To modify or add a spell description, go to the "spells" tab, tap the name of the spell you wish to modify, then tap the quill icon.
Go to the "spells" tab and click or tap the yellow circle beside the name of the spell you want to add to or remove from the active spellbook.
On the "books" tab, select a spellbook and a printing style, then press "Print Version" to open a new window with your spellbook in it for printing. If this option is not enabled, it's probably because the spellbook you selected is empty.
On the "books" tab, select a spellbook, then press "Live Version" to open a new window with your live spellbook in it. Then set up your spell slots, and prepare and cast spells. If this option is not enabled, it's probably because the spellbook you selected is empty.
On the "books" tab, select a spellbook, then change the setting beside it from "private" to one of the "public" options. It will show you a public link that you can share with other players or with your DM. They will be able to view your spells, slots, and spellcasting history, but they will not be able to make any changes. If you set it back to "private", the link will stop working.

Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a bit of sponge)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Reaction
Range: Self
Components: S
Duration: 1 round
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a red dragon’s scale)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours
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.
Available to: Artificer, Ranger, Wizard
Found in: PHB
Casting Time: 1 Minute
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against 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 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 audible or mental:
The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.
Available to: Artificer, Ranger, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
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.
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.
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.
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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
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.
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.
Available to: Druid, Ranger
Found in: PHB
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours
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.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 24 hours
Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.
The target gains a number of Temporary Hit Points equal to the Beast form's Hit Points. The transformation lasts for the duration for each target, until the target has no Temporary Hit Points, or until the target leaves the form as a Bonus Action.
Available to: Druid
Found in: PHB24
Casting Time: 1 Minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
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.
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.
Available to: Cleric, Wizard
Found in: PHB
Casting Time: 1 Minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you can take 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 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 on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. 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 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 creature.
You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Available to: Cleric, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour
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 affect creature is forced to pass through the barrier, the spell ends.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. 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.
Available to: Druid
Found in: PHB24
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 suffeses 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.
Spells and other magical effects, such as magic missle and charm person, that target a creature or an object in the sphere have no effect on that target.
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.
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.
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 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 supressed as soon as it exits.
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 spells, temporarily closes while in the sphere.
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.
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.
Available to: Cleric, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (iron filings)
Duration: Concentration, up to 1 hour
An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.
Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.
Available to: Cleric, Wizard
Found in: PHB24
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.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 500 feet
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 500 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
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.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (gold dust worth 25+ GP, which the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Instantaneous
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.
The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: Bonus Action
Range: Self
Components: V, S, M (a shard of blue glass)
Duration: 1 hour
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
Available to: Warlock
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
The damage increases by 1d6 for each spell slot level above 1.
Available to: Warlock
Found in: PHB24
Casting Time: 1 Action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock
Found in: PHB
Casting Time: 1 Bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Ranger, Sorcerer, Wizard
Found in: FToD
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.
Available to: Cleric, Warlock, Wizard
Found in: PHB
Casting Time: 1 Hour
Range: 10 feet
Components: V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)
Duration: Until dispelled
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age.
A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut — which happens only when an effect states that it does so — the target's body and astral form both die.
A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.
Available to: Cleric, Warlock, Wizard
Found in: PHB24
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.
Available to: Cleric, Druid (TCoE), Wizard (TCoE)
Found in: PHB
Casting Time: 1 Minute
Range: Self
Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)
Duration: Instantaneous
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
| Omen | For Results That Will Be |
|---|---|
| Weal | Good |
| Woe | Bad |
| Weal and woe | Good and bad |
| Indifference | Neither good nor bad |
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Available to: Cleric, Druid, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric (TCoE), Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric (TCoE), Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric (TCoE), Druid (TCoE), Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
Available to: Cleric, Druid, Paladin
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. 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.
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.
Available to: Cleric, Paladin, Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a pentacle)
Duration: Concentration, up to 1 minute
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
You can target one additional creature for each spell slot level above 4.
Available to: Cleric, Paladin, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A handful of oak bark)
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spellends, 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.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: 1 hour
You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Available to: Druid, Ranger
Found in: PHB24
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a bit of fur wrapped in a cloth)
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger
Found in: XGtE
Casting Time: 1 Action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: Action
Range: 120 feet
Components: V, S, M (an eggshell and a glove)
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the 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. The hand doesn't occupy its space.
When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
The hand strikes a target within 5 feet of it.
On a hit, the target takes 5d8 Force damage.
The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.
The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (An eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute
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.
The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Available to: Artificer, Sorcerer (TCoE), Wizard
Found in: PHB
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You 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, and its space is Difficult Terrain.
Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: TCoE
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.
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.
Available to: Cleric, Paladin
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a Holy Symbol worth 5+ GP)
Duration: Concentration, up to 1 minute
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
You can target one additional creature for each spell slot level above 1.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.
The damage increases by 1d8 for each spell slot level above 4.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
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.
Available to: Paladin
Found in: PHB
Casting Time: Bonus Action (which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike)
Range: Self
Components: V
Duration: 1 minute
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
The extra damage increases by 1d8 for each spell slot level above 3.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute
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 Etheral Plane (the spell fails and the casting is wasted if you were already on that plane).
At the start of you next turn, and when the spell ends if you are on the Etheral 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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other 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 left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid
Found in: XGtE
Casting Time: 1 Action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: TCoE
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
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.
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.
Available to: Paladin
Found in: PHB
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.
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.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren't being worn or carried start burning.
The damage increases by 1d6 for each spell slot level above 1.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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.
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.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.
Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
The damage increases by 1d10 for each spell slot level above 3.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver,which the spell consumes)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric, Paladin
Found in: XGtE
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 on a successful one.
When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (three silver pins)
Duration: Instantaneous
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, 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.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
One additional bolt leaps from the first target to another target for each spell slot level above 6.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer
Found in: XGtE
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range.
Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 90 feet
Components: V, S, M (a diamond worth 50+ GP)
Duration: Instantaneous
You hurl an orb of energy at a target within range. 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. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
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.
W hen you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (the powder of a crushed black pearl worth 500+ GP)
Duration: Instantaneous
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
The damage increases by 2d8 for each spell slot level above 6.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
Available to: Cleric, Paladin, Wizard
Found in: PHB24
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
Duration: Instantaneous
This spell grows an inert duplicate of a living creature as a safeguard against death.
This clone forms inside a sealed vessel 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.
Available to: Wizard
Found in: PHB
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)
Duration: Instantaneous
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if 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 creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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 dispereses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The Sphere moves 10 feet away from you at the start of each of your turns.
The damage increases by 1d8 for each spell slot level above 5.
Available to: Sorcerer, Wizard
Found in: PHB24
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.
Available to: Cleric
Found in: PHB
Casting Time: 1 Minute
Range: Self
Components: V, S, M (incense)
Duration: 1 minute
You contact a deity or a divine proxy and ask up to three questions that can be answered with 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 more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Minute
Range: Self
Components: V, S
Duration: Instantaneous
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:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
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.
Available to: Druid, Ranger
Found in: PHB
Casting Time: 1 Minute
Range: Self
Components: V, S
Duration: 1 minute
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area 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 castles and settlements.
Choose three of the following facts; you learn those facts as they pertain to the spell's area:
Locations of settlementsLocations of portals to other planes of existenceLocation of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an UndeadThe most prevalent kind of plant, mineral, or Beast (you choose which to learn)Locations of bodies of waterFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: PHB
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
Available to: Paladin
Found in: PHB24
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.
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.
Available to: Druid (TCoE), Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 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.
The damage increases by 1d8 for each spell slot level above 5.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
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:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
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.
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
- four times as many with a 9th-level slot.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.
The damage increases by 1d10 for each spell slot level above 3.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: Self (60-foot cone)
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration: Instantaneous
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
The damage increases by 1d8 for each spell slot level above 3.
Available to: Ranger
Found in: PHB24
Casting Time: 1 Minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
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.
When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:
The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.
Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
The healing and damage increase by 1d12 for each spell slot level above 7.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Minute
Range: 90 feet
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
You call forth an elemental servant.
Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.
When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Available to: Druid, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.
The damage increases by 2d8 for each spell slot level above 5.
Available to: Druid, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
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.
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
Available to: Druid, Warlock
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
The damage increases by 2d12 for each spell slot level above 6.
Available to: Druid
Found in: PHB24
Casting Time: 1 Minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range.
You choose one the following options for what appears:
-One elemental of challenge rating 2 or lower
-Two elementals of challenge rating 1 or lower
-Four elementals of challenge rating 1/2 or lower
-Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Available to: Druid, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
The damage increases by 2d8 for each spell slot level above 4.
Available to: Druid, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (one piece of ammunition or one thrown weapon)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration: Instantaneous
You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.
Available to: Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
- One fey creature of challenge rating 2 or lower
- Two fey creatures of challenge rating 1 or lower
- Four fey creatures of challenge rating 1/2 or lower
- Eight fey creatures of challenge rating 1/4 or lower
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.
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
- three times as many with an 8th-level slot.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
In addition, you can take the Disengage action as a Bonus Action for the spell's duration.
The damage increases by 1d8 for each spell slot level above 4.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Minute
Range: Self
Components: V
Duration: 1 minute
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.
Available to: Warlock, Wizard
Found in: PHB
Casting Time: 1 Minute
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. 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.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 7 days
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.
Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Available to: Cleric, Druid
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: 7 days
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.
Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.
Available to: Cleric, Druid
Found in: PHB24
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
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.
Available to: Wizard
Found in: PHB
Casting Time: 10 Minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an 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 trigger occurs. You describe that trigger 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 trigger occurs 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.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration: Until dispelled
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.
Available to: Artificer, Cleric, Druid (TCoE), Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Available to: Artificer, Cleric, Druid, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 300 feet
Components: V,S,M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes
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.
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.
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.
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.
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.
Available to: Cleric, Druid, Wizard
Found in: PHB
Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.
You cause the water level of all standing water in the area to rise by as much as 20 feet. 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. 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.
You part water in the area 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.
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. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Available to: Cleric, Druid, Wizard
Found in: PHB24
Casting Time: 10 Minutes
Range: Self (5-mile radius)
Components: V, S, M
Duration: Concentration, up to 8 hours
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.
| Stage 1 | Clear |
| Stage 2 | Light clouds |
| Stage 3 | Overcast or ground fog |
| Stage 4 | Rain, hail or snow |
| Stage 5 | Torrential rain, driving hail or blizzard |
| Stage 1 | Unbearable heat |
| Stage 2 | Hot |
| Stage 3 | Warm |
| Stage 4 | Cool |
| Stage 5 | Cold |
| Stage 6 | Arctic cold |
| Stage 1 | Calm |
| Stage 2 | Moderate wind |
| Stage 3 | Strong wind |
| Stage 4 | Gale |
| Stage 5 | Storm |
Available to: Cleric, Druid, Wizard
Found in: PHB
Casting Time: 10 Minutes
Range: Self
Components: V, S, M (burning incense)
Duration: Concentration, up to 8 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. 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.
| Stage | Condition |
|---|---|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |
| Stage | Condition |
|---|---|
| 1 | Heat wave |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Freezing |
| Stage | Condition |
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
Available to: Cleric, Druid, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 5 feet
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space 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 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Available to: Ranger
Found in: PHB24
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.
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.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Reaction (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components)
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
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.
Available to: Artificer, Cleric, Paladin
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range — both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Available to: Artificer, Cleric, Paladin
Found in: PHB24
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: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy 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.
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.
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.
Available to: Cleric, Druid
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a mix of water and sand)
Duration: Instantaneous
You do one of the following:
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 there.
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.
You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
Available to: Cleric, Druid
Found in: PHB24
Casting Time: 1 Minute
Range: 10 feet
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: Instantaneous
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.
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.
Available to: Cleric, Warlock, Wizard
Found in: PHB
Casting Time: 1 Minute
Range: 10 feet
Components: V, S, M (one 150+ GP black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
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 of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order 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 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.
If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Available to: Cleric, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: 30 feet
Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create
Duration: Special
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.
| Material | Duration |
|---|---|
| Vegetable matter | 1 day |
| Stone/crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine/Mithral | 1 minute |
Using any material created by this spell as another spell's material component causes that spell to fail.
When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: 1 Minute
Range: 30 feet
Components: V, S, M (a paintbrush)
Duration: Special
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.
| Material | Duration |
|---|---|
| Vegetable matter | 24 hours |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
The Cube increases by 5 feet for each spell slot level above 5.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
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.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours
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.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a dried carrot)
Duration: 8 hours
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a sunburst pendant worth at least 100 gp)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: 1 hour
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.
Available to: Cleric, Druid, Paladin, Ranger, Sorcerer
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Available to: Cleric, Druid, Paladin, Ranger, Sorcerer
Found in: PHB24
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 spells ends.
Available to: Cleric, Paladin
Found in: PHB
Casting Time: 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 before the spell ends, 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 instantly without dealing damage, that effect is negated against the target, and the spell ends.
Available to: Cleric, Paladin
Found in: PHB24
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.
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.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes 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, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.
If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.
The base damage increases by 1d6 for each spell slot level above 7.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: 1 hour
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.
Available to: Sorcerer (TCoE), Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: S
Duration: 1 hour
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.
Each time you cast this spell, you can create a new demiplane or connect the shadowy door 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 connect the shadowy door to that demiplane instead.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
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.
Available to: Cleric, Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
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.
Available to: Cleric, Druid, Paladin, Ranger
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Available to: Cleric, Druid, Paladin, Ranger
Found in: PHB24
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. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a lodestone and dust)
Duration: Instantaneous
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
The damage increases by 3d6 for each spell slot level above 6.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S, M (holy water or powdered silver and iron)
Duration: Concentration, up to 1 minute
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.
As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Available to: Cleric, Paladin
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (powdered silver and iron)
Duration: Concentration, up to 1 minute
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.
As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Available to: Cleric, Paladin
Found in: PHB24
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 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.
Available to: Cleric, Druid (TCoE), Wizard (TCoE)
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (incense worth 25+ GP, which the spell consumes)
Duration: Instantaneous
This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Available to: Cleric, Druid, Wizard
Found in: PHB24
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Available to: Paladin
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 1 minute
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
Available to: Paladin
Found in: PHB24
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
The damage increases by 1d8 for each spell slot level above 1.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Bonus Action
Range: 30 feet
Components: V
Duration: Instantaneous
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:
- 50 hit points or fewer: deafened for 1 minute
- 40 hit points or fewer: deafened and blinded for 10 minutes
- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
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.
Available to: Cleric
Found in: PHB
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Instantaneous
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.
| Hit Points | Effect |
|---|---|
| 0 - 20 | * The target dies. |
| 21 - 30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |
| 31 - 40 | The target has the Blinded and Deafened conditions for 10 minutes |
| 41 - 50 | The target has the Deafened condition for 1 minute. |
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a beast that you can see within range.
It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours
Available to: Druid, Ranger (TCoE), Sorcerer
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Available to: Druid, Ranger, Sorcerer
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V, S, M (a statuette of a dragon, worth at least 500 gp)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: FToD
Casting Time: 1 Bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
The damage increases by 1d6 for each spell slot level above 2.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (a sapphire worth 1,000+ GP)
Duration: Until dispelled
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Until dispelled
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.
Available to: Wizard
Found in: PHB
Casting Time: 10 Minutes
Range: Touch
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
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid
Found in: XGtE
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range.
You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
You light or snuff out a candle, a torch, or a campfire.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 300 feet
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
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 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 x 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).
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.
Available to: Cleric, Druid, Sorcerer
Found in: PHB
Casting Time: Action
Range: 500 feet
Components: V, S, M (a fractured rock)
Duration: Concentration, up to 1 minute
Choose 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. The ground there is Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.
You can also cause the effects below.
A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 ? 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
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 end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.
A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
Available to: Cleric, Druid, Sorcerer
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, 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.
Available to: Warlock
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Available to: Warlock
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid (TCoE), Paladin, Ranger (TCoE)
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
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.
If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
Available to: Artificer, Druid, Paladin, Ranger
Found in: PHB24
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You exert control over the elements, creating one of the following effects within range.
You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
The damage increases by 1d6 for each spell slot level above 1.
Available to: Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Druid, Ranger (TCoE)
Found in: PHB
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a tentacle)
Duration: Concentration, up to 1 minute
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 that area into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
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.
Available to: Wizard
Found in: PHB
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
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.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 10 Minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: 10 Minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
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, or 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 material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.
Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill — such as weapons and armor — unless you have proficiency with the type of Artisan's Tools used to craft such objects.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a drop of alcohol)
Duration: Instantaneous
You gain 2d4 + 4 Temporary Hit Points.
You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
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.
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.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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.
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.
Available to: Wizard
Found in: PHB
Casting Time: 1 Hour
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. 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 obeys your commands.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an 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.
You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Available to: Wizard
Found in: PHB24
Casting Time: 10 Minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: XGtE
Casting Time: 10 Minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
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, such as 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.
Available to: Paladin
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type — Celestial, Fey, or Fiend — which determines certain traits in the stat block.
The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Use the spell slot's level for the spell's level in the stat block.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.
Available to: Cleric, Druid, Ranger
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Available to: Cleric, Druid, Ranger
Found in: PHB24
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.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 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 follows your verbal orders.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
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).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
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.
Available to: Druid (TCoE), Sorcerer (TCoE), Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
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 roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
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 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.
Available to: Cleric, Druid, Sorcerer
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Available to: Cleric, Druid, Sorcerer
Found in: PHB24
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 then blossoms with a low roar into an explosion of flame.
Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
The damage increases by 1d6 for each spell slot level above 3.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Bonus action
Range: 60 feet
Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: FToD
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes
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.
Available to: Druid, Sorcerer (TCoE),
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V, S, M (a sumac leaf)
Duration: Concentration, up to 10 minutes
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 it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The damage increases by 1d6 for each spell slot level above 2.
Available to: Druid, Sorcerer
Found in: PHB24
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.
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
Available to: Cleric
Found in: PHB24
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.
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.
Available to: Druid, Sorcerer (TCoE), Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 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, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the 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. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
The damage increases by 1d6 for each spell slot level above 2.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V,S,M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into stone.
If the targets 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 Consititution 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.
Available to: Druid (TCoE), Sorcerer (TCoE), Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a cockatrice feather)
Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.
A Restrained target makes 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 its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.
If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
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.
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.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a feather)
Duration: Concentration, up to 10 minutes
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
You can target one additional creature for each spell slot level above 3.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available to: Druid, Ranger, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
The fog's radius increases by 20 feet for each spell slot level above 1.
Available to: Druid, Ranger, Sorcerer, Wizard
Found in: PHB24
Casting Time: 10 Minutes
Range: Touch
Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
Duration: 1 day
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.
Available to: Cleric
Found in: PHB
Casting Time: 10 Minutes
Range: Touch
Components: V, S, M (ruby dust worth 1,000+ GP)
Duration: 1 day
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, the Ethereal Plane, the Feywild, the 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: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).
You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell.
The 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.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
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
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.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a bit of gauze)
Duration: Concentration, up to 1 hour
A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
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. Finally, the target can't attack or cast spells.
You can target one additional creature for each spell slot level above 3.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
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
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.
Available to: Cleric, Sorcerer, Warlock (TCoE), Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a diamond worth 5,000+ GP)
Duration: Concentration, up to 1 minute
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, and the portal's destination is visible through it.
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 next to the named creature and transports 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.
Available to: Cleric, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
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
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.
Available to: Cleric, Paladin (TCoE), Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (2 Copper Pieces, which the spell consumes)
Duration: 10 days
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.
Available to: Cleric, Paladin, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a glass bead)
Duration: Concentration, up to 1 minute
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. 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 areas of effect created by such spells.
The barrier blocks spells of 1 level higher for each spell slot level above 6.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
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.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: 24 hours
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus 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.
Uneaten berries disappear when the spell ends.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Bonus action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.
The number of creatures the vine can grapple increases by one for each spell slot level above 4.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
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.
Available to: Artificer, Sorcerer (TCoE), Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: TCoE
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 8 hours
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V
Duration: 8 hours
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 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.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger
Found in: XGtE
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Artificer, Cleric, Druid
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Available to: Artificer, Cleric, Druid
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: 1 round
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.
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: 1 round
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
The damage increases by 1d6 for each spell slot level above 1.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
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.
Available to: Druid, Ranger (TCoE), Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
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 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 your later turns, you can change the direction in which the Line blasts from you.
Available to: Druid, Ranger, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.
The damage increases by 1d10 for each spell slot level above 1.
Available to: Ranger
Found in: PHB24
Casting Time: 24 Hours
Range: Touch
Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration: Until dispelled
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. Som e 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 ores 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.
Affected creatures can't be frightened while in the area.
Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Dead bodies interred in the area can't be turned into undead.
Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Affected creatures are frightened while in the area.
No sound can emanate from within the area, and no sound can reach into it.
Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Available to: Cleric
Found in: PHB
Casting Time: 24 Hours
Range: Touch
Components: V, S, M (incense worth 1,000+ GP, which the spell consumes)
Duration: Until dispelled
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 of Hallow. The affected area has the following effects.
Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.
You bind an extra effect to the area from the list below:
Creatures of any types you choose can't gain the Frightened condition while in the area.
Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.
Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.
Dead bodies interred in the area can't be turned into Undead.
Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.
Creatures of any types you choose have the Frightened condition while in the area.
Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
No sound can emanate from within the area, and no sound can reach into it.
Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.
Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
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 Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
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.
Available to: Cleric, Druid
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
The healing increases by 10 for each spell slot level above 6.
Available to: Cleric, Druid
Found in: PHB24
Casting Time: 1 Bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger
Found in: XGtE
Casting Time: 1 Reaction (which you take when you are being damaged by a creature within 60 feet of you that you can see.)
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dl0 for each slot level above 1st.
Available to: Warlock
Found in: PHB
Casting Time: Reaction (which you take in response to taking damage from a creature that you can see within 60 feet of yourself)
Range: 60 feet
Components: V, S
Duration: Instantaneous
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
The damage increases by 1d10 for each spell slot level above 1.
Available to: Warlock
Found in: PHB24
Casting Time: 1 Bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock
Found in: PHB
Casting Time: Bonus Action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
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 roll. 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 take a Bonus Action on a later turn to curse a new creature.
Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).
Available to: Warlock
Found in: PHB24
Casting Time: 1 Action
Range: Self
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
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a reliquary worth 1,000+ GP)
Duration: Concentration, up to 1 minute
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric, Paladin
Found in: XGtE
Casting Time: Action
Range: 150 feet
Components: V, S, M (a pickled tentacle)
Duration: Concentration, up to 1 minute
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
Available to: Warlock
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a pickled octopus tentacle)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock
Found in: PHB
Casting Time: 1 Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available to: Ranger
Found in: PHB
Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).
Available to: Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: Action
Range: 60 feet
Components: S, M (a drop of water or a piece of ice)
Duration: Instantaneous
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 it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
The Cold damage increases by 1d6 for each spell slot level above 1.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Available to: Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 300 feet
Components: V, S, M (a mitten)
Duration: Instantaneous
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Minute
Range: 30 feet
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
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.
When you cast the spell, you choose one of the following forms of imprisonment.
The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific herbs.
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.
Available to: Warlock, Wizard
Found in: PHB
Casting Time: 1 Minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.
The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
The target has the Unconscious condition and can't be awoken.
When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Druid (TCoE), Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: 90 feet
Components: V, S, M (a ruby worth at least 999 gp)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a living flea)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
The damage increases by 1d10 for each spell slot level above 1.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 300 feet
Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration: Concentration, up to 10 minutes
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Available to: Cleric, Druid, Sorcerer
Found in: PHB
Casting Time: Action
Range: 300 feet
Components: V, S, M (a locust)
Duration: Concentration, up to 10 minutes
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
The damage increases by 1d10 for each spell slot level above 5.
Available to: Cleric, Druid, Sorcerer
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Warlock, Wizard
Found in: XGtE
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
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Wizard
Found in: XGtE
Casting Time: Action
Range: 120 feet
Components: V, S, M (a pinch of phosphorus)
Duration: Concentration, up to 1 minute
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can't cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a grasshopper’s hind leg)
Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
You can target one additional creature for each spell slot level above 1.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB24
Casting Time: Action
Range: Touch
Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.
Available to: Artificer, Wizard
Found in: PHB24
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: Instantaneous
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.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: 1 Action
Range: 60 feet
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
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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
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 an object 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 take a Magic 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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric, Wizard
Found in: XGtE
Casting Time: 1 Bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Instantaneous
As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes 4d8 Lightning damage on a hit or half as much damage on a miss. Each creature within 10 feet of the target then makes a Dexterity saving throw, taking 2d8 Lightning damage on a failed save or half as much damage on a successful one.
The weapon or ammunition then returns to its normal form.
The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.
Available to: Ranger
Found in: PHB24
Casting Time: 1 Action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a bit of fur and a crystal rod)
Duration: Instantaneous
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
The damage increases by 1d6 for each spell slot level above 3.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (15-foot radius)
Components: V
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: TCoE
Casting Time: 1 Action
Range: 150 feet
Components: V, M (a drop of pitch mixed with a drop of mercury)
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (paper or leaf in the shape of a funnel)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid
Found in: XGtE
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
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 it if the target dons armor or if you dismiss the spell as an action.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: 10 feet
Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Available to: Cleric, Paladin, Warlock, Wizard
Found in: PHB
Casting Time: 1 Minute
Range: 10 feet
Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
- The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has Disadvantage on attack rolls against targets within the Cylinder.
- Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can 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.
The duration increases by 1 hour for each spell slot level above 3.
Available to: Cleric, Paladin, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: Self
Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Duration: Until dispelled
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, Wisom, and Charisma scores. You retain the benefit of your own class feature. 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.
Available to: Wizard
Found in: PHB
Casting Time: 1 Minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
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 take 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 Humanoid's 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 spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, 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 Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.
While possessing a body, you can take a Magic 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 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 returns to your body. If your body is more than 100 feet away from you or if your body is dead, 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.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart strikes 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.
The spell creates one more dart for each spell slot level above 1.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Bonus action
Range: Touch
Components: V, S
Duration: 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Warlock
Found in: XGtE
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus increases to +3.
Available to: Artificer, Paladin, Ranger (TCoE), Sorcerer (TCoE), Wizard
Found in: PHB
Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: 1 hour
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. The spell ends early if you cast it again.
The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Available to: Artificer, Paladin, Ranger, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A flood of healing energy flows from you into 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 also have the Blinded, Deafened, and Poisoned conditions removed from them.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V,S,M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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.
Available to: Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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 take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 8 hours
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.
Available to: Cleric, Druid, Ranger (TCoE)
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. 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 5 feet of 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 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Available to: Cleric, Druid, Ranger
Found in: PHB24
Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
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 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 only.
The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
Duration: Instantaneous
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.
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.
Available to: Wizard
Found in: PHB
Casting Time: 1 Action
Range: Self
Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 1 mile
Components: V, S
Duration: Instantaneous
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 sucessful 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.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Instantaneous
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 of those points makes a Dexterity saving throw. 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 Sphere is affected only once.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: 1 mile
Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: 1 round
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: TCoE
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You try to temporarily sliver 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.
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: Action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 hour
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes 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 has the Invisible condition, it gains no benefit from that condition against you.
The damage increases by 1d8 for each spell slot level above 2.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
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.
When you cast this spell using aspell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
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, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.
The damage increases by 1d10 for each spell slot level above 2.
Available to: Druid
Found in: PHB24
Casting Time: Action
Range: 30 feet
Components: V, S, M (a silver whistle)
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one but you can see the hound, and it is intangible and invulnerable. 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 has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.
On your later turns, you can take a Magic action to move the hound up to 30 feet.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: 10 Minutes
Range: 120 feet
Components: V, S, M (a thin sheet of lead)
Duration: 24 hours
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.
When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
- Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by Divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.
You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Duration: 8 hours
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.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: 10 Minutes
Range: 120 feet
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
You make an area within range magically secure.
The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: 1 Action
Range: 120 feet
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
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.
Available to: Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
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. For example, 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. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
At the end of every 10 minutes you spend Concentrating on the spell, you can choose a new area of terrain to affect within range.
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.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, M, (a broken bone and a square of black silk)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
Casting Time: Action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
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.
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.
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.
Available to: Wizard
Found in: PHB
Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water 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 and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, 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 a 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.
The damage increases by 1d6 for each spell slot level above 6.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be 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 take an 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.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 300 feet
Components: V, S, M (a small crystal sphere)
Duration: Instantaneous
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere.
Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th
Available to: Sorcerer (TCoE), Wizard
Found in: PHB
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: Concentration, up to 1 minute
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.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: 1 Action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
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.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (ashes from burned mistletoe)
Duration: Concentration, up to 1 hour
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
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.
Available to: Wizard
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or 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.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: 30 feet
Components: V, S
Duration: 1 hour
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.
Available to: Wizard
Found in: PHB
Casting Time: 1 Minute
Range: 30 feet
Components: V, S
Duration: 1 hour
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, and 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 steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Available to: Wizard
Found in: PHB24
Casting Time: 10 Minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
Available to: Cleric
Found in: PHB
Casting Time: 10 Minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known to you: a god, 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 a particular way. You can ask it 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.
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 possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
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.
Available to: Cleric, Druid, Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)
Duration: Instantaneous
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, as determined by the DM.
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.
Available to: Cleric, Druid, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).
Available to: Artificer, Druid, Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Available to: Artificer, Druid, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 10 Minutes
Range: 30 feet
Components: V
Duration: Instantaneous
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.
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.
Available to: Cleric, Paladin (TCoE)
Found in: PHB
Casting Time: 10 Minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.
The healing increases by 1d8 for each spell slot level above 2.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 10 minutes
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.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available to: Druid
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Available to: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
Available to: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
Found in: PHB24
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
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.
Available to: Cleric, Druid (TCoE), Paladin, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Available to: Cleric, Druid, Paladin, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 1 hour
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.
Available to: Artificer, Cleric, Druid, Paladin, Ranger
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
Available to: Artificer, Cleric, Druid, Paladin, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 10 feet
Components: V, S
Duration: Instantaneous
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.
Available to: Artificer, Cleric, Druid, Paladin
Found in: PHB
Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
Available to: Artificer, Cleric, Druid, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
The damage increases by 1d8 for each spell slot level above 1.
Available to: Sorcerer, Wizard
Found in: PHB24
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: Instantaneous
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.
| d100 | Race |
|---|---|
| 01-04 | Dragonborn |
| 05-13 | Dwarf, hill |
| 14-21 | Dwarf, mountain |
| 22-25 | Elf, dark |
| 26-34 | Elf, high |
| 35-42 | Elf, wood |
| 43-46 | Gnome, forest |
| 47-52 | Gnome, rock |
| 53-56 | Half-elf |
| 57-60 | Half-orc |
| 61-68 | Halfling, lightfoot |
| 69-76 | Halfling, stout |
| 77-96 | Human |
| 97-0 | Tiefling |
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.
Available to: Druid
Found in: PHB
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the DM chooses another playable species.
| 1d10 | Species |
|---|---|
| 1 | Aasimar |
| 2 | Dragonborn |
| 3 | Dwarf |
| 4 | Elf |
| 5 | Gnome |
| 6 | Goliath |
| 7 | Halfling |
| 8 | Human |
| 9 | Orc |
| 10 | Tiefling |
The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
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.
Available to: Cleric, Paladin, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
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.
Available to: Cleric, Paladin, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
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.
Available to: Artificer, Cleric, Druid
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
Available to: Artificer, Cleric, Druid
Found in: PHB24
Casting Time: 1 Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
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.
Available to: Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
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.
Available to: Artificer, Druid (TCoE), Cleric, Paladin, Ranger (TCoE)
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a diamond worth 300+ GP, which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Available to: Artificer, Cleric, Druid, Paladin, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: Self (30-foot cone)
Components: S, M (a vial of meltwater)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: FToD
Casting Time: 1 Action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
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.
Available to: Artificer, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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 Half Cover or Three-Quarters Cover for this save.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Available to: Cleric
Found in: PHB24
Casting Time: 1 Bonus Action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
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.
Available to: Artificer, Cleric
Found in: PHB
Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (a shard of glass from a mirror)
Duration: 1 minute
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Available to: Artificer, Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
You create one additional ray for each spell slot level above 2.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin, Ranger (TCoE)
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: 1 minute
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
All the damage increases by 1d6 for each spell slot level above 1.
Available to: Paladin
Found in: PHB24
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
By means of this spell, a willing creature of 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.
Available to: Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)
Duration: Until dispelled
With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.
If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.
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 awakens." This spell also ends if the target takes any damage.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock
Found in: XGtE
Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
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
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.
Available to: Druid, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a jade circlet worth 1,500+ GP)
Duration: Concentration, up to 1 hour
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.
Available to: Druid, Wizard
Found in: PHB24
Casting Time: 1 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
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.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Reaction (which you take when you are hit by an attack roll or targeted by the Magic Missile spell)
Range: Self
Components: V, S
Duration: 1 round
An imperceptible barrier of magical force 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.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available to: Cleric, Paladin
Found in: PHB
Casting Time: Bonus Action
Range: 60 feet
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
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
Available to: Druid
Found in: PHB
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (mistletoe)
Duration: 1 minute
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. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon.
The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Available to: Druid
Found in: PHB24
Casting Time: Bonus Action (which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike)
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.
The damage increases by 1d6 for each spell slot level above 2.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
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
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.
Available to: Wizard
Found in: PHB
Casting Time: 12 Hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute
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.
Available to: Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (a miniature umbrella)
Duration: Concentration, up to 1 minute
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: Touch
Components: S, M (25 feet of rope, which the spell consumes)
Duration: 8 hours
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Ranger, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a piece of ice or a small white rock chip)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Available to: Sorcerer
Found in: PHB24
Casting Time: 1 Reaction
Range: 60 feet
Components: V, S, M (a tiny silver cage worth 100 gp)
Duration: 8 hours
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available to: Artificer, Cleric
Found in: PHB
Casting Time: Action
Range: 15 feet
Components: V, S
Duration: Instantaneous
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Available to: Artificer, Cleric, Druid
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
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.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
You can target one additional creature for each spell slot level about 2.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes
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 case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot-radius Sphere centered on a point within range 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 when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: Self (15-foot-radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
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.
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
Protective spirits flit around you in a 15-foot Emanation 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 creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature 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. A creature makes this save only once per turn.
The damage increases by 1d8 for each spell slot level above 3.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric, Paladin, Warlock, Wizard
Found in: TCoE
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V, S
Duration: 1 minute
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.
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.
Available to: Cleric
Found in: PHB
Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
The damage increases by 1d8 for every slot level above 2.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
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.
Available to: Paladin
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
The extra damage increases by 1d6 for each spell slot level above 4.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger, Wizard
Found in: XGtE
Casting Time: Action
Range: 30 feet
Components: S, M (a Melee weapon worth 1+ SP)
Duration: Instantaneous
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 then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Available to: Ranger, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Touch
Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous
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.
Available to: Artificer, Cleric, Druid, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (soft clay)
Duration: Instantaneous
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 you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 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.
Available to: Artificer, Cleric, Druid, Wizard
Found in: PHB24
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
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.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute
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.
Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2.
Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4.
Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5-10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 90 feet
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
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP)
Duration: Concentration, up to 1 hour
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details 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 allies. In combat, it 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
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
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP)
Duration: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a golden reliquary worth at least 500 gp)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric, Paladin
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a reliquary worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet0
Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Wizard
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a lockbox worth 400+ GP)
Duration: Concentration, up to 1 hour
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Artificer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
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
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: FToD
Casting Time: Action
Range: 60 feet
Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
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
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger, Wizard
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP)
Duration: Concentration, up to 1 hour
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Druid, Ranger, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a gilded flower worth at least 300 gp)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger, Warlock, Wizard
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a gilded flower worth 300+ GP)
Duration: Concentration, up to 1 hour
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and 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 certain details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Druid, Ranger, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a bloody vial worth 600+ GP)
Duration: Concentration, up to 1 hour
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (tears inside a gem worth at least 300 gp)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: TCoE
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a gilded skull worth at least 300 gp)
Duration: Concentration, up to 1 hour
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Warlock, Wizard
Found in: TCoE
Casting Time: Action
Range: 90 feet
Components: V, S, M (a gilded skull worth 300+ GP)
Duration: Concentration, up to 1 hour
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and 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 details 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
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.
Available to: Cleric (TCoE), Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Available to: Cleric, Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (fire and a piece of sunstone)
Duration: Instantaneous
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.
Available to: Cleric (TCoE), Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 150 feet
Components: V, S, M (a piece of sunstone)
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
This spell dispels Darkness in its area that was created by any spell.
Available to: Cleric, Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Bonus action
Range: Touch
Components: V, S, M (a quiver containing at least one piece of ammunition)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V, S, M (a Quiver worth 1+ GP)
Duration: Concentration, up to 1 minute
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Available to: Ranger
Found in: PHB24
Casting Time: 1 Action
Range: Self (5-foot radius)
Components: V
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Sorcerer, Warlock, Wizard
Found in: TCoE
Casting Time: Action
Range: 5 feet
Components: V, S, M (a gilded ladle worth 500 + GP)
Duration: 10 minutes
You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can't be moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.
Potions obtained from the cauldron that aren't consumed disappear when you cast this spell again.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Sorcerer, Wizard
Found in: TCoE
Casting Time: 1 Action
Range: 90 feet
Components: V
Duration: 1 round
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: TCoE
Casting Time: 1 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
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: TCoE
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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.
You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, 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.
You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.
You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.
If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Duration: 24 hours
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Wizard
Found in: PHB
Casting Time: Action
Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Duration: 24 hours
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 instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Hour
Range: 120 feet
Components: V, S, M (a holy symbol worth at least 5 gp)
Duration: 24 hours
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric
Found in: XGtE
Casting Time: Action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour
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 was 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.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour
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 more 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 was 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.
Available to: Wizard
Found in: PHB
Casting Time: 1 Action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V
Duration: 1 minute
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
You alter the appearance of your eyes for 1 minute.
Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You cause harmless tremors in the ground for 1 minute.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a 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. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Available to: Artificer, Druid
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
The damage increases by 1d6 for each spell slot level above 1.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
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.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
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 it, 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.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Minute
Range: Touch
Components: V, S
Duration: 8 hours
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric, Warlock, Wizard
Found in: XGtE
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Available to: Cleric, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Artificer, Druid, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 10 feet
Components: V, S
Duration: 1 round
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.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 10 feet
Components: V, S
Duration: 1 round
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.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
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 only once on each of your turns. You must end each turn outside a tree.
Available to: Druid, Ranger
Found in: PHB24
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: Instantaneous
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.
Available to: Cleric, Druid
Found in: PHB
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.
The spell can 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.
Available to: Cleric, Druid
Found in: PHB24
Casting Time: 1 Minute
Range: Sight
Components: V, S
Duration: Concentration, up to 6 rounds
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid
Found in: PHB
Casting Time: 1 Minute
Range: 1 mile
Components: V, S
Duration: Concentration, up to 6 rounds
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 in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
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 the wall deals on later 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 wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available to: Sorcerer (TCoE), Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within 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 a Magic action, targeting the same creature or a different one.
The damage increases by 1d6 for each spell slot level above 3.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a drop of giant slug bile)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Wizard
Found in: XGtE
Casting Time: Action
Range: 150 feet
Components: V, S, M (a drop of bile)
Duration: Instantaneous
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
The initial damage increases by 2d4 for each spell slot level above 4.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available to: Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a piece of charcoal)
Duration: Concentration, up to 1 minute
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 in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
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.
The damage increases by 1d8 for each spell slot level above 4.
Available to: Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration: Concentration, up to 10 minutes
An invisible wall of force springs into existence at a point you choose within range.
The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be continguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Available to: Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a shard of glass)
Duration: Concentration, up to 10 minutes
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 10 minutes
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.
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.
Available to: Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a piece of quartz)
Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a 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 is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
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 has Immunity to Cold, Poison, and Psychic damage and Vulnerability 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 makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.
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 spell slot level above 6.
Available to: Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes
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 crenellations, 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.
Available to: Artificer, Druid, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a cube of granite)
Duration: Concentration, up to 10 minutes
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 another 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 (you choose which side). 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 rest on a 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 battlements and the like.
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, and it has Immunity to Poison and Psychic damage. 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 full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Available to: Artificer, Druid, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes
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.
When you cast this spell using a spell slot of 7th level or higher, both types o f damage increase by 1d8 for each slot level above 6th.
Available to: Druid
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes
You create a wall of 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 in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
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 a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
Both types of damage increase by 1d8 for each spell slot level above 6.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: Touch
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
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.
Available to: Cleric, Paladin (TCoE)
Found in: PHB
Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)
Duration: 1 hour
You touch another creature that is willing and create 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.
Available to: Cleric, Paladin
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours
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.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Available to: Artificer, Druid, Ranger, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
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.
Available to: Artificer, Cleric, Druid, Ranger, Sorcerer
Found in: PHB
Casting Time: Action
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
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 of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
Available to: Artificer, Cleric, Druid, Ranger, Sorcerer
Found in: PHB24
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) 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.
Available to: Artificer, Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.
Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration.
The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Available to: Warlock (TCoE), Wizard
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.
Available to: Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 300 feet
Components: V, M (a piece of straw)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Sorcerer, Wizard
Found in: XGtE
Casting Time: 1 Minute
Range: 30 feet
Components: V, S, M (fire and holy water)
Duration: 8 hours
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.
Available to: Druid
Found in: PHB
Casting Time: 1 Minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.
Available to: Druid
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a tiny fan and a feather of exotic origin)
Duration: Concentration, up to 1 minute
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.
Available to: Druid, Ranger
Found in: PHB
Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
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 in its area makes a Strength saving throw, taking 4d8 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 miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.
Available to: Druid, Ranger
Found in: PHB24
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
- You grant up to ten creatures that you can see resistance to a damage type you choose.
- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Available to: Sorcerer, Wizard
Found in: PHB
Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.
You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.
You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.
You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.
You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
You may wish for something not included in any of the other effects. To do so, 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 be achieved only in part, or you might suffer an 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 an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.
The stress of casting Wish 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 score becomes 3 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.
Available to: Sorcerer, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB
Casting Time: Action
Range: 60 feet
Components: V, S, M (a twig struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
The initial damage increases by 1d12 for each spell slot level above 1.
Available to: Sorcerer, Warlock, Wizard
Found in: PHB24
Casting Time: 1 Action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Cleric
Found in: XGtE
Casting Time: Action
Range: Self
Components: V, M (a sunburst token)
Duration: Instantaneous
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 5 feet
Components: V
Duration: Instantaneous
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.
Available to: Cleric
Found in: PHB
Casting Time: Action
Range: 5 feet
Components: V
Duration: Instantaneous
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 location, such as a temple, as a sanctuary by casting this spell there.
Available to: Cleric
Found in: PHB24
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Druid, Ranger
Found in: XGtE
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Paladin
Found in: PHB
Casting Time: Bonus Action
Range: Self
Components: V
Duration: 1 minute
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
The damage increases by 1d6 for each spell slot level above 1.
Available to: Paladin
Found in: PHB24
Casting Time: 1 Bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell is not covered by the Open Game License. See the copyright and licensing information in the footer for more details. Registered users can add their own spell descriptions.
Available to: Ranger
Found in: XGtE