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spelldescs.txt
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spelldescs.txt
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Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within
range, or choose two creatures within range that are
within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Aid
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
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.
Antimagic Field
8th-level abjuration
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M (a pinch of powdered iron or iron filings)
Duration: Concentration, up to 1 hour
A 10-foot-radius invisible sphere of antimagic surrounds
you. This area is divorced from the magical energy that
suffuses the multiverse. Within the sphere, spells can’t
be cast, summoned creatures disappear, and even magic
items become mundane. Until the spell ends, the sphere
moves with you, centered on you.
Spells and other magical effects, except those created
by an artifact or a deity, are suppressed in the sphere
and can’t protrude into it. A slot expended to cast
a suppressed spell is consumed. While an effect is
suppressed, it doesn’t function, but the time it spends
suppressed counts against its duration.
Targeted Effects. Spells and other magical effects,
such as magic missile and charm person, that target
a creature or an object in the sphere have no effect on
that target.
Areas of Magic. The area of another spell or magical
effect, such as fireball, can’t extend into the sphere.
If the sphere overlaps an area of magic, the part of
the area that is covered by the sphere is suppressed.
For example, the flames created by a wall of fire are
suppressed within the sphere, creating a gap in the wall
if the overlap is large enough.
Spells. Any active spell or other magical effect on a
creature or an object in the sphere is suppressed while
the creature or object is in it.
Magic Items. The properties and powers of
magic items are suppressed in the sphere. For
example, a +1 longsword in the sphere functions as a
nonmagical longsword.
A magic weapon’s properties and powers are
suppressed if it is used against a target in the sphere or
wielded by an attacker in the sphere. If a magic weapon
or a piece of magic ammunition fully leaves the sphere
(for example, if you fire a magic arrow or throw a magic
spear at a target outside the sphere), the magic of the
item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel
fail to work in the sphere, whether the sphere is the
destination or the departure point for such magical
travel. A portal to another location, world, or plane of
existence, as well as an opening to an extradimensional
space such as that created by the rope trick spell,
temporarily closes while in the sphere.
Creatures and Objects. A creature or object
summoned or created by magic temporarily winks out
of existence in the sphere. Such a creature instantly
reappears once the space the creature occupied is no
longer within the sphere.
Dispel Magic. Spells and magical effects such as
dispel magic have no effect on the sphere. Likewise, the
spheres created by different antimagic field spells don’t
nullify each other.
Arcane Eye
4th-level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
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.
Arcane Lock
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
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.
Astral Projection
9th-level necromancy
Casting Time: 1 hour
Range: 10 feet
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
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.
Augury
2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones,
laying out ornate cards, or employing some other
divining tool, you receive an omen from an otherworldly
entity about the results of a specific course of action that
you plan to take within the next 30 minutes. The DM
chooses from the following possible omens:
•
Weal, for good results
•
Woe, for bad results
•
Weal and woe, for both good and bad results
•
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible
circumstances that might change the outcome, such
as the casting of additional spells or the loss or gain of
a companion.
If you cast the spell two or more times before
completing your next long rest, there is a cumulative 25
percent chance for each casting after the first that you
get a random reading. The DM makes this roll in secret.
Beacon of Hope
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Blade Barrier
6th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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.
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
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.
Blur
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
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.
Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
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.
Chain Lightning
6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
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 damage 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.
Charm Person
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
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.
Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
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.
Commune
5th-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (incense and a vial of holy or unholy water)
Duration: 1 minute
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.
Comprehend Languages
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
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 a glyph, such as an arcane sigil, that isn’t part of a
written language.
Cone of Cold
5th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
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.
Counterspell
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
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.
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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.
Dancing Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
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.
Darkness
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
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.
Death Ward
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
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 spell ends.
Delayed Blast Fireball
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from your pointing finger,
then condenses to linger at a chosen point within range
as a glowing bead for the duration. When the spell
ends, either because your concentration is broken or
because you decide to end it, the bead blossoms with a
low roar into an explosion of flame that spreads around
corners. Each creature in a 20-foot-radius sphere
centered on that point must make a Dexterity saving
throw. A creature takes fire damage equal to the total
accumulated damage on a failed save, or half as much
damage on a successful one.
The spell’s base damage is 12d6. If at the end of
your turn the bead has not yet detonated, the damage
increases by 1d6.
If the glowing bead is touched before the interval
has expired, the creature touching it must make a
Dexterity saving throw. On a failed save, the spell ends
immediately, causing the bead to erupt in flame. On a
successful save, the creature can throw the bead up to
40 feet. When it strikes a creature or a solid object, the
spell ends, and the bead explodes.
The fire damages objects in the area and ignites
flammable objects that aren’t being worn or carried.
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.
Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
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 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.
Dimension Door
4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
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.
Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
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.
Disintegrate
6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust)
Duration: Instantaneous
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. If this damage reduces the
target to 0 hit points, it is disintegrated.
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.
Dispel Magic
3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one 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.
Divination
4th-level divination (ritual)
Casting Time: 1 action
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: Instantaneous
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 the spell two or more times before finishing
your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get a
random reading. The DM makes this roll in secret.
Dominate Monster
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
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.
Dominate Person
5th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Dream
5th-level illusion
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
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 his or
her 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.
Earthquake
8th-level evocation
Casting Time: 1 action
Range: 500 feet
Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
Duration: Concentration, up to 1 minute
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.
Fissures. Fissures open throughout the spell’s area at
the start of your next turn after you cast the spell. A total
of 1d6 such fissures open in locations chosen by the DM.
Each is 1d10 × 10 feet deep, 10 feet wide, and extends
from one edge of the spell’s area to the opposite side.
A creature standing on a spot where a fissure opens
must succeed on a Dexterity saving throw or fall in. A
creature that successfully saves moves with the fissure’s
edge as it opens.
A fissure that opens beneath a structure causes it to
automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage
to any structure in contact with the ground in the area
when you cast the spell and at the start of each of your
turns until the spell ends. If a structure drops to 0 hit
points, it collapses and potentially damages nearby
creatures. A creature within half the distance of a
structure’s height must make a Dexterity saving throw.
On a failed save, the creature takes 5d6 bludgeoning
damage, is knocked prone, and is buried in the rubble,
requiring a DC 20 Strength (Athletics) check as an
action to escape. The DM can adjust the DC higher
or lower, depending on the nature of the rubble. On
a successful save, the creature takes half as much
damage and doesn’t fall prone or become buried.
Etherealness
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
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.
Find the Path
6th-level divination
Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes— worth 100 gp and an object from the location you wish to find)
Duration: Concentration, up to 1 day
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.
Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
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.
Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a
point you choose within range and then blossoms with
a low roar into an explosion of flame. Each creature
in a 20-foot-radius sphere centered on that point 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.
Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn’t being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Fire Storm
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A storm made up of sheets of roaring flame appears
in a location you choose within range. The area of the
storm consists of up to ten 10-foot cubes, which you can
arrange as you wish. Each cube must have at least one
face adjacent to the face of another cube. Each creature
in the area must make a Dexterity saving throw. It
takes 7d10 fire damage on a failed save, or half as much
damage on a successful one.
The fire damages objects in the area and ignites
flammable objects that aren’t being worn or carried.
If you choose, plant life in the area is unaffected
by this spell.
Flame Strike
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
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.
Flaming Sphere
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute
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.
Fly
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes
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.
Foresight
9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
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.
Freedom of Movement
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour
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.
Gate
9th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute