Spell lists: wizard, witch, warlock, necromancer, druid, bard
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Gahoul's Glorious Gothic (lvl 8) | conjuration | 1 hour | 1mile | ||||||||||||||||||||||||||||||||||||||||
Source: valda
Gahoul's Glorious Gothic
conjuration
level 8
A rift opens, pouring forth tons of brick and stonework that neatly and quickly assemble into a vast gothic estate. The estate consists of a manor containing a vault, a spacious 200-by-200-foot courtyard, and a 10-foot high wrought iron fence around the perimeter. Any creature within the estate’s area is escorted away by harmless but forceful specters. You can create any floor plan you like for the manor, but the space can’t exceed 50 cubes, each cube being 10 feet on each side, or five stories in total, including basements. The manor is adorned with barred windows and decorative gargoyles, but is furnished and decorated as you choose. Once the manor is first created, these details are recorded in the miniature manor used to cast the spell and can’t be changed. The manor is staffed by 50 skeletons obedient to you, and contains enough food to serve 50 people each day for a week. The skeletons can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature.
Casting Time
1 hour
Range 1mile
Components
V,
S,
M,
a decorated gothic manor miniature worth at least 1,000 gp
Duration
7day
Spell lists: necromancer
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Glibness (lvl 8) | transmutation | 1 action | self | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Glibness
transmutation
level 8
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Casting Time
1 action
Range self
Components
V,
Duration
1 hour
Spell lists: witch, warlock, bard
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Holy Aura (lvl 8) | abjuration | 1 action C | self (30ft radius) | save: constitution | blind | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Holy Aura
abjuration
level 8
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Casting Time
1 action
Range self
(30ft radius)
Components
V,
S,
M,
a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text
Duration
Concentration,
up to 1 minute
Condition: blind
Spell lists: cleric
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Illusory Dragon (lvl 8) | illusion | 1 action C | 120ft | save: mixed | acid,cold,fire,light… | ||||||||||||||||||||||||||||||||||||||
Source: xanathar
Illusory Dragon
illusion
level 8
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.
Casting Time
1 action
Range 120ft
(sight required)
Components
S,
Duration
Concentration,
up to 1 minute
Condition: fear
Spell lists: wizard
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Incendiary Cloud (lvl 8) | conjuration | 1 action C | 150ft (20ft sphere) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Incendiary Cloud
conjuration
level 8
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.
Casting Time
1 action
Range 150ft
(20ft sphere)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, druid
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Maddening Darkness (lvl 8) | evocation | 1 action C | 150ft (60ft sphere) | save: wisdom | psychic | ||||||||||||||||||||||||||||||||||||||
Source: xanathar
Maddening Darkness
evocation
level 8
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.
Casting Time
1 action
Range 150ft
(60ft sphere)
Components
V,
M,
a drop of pitch mixed with a drop of mercury
Duration
Concentration,
10 minutes
Spell lists: wizard, warlock
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Maze (lvl 8) | conjuration | 1 action C | 60ft | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Maze
conjuration
level 8
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 10 minutes
Spell lists: wizard
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Mighty Fortress (lvl 8) | conjuration | 1 minute | 1mile (120ft square) | ||||||||||||||||||||||||||||||||||||||||
Source: xanathar
Mighty Fortress
conjuration
level 8
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.
Casting Time
1 minute
Range 1mile
(120ft square)
(sight required)
Components
V,
S,
M,
a diamond worth at least 500 gp, which the spell consumes
Duration
instant
Spell lists: wizard
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Mind Blank (lvl 8) | abjuration | 1 action | touch | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Mind Blank
abjuration
level 8
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.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
24 hours
Immune: unwilling
Spell lists: wizard, witch, necromancer, bard
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Power Word: Stun (lvl 8) | enchantment | 1 action | 60ft | save: constitution | stun | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Power Word: Stun
enchantment
level 8
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Condition: stun
Spell lists: wizard, witch, warlock, sorcerer, necromancer, bard
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Reality Break (lvl 8) | conjuration DC | 1 action C | 60ft | save: wisdom | psychic,force,cold /… | ||||||||||||||||||||||||||||||||||||||
Source: wildemount
Reality Break
conjuration
level 8
(chronurgy)
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
Casting Time
1 action
Range 60ft
Components
V,
S,
M,
a crystal prism
Duration
Concentration,
up to 1 minute
Condition: stun,prone,blind
Spell lists: wizardDunamancy
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Sunburst (lvl 8) | evocation | 1 action | 150ft (60ft sphere) | save: constitution | radiant / blind | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Sunburst
evocation
level 8
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.
Casting Time
1 action
Range 150ft
(60ft sphere)
Components
V,
S,
M,
fire and a piece of sunstone
Duration
instant
Condition: blind
Immune: blindsight
Spell lists: wizard, sorcerer, druid, cleric
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Telepathy (lvl 8) | evocation | 1 action | unlimited | ||||||||||||||||||||||||||||||||||||||||
Source: PHB
Telepathy
evocation
level 8
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.
Casting Time
1 action
Range unlimited
Components
V,
S,
M,
a pair of linked silver rings
Duration
24 hours
Immune: unwilling
Spell lists: wizard
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Temporal Bubble (lvl 8) | transmutation DC | 1 hour | 90ft (50ft radius) | ||||||||||||||||||||||||||||||||||||||||
Source: HB dunamancy
Temporal Bubble
transmutation
level 8
(chronurgy)
You create a translucent, spherical demiplane with a radius up to 50 feet centered on a point you choose within range. Time within this demiplane passes significantly faster than time outside, allowing you to experience 24 hours of time while those outside only experience 1 hour. To those inside the sphere, the outside world appears nearly motionless and sluggish, while to those on the outside, the inside of the sphere appears blurred and spastic. Creatures and objects can pass into and out of the demiplane, but no spell or magical effect created on one side of it can affect the other side. In combat, creatures on the outside of the sphere must skip their turns for most rounds. However, every 24 rounds, every creature in the initiative count takes their turn as normal. You can end the spell early by using an action to dismiss it.
Casting Time
1 hour
Range 90ft
(50ft radius)
Components
V,
S,
M,
a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 45,000gp
Duration
8 hours
Spell lists: wizardDunamancy
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Tsunami (lvl 8) | conjuration | 1 minute C | sight (300ft wall) | save: strength | bludgeoning | ||||||||||||||||||||||||||||||||||||||
Source: PHB
Tsunami
conjuration
level 8
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Casting Time
1 minute
Range sight
(300ft wall)
Components
V,
S,
Duration
Concentration,
up to 6 rounds
Immune: big-creatures
Spell lists: druid
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Wildfire (lvl 8) | evocation | 1 action C | 60ft (50ft line) | save: dexterity | fire | ||||||||||||||||||||||||||||||||||||||
Source: valda
Wildfire
evocation
level 8
You create a magical fire that fills ten 5-foot cubes on the ground, which you can arrange as you wish within range. Each cube you place must have a face adjacent to the face of another cube. On each of your turns after you cast this spell, you can use a bonus action to expand the area of the fire by up to ten additional 5-foot cubes that each have a face adjacent to the face of another cube of fire. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When a creature moves into the area of fire for the first time or starts its turn there, it must make a Dexterity saving throw. It takes 8d8 fire damage on a failed save, or half as much on a successful save.
Casting Time
1 action
Range 60ft
(50ft line)
Components
V,
S,
M,
a piece of flint
Duration
Concentration,
up to 1 minute
Spell lists: wizard, sorcerer, druid
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Spell | School | Casting Time | Range/Area | Save/Attack | Damage/Effect | ||||||||||||||||
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Astral Projection (lvl 9) | necromancy | 1 hour | 10ft | unconscious | |||||||||||||||||
Source: PHB
Astral Projection
necromancy
level 9
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. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. 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—something that can happen only when an effect specifically states that it does—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.
Casting Time
1 hour
Range 10ft
Components
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 100 gp, all of which the spell consumes
Duration
special
Condition: unconscious
Immune: unwilling
Spell lists: wizard, witch, warlock, cleric
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Blade of Disaster (lvl 9) | conjuration | bonus action C | 60ft | attack: melee | force | ||||||||||||||||
Source: tasha
Blade of Disaster
conjuration
level 9
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.
Casting Time
bonus action
Range 60ft
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer
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Foresight (lvl 9) | divination | 1 minute | touch | ||||||||||||||||||
Source: PHB
Foresight
divination
level 9
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.
Casting Time
1 minute
Range touch
Components
V,
S,
M,
a hummingbird feather
Duration
8 hours
Immune: unwilling
Spell lists: wizard, witch, warlock, druid, bard
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Gate (lvl 9) | conjuration | 1 action C | 60ft (20ft circle) | ||||||||||||||||||
Source: PHB
Gate
conjuration
level 9
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. The portal has a front and a back on each plane where it appears. 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 DM deems appropriate. It might leave, attack you, or help you.
Casting Time
1 action
Range 60ft
(20ft circle)
(sight required)
Components
V,
S,
M,
a diamond worth at least 5,000 gp
Duration
Concentration,
up to 1 minute
Spell lists: wizard, warlock, sorcerer, cleric
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Heart of Darkness (lvl 9) | necromancy | 1 hour | self (1mile radius) | ||||||||||||||||||
Source: valda
Heart of Darkness
necromancy
level 9
When you cast this spell, you stab a black, ritualistically prepared Humanoid heart. The ichor from the heart infects the land with foul necromantic energies, causing up to one hundred piles of bones or corpses of Medium or Small Humanoids within a 1-mile radius to rise from the dead, becoming skeletons or zombies (the GM has the creatures’ game statistics). The Undead dig their way out of graves, smash their way out of mausoleums, and tear down cemetery gates. The creature that is holding the heart can use its action to issue a general command to all Undead created by the spell, such as to destroy a town or hunt down a particular creature. Only one general command can be issued to the Undead every 24 hours. If not issued a command, the Undead indiscriminately attack living creatures, other than the creature that is holding the heart and creatures designated by it. Once given an order, the Undead continue to follow it to the best of their ability until the task is complete. Even while you hold the heart, the Undead aren’t directly under your control, and therefore don’t count against any limitations of Undead you can command. The Undead remain animated until the spell ends. The spell ends if the heart is destroyed (AC 20, HP 10, immunity to necrotic, poison, and psychic damage) or targeted by a dispel magic spell cast as a 9th-level spell. When the spell ends, all Undead animated by it are instantly destroyed, crumpling into a heap. The spell also ends if every Undead created by it is destroyed.
Casting Time
1 hour
Range self
(1mile radius)
(projectile)
Components
V,
S,
M,
A Humanoid heart prepared with onyx and diamond dust worth at least 10,000 gp
Duration
until dispelled
Immune: big-creatures
Spell lists: necromancer
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Identity Curse (lvl 9) | enchantment | 1 action | touch | save: wisdom | curse | ||||||||||||||||
Source: valda
Identity Curse
enchantment
level 9
You extend a finger to a creature’s temple, who then forgets its own name. Choose one creature you can touch to make a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour and is cursed to forget its identity. When the target awakens, it loses all its personal memories, though the target retains all of its general knowledge, proficiencies, and other statistics. The target won’t realize it has any class features or special abilities, and so doesn’t willingly make use of them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity. A remove curse spell cast using a 9th-level spell slot ends this curse. When this curse ends, the target regains all its past memories.
Casting Time
1 action
Range touch
Components
V,
S,
M,
Duration
until dispelled
Condition: curse
Spell lists: witch
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Imprisonment (lvl 9) | abjuration | 1 minute | 30ft | save: wisdom | restrain,unconscious | ||||||||||||||||
Source: PHB
Imprisonment
abjuration
level 9
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.
Casting Time
1 minute
Range 30ft
(sight required)
Components
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
Duration
until dispelled
Condition: restrain,unconscious
Spell lists: wizard, witch, warlock, necromancer
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Invulnerability (lvl 9) | abjuration | 1 action C | self | ||||||||||||||||||
Source: xanathar
Invulnerability
abjuration
level 9
You are immune to all damage until the spell ends.
Casting Time
1 action
Range self
Components
V,
S,
M,
a small piece of adamantine worth at least 500 gp, which the spell consumes
Duration
Concentration,
up to 10 minutes
Spell lists: wizard
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Mass Heal (lvl 9) | evocation | 1 action | 60ft | ||||||||||||||||||
Source: PHB
Mass Heal
evocation
level 9
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
S,
Duration
instant
Immune: constructs,undead
Spell lists: cleric
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Mass Polymorph (lvl 9) | transmutation | 1 action C | 120ft | save: wisdom | |||||||||||||||||
Source: xanathar
Mass Polymorph
transmutation
level 9
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s 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 chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, 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.
Casting Time
1 action
Range 120ft
(sight required)
Components
V,
S,
M,
a caterpillar cocoon
Duration
Concentration,
up to 1 hour
Immune: shapechanger
Spell lists: wizard, witch, sorcerer, bard
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Meteor Swarm (lvl 9) | evocation | 1 action | 1mile (40ft sphere) | save: dexterity | fire,bludgeoning | ||||||||||||||||
Source: PHB
Meteor Swarm
evocation
level 9
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.
Casting Time
1 action
Range 1mile
(40ft sphere)
(sight required)
Components
V,
S,
Duration
instant
Spell lists: wizard, sorcerer
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Paradox (lvl 9) | transmutation DC | 1 action | 60ft | ||||||||||||||||||
Source: valda
Paradox
transmutation
level 9
(chronurgy)
By twisting the flow of time into knots, you cause one action of your choice taken within range within the last round to be undone. Reality then reasserts itself, recoiling from the damage caused by removing an event from time. The direct effects of that action, such as damage dealt by an attack or spell, are undone, but the indirect effects, such as creatures choosing to move to different locations, are not. The creature that took the action takes 10d8 psychic damage, as it copes with its history being modified.
Casting Time
1 action
Range 60ft
Components
V,
S,
Duration
instant
Spell lists: wizardDunamancy, warlock, sorcerer
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Power Word: Heal (lvl 9) | evocation | 1 action | touch | ||||||||||||||||||
Source: PHB
Power Word: Heal
evocation
level 9
A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Casting Time
1 action
Range touch
Components
V,
S,
Duration
instant
Immune: constructs,undead
Spell lists: cleric, bard
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Power Word: Kill (lvl 9) | enchantment | 1 action | 60ft | ||||||||||||||||||
Source: PHB
Power Word: Kill
enchantment
level 9
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.
Casting Time
1 action
Range 60ft
(sight required)
Components
V,
Duration
instant
Spell lists: wizard, warlock, sorcerer, necromancer, bard
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Prismatic Wall (lvl 9) | abjuration | 1 action | 60ft (90ft wall) | save: mixed | fire,acid,lightning,… | ||||||||||||||||
Source: PHB
Prismatic Wall
abjuration
level 9
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 you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature 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 into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also 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. An Antimagic Field has no effect on it.
Casting Time
1 action
Range 60ft
(90ft wall)
(sight required)
Components
V,
S,
Duration
10 minutes
Condition: blind,petrify
Spell lists: wizard
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Psychic Scream (lvl 9) | enchantment | 1 action | 90ft | save: intelligence | psychic / stun | ||||||||||||||||
Source: xanathar
Psychic Scream
enchantment
level 9
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. 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.
Casting Time
1 action
Range 90ft
(sight required)
Components
S,
Duration
instant
Condition: stun
Immune: low-intellect
Spell lists: wizard, warlock, sorcerer, bard
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Ravenous Void (lvl 9) | evocation DG | 1 action C | 1000ft (20ft sphere) | save: strength | force / restrain | ||||||||||||||||
Source: wildemount
Ravenous Void
evocation
level 9
(graviturgy)
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.
Casting Time
1 action
Range 1000ft
(20ft sphere)
(sight required)
Components
V,
S,
M,
a small, nine-pointed star made of iron
Duration
Concentration,
up to 1 minute
Condition: restrain
Immune: magical-items
Spell lists: wizardDunamancy
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Shapechange (lvl 9) | transmutation | 1 action C | self | ||||||||||||||||||
Source: PHB
Shapechange
transmutation
level 9
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.
Casting Time
1 action
Range self
Components
V,
S,
M,
a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
Duration
Concentration,
up to 1 hour
Spell lists: wizard, druid
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Storm of Vengeance (lvl 9) | conjuration | 1 action C | sight (360ft circle) | save: mixed | thunder,acid,lightni… | ||||||||||||||||
Source: PHB
Storm of Vengeance
conjuration
level 9
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces different effects on your turn. Storm of Vengeance After Round 1
Casting Time
1 action
Range sight
(360ft circle)
(sight required)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: deaf
Spell lists: necromancer, druid
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Time Ravage (lvl 9) | necromancy DC | 1 action | 90ft | save: constitution | necrotic | ||||||||||||||||
Source: wildemount
Time Ravage
necromancy
level 9
(chronurgy)
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.
Casting Time
1 action
Range 90ft
(sight required)
Components
V,
S,
M,
an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes
Duration
instant
Spell lists: wizardDunamancy
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Time Stop (lvl 9) | transmutation DC | 1 action | self | ||||||||||||||||||
Source: PHB
Time Stop
transmutation
level 9
(chronurgy)
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.
Casting Time
1 action
Range self
Components
V,
Duration
instant
Spell lists: wizardDunamancy, wizard, sorcerer
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True Polymorph (lvl 9) | transmutation | 1 action C | 30ft | save: wisdom | |||||||||||||||||
Source: PHB
True Polymorph
transmutation
level 9
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.
Casting Time
1 action
Range 30ft
(sight required)
Components
V,
S,
M,
a drop of mercury, a dollop of gum arabic, and a wisp of smoke
Duration
Concentration,
up to 1 hour
Immune: shapechanger,magical-items
Spell lists: wizard, witch, warlock, bard
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True Resurrection (lvl 9) | necromancy | 1 hour | touch | ||||||||||||||||||
Source: PHB
True Resurrection
necromancy
level 9
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Casting Time
1 hour
Range touch
Components
V,
S,
M,
a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes
Duration
instant
Immune: unwilling
Spell lists: druid, cleric
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Weird (lvl 9) | illusion | 1 action C | 120ft (30ft sphere) | save: wisdom | psychic / fear | ||||||||||||||||
Source: PHB
Weird
illusion
level 9
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.
Casting Time
1 action
Range 120ft
(30ft sphere)
Components
V,
S,
Duration
Concentration,
up to 1 minute
Condition: fear
Spell lists: wizard, witch, warlock, necromancer
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Wish (lvl 9) | conjuration | 1 action | self | ||||||||||||||||||
Source: PHB
Wish
conjuration
level 9
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 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.
Casting Time
1 action
Range self
Components
V,
Duration
instant
Spell lists: wizard, sorcerer
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