Sorts
| Nom | Niveau | École | Temps d'incantation | Effet | Portée | Durée | Composantes | Plus |
|---|---|---|---|---|---|---|---|---|
| Etherealness | 7 | Transmutation | 1 action | Self | 8 hours | V,S |
Etherealness7
Transmutation
1 action
Self
8 hours
V,S
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. |
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| Expeditious Retreat | 1 | Transmutation | 1 bonus action | Self | Up to 10 minutes | V,S |
Expeditious Retreat1
Transmutation
1 bonus action
Self
Up to 10 minutes
V,S
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. |
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| Eyebite | 6 | Necromancy | 1 action | Self | Up to 1 minute | V,S |
Eyebite6
Necromancy
1 action
Self
Up to 1 minute
V,S
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. ***Asleep.*** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. ***Panicked.*** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. ***Sickened.*** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends. |
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| Fabricate | 4 | Transmutation | 10 minutes | 120 feet | Instantaneous | V,S |
Fabricate4
Transmutation
10 minutes
120 feet
Instantaneous
V,S
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. |
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| Faerie Fire | 1 | Evocation | 1 action | Cube 20 feet | 60 feet | Up to 1 minute | V |
Faerie Fire1
Evocation
1 action
Cube 20 feet
60 feet
Up to 1 minute
V
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. |
| Faithful Hound | 4 | Conjuration | 1 action | Melee | 30 feet | 8 hours | V,S,M |
Faithful Hound4
Conjuration
1 action
Melee
30 feet
8 hours
V,S,M
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. |
| False Life | 1 | Necromancy | 1 action | Self | 1 hour | V,S,M |
False Life1
Necromancy
1 action
Self
1 hour
V,S,M
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. |
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| Fear | 3 | Illusion | 1 action | Cone 30 feet | Self | Up to 1 minute | V,S,M |
Fear3
Illusion
1 action
Cone 30 feet
Self
Up to 1 minute
V,S,M
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature. |
| Feather Fall | 1 | Transmutation | 1 reaction | 60 feet | 1 minute | V,M |
Feather Fall1
Transmutation
1 reaction
60 feet
1 minute
V,M
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. |
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| Feeblemind | 8 | Enchantment | 1 action | 150 feet | Instantaneous | V,S,M |
Feeblemind8
Enchantment
1 action
150 feet
Instantaneous
V,S,M
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish. |
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| Find Familiar | 1 | Conjuration | 1 hour | 10 feet | Instantaneous | V,S,M |
Find Familiar1
Conjuration
1 hour
10 feet
Instantaneous
V,S,M
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 action modifier for the roll. |
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| Find Steed | 2 | Conjuration | 10 minutes | 30 feet | Instantaneous | V,S |
Find Steed2
Conjuration
10 minutes
30 feet
Instantaneous
V,S
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 GM 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 it 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. |
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| Find the Path | 6 | Divination | 1 minute | Self | Up to 24 hours | V,S,M |
Find the Path6
Divination
1 minute
Self
Up to 24 hours
V,S,M
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. |
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| Find Traps | 2 | Divination | 1 action | 120 feet | Instantaneous | V,S |
Find Traps2
Divination
1 action
120 feet
Instantaneous
V,S
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. |
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| Finger of Death | 7 | Necromancy | 1 action | 60 feet | Instantaneous | V,S |
Finger of Death7
Necromancy
1 action
60 feet
Instantaneous
V,S
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. |
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| Fire Bolt | 0 | Evocation | 1 action | Ranged | 120 feet | Instantaneous | V,S |
Fire Bolt0
Evocation
1 action
Ranged
120 feet
Instantaneous
V,S
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). |
| Fire Shield | 4 | Evocation | 1 action | Sphere 5 feet | Self | 10 minutes | V,S,M |
Fire Shield4
Evocation
1 action
Sphere 5 feet
Self
10 minutes
V,S,M
Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear. The flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model. |
| Fire Storm | 7 | Evocation | 1 action | Cube 100 feet | 150 feet | Instantaneous | V,S |
Fire Storm7
Evocation
1 action
Cube 100 feet
150 feet
Instantaneous
V,S
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell. |
| Fireball | 3 | Evocation | 1 action | Sphere 20 feet | 150 feet | Instantaneous | V,S,M |
Fireball3
Evocation
1 action
Sphere 20 feet
150 feet
Instantaneous
V,S,M
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. 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. |
| Flame Blade | 2 | Evocation | 1 bonus action | Self | Up to 10 minutes | V,S,M |
Flame Blade2
Evocation
1 bonus action
Self
Up to 10 minutes
V,S,M
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. |
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| Flame Strike | 5 | Evocation | 1 action | Cylinder 40 feet | 60 feet | Instantaneous | V,S,M |
Flame Strike5
Evocation
1 action
Cylinder 40 feet
60 feet
Instantaneous
V,S,M
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. |
| Flaming Sphere | 2 | Conjuration | 1 action | 60 feet | Up to 1 minute | V,S,M |
Flaming Sphere2
Conjuration
1 action
60 feet
Up to 1 minute
V,S,M
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. |
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| Flesh to Stone | 6 | Transmutation | 1 action | 60 feet | Up to 1 minute | V,S,M |
Flesh to Stone6
Transmutation
1 action
60 feet
Up to 1 minute
V,S,M
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its 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. |
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| Floating Disk | 1 | Conjuration | 1 action | 30 feet | 1 hour | V,S,M |
Floating Disk1
Conjuration
1 action
30 feet
1 hour
V,S,M
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. If 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 away from the disk (typically because it can't move around an obstacle to follow you), the spell ends. |
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| Fly | 3 | Transmutation | 1 action | Touch | Up to 10 minutes | V,S,M |
Fly3
Transmutation
1 action
Touch
Up to 10 minutes
V,S,M
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. |
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| Fog Cloud | 1 | Conjuration | 1 action | Sphere 20 feet | 120 feet | Up to 1 hour | V,S |
Fog Cloud1
Conjuration
1 action
Sphere 20 feet
120 feet
Up to 1 hour
V,S
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. |
| Forbiddance | 6 | Abjuration | 10 minutes | Cube 40000 feet | Touch | 24 hours | V,S,M |
Forbiddance6
Abjuration
10 minutes
Cube 40000 feet
Touch
24 hours
V,S,M
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. 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. |
| Forcecage | 7 | Evocation | 1 action | Cube 20 feet | 100 feet | 1 hour | V,S,M |
Forcecage7
Evocation
1 action
Cube 20 feet
100 feet
1 hour
V,S,M
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic. |
| Foresight | 9 | Divination | 1 minute | Touch | 8 hours | V,S,M |
Foresight9
Divination
1 minute
Touch
8 hours
V,S,M
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends. |
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| Freedom of Movement | 4 | Abjuration | 1 action | Touch | 1 hour | V,S,M |
Freedom of Movement4
Abjuration
1 action
Touch
1 hour
V,S,M
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. |
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| Freezing Sphere | 6 | Evocation | 1 action | Sphere 60 feet | 300 feet | Instantaneous | V,S,M |
Freezing Sphere6
Evocation
1 action
Sphere 60 feet
300 feet
Instantaneous
V,S,M
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. |
| Gaseous Form | 3 | Transmutation | 1 action | Touch | Up to 1 hour | V,S,M |
Gaseous Form3
Transmutation
1 action
Touch
Up to 1 hour
V,S,M
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. |
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| Gate | 9 | Conjuration | 1 action | 60 feet | Up to 1 minute | V,S,M |
Gate9
Conjuration
1 action
60 feet
Up to 1 minute
V,S,M
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 GM deems appropriate. It might leave, attack you, or help you. |
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| Geas | 5 | Enchantment | 1 minute | 60 feet | 30 days | V |
Geas5
Enchantment
1 minute
60 feet
30 days
V
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. |
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| Gentle Repose | 2 | Necromancy | 1 action | Touch | 10 days | V,S,M |
Gentle Repose2
Necromancy
1 action
Touch
10 days
V,S,M
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. |
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| Giant Insect | 4 | Transmutation | 1 action | 30 feet | Up to 10 minutes | V,S |
Giant Insect4
Transmutation
1 action
30 feet
Up to 10 minutes
V,S
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 becomes 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 GM 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 GM 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. |
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| Glibness | 8 | Transmutation | 1 action | Self | 1 hour | V |
Glibness8
Transmutation
1 action
Self
1 hour
V
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful. |
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| Globe of Invulnerability | 6 | Abjuration | 1 action | Sphere 10 feet | Self | Up to 1 minute | V,S,M |
Globe of Invulnerability6
Abjuration
1 action
Sphere 10 feet
Self
Up to 1 minute
V,S,M
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. |
| Glyph of Warding | 3 | Abjuration | 1 hour | Touch | Until dispelled | V,S,M |
Glyph of Warding3
Abjuration
1 hour
Touch
Until dispelled
V,S,M
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose *explosive runes* or a *spell glyph*. ***Explosive Runes.*** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. ***Spell Glyph.*** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding. |
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| Goodberry | 1 | Transmutation | 1 action | Touch | Instantaneous | V,S,M |
Goodberry1
Transmutation
1 action
Touch
Instantaneous
V,S,M
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 a day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. |
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| Grease | 1 | Conjuration | 1 action | Cube 10 feet | 60 feet | 1 minute | V,S,M |
Grease1
Conjuration
1 action
Cube 10 feet
60 feet
1 minute
V,S,M
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. |
| Greater Invisibility | 4 | Illusion | 1 action | Touch | Up to 1 minute | V,S |
Greater Invisibility4
Illusion
1 action
Touch
Up to 1 minute
V,S
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. |
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| Greater Restoration | 5 | Abjuration | 1 action | Touch | Instantaneous | V,S,M |
Greater Restoration5
Abjuration
1 action
Touch
Instantaneous
V,S,M
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: - One effect that charmed or petrified the target - One curse, including the target's attunement to a cursed magic item - Any reduction to one of the target's ability scores - One effect reducing the target's hit point maximum |
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| Guardian of Faith | 4 | Conjuration | 1 action | Cylinder 10 feet | 30 feet | 8 hours | V |
Guardian of Faith4
Conjuration
1 action
Cylinder 10 feet
30 feet
8 hours
V
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. |
| Guards and Wards | 6 | Abjuration | 10 minutes | Cube 2500 feet | Touch | 24 hours | V,S,M |
Guards and Wards6
Abjuration
10 minutes
Cube 2500 feet
Touch
24 hours
V,S,M
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. ***Corridors.*** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. ***Doors.*** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. ***Stairs.*** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. ***Other Spell Effect.*** You can place your choice of one of the following magical effects within the warded area of the stronghold. - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. - Place magic mouth in two locations. - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. - Place a constant gust of wind in one corridor or room. - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year. |
| Guidance | 0 | Divination | 1 action | Touch | Up to 1 minute | V,S |
Guidance0
Divination
1 action
Touch
Up to 1 minute
V,S
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. |
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| Guiding Bolt | 1 | Evocation | 1 action | Ranged | 120 feet | 1 round | V,S |
Guiding Bolt1
Evocation
1 action
Ranged
120 feet
1 round
V,S
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. |
| Gust of Wind | 2 | Evocation | 1 action | Line 60 feet | Self | Up to 1 minute | V,S,M |
Gust of Wind2
Evocation
1 action
Line 60 feet
Self
Up to 1 minute
V,S,M
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. |
| Hallow | 5 | Evocation | 24 hours | Sphere 60 feet | Touch | Until dispelled | V,S,M |
Hallow5
Evocation
24 hours
Sphere 60 feet
Touch
Until dispelled
V,S,M
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 GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as 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. ***Courage.*** Affected creatures can't be frightened while in the area. ***Darkness.*** 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. ***Daylight.*** 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. ***Energy Protection.*** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. ***Energy Vulnerability.*** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. ***Everlasting Rest.*** Dead bodies interred in the area can't be turned into undead. ***Extradimensional Interference.*** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. ***Fear.*** Affected creatures are frightened while in the area. ***Silence.*** No sound can emanate from within the area, and no sound can reach into it. ***Tongues.*** Affected creatures can communicate with any other creature in the area, even if they don't share a common language. |
| Hallucinatory Terrain | 4 | Illusion | 10 minutes | Cube 150 feet | 300 feet | 24 hours | V,S,M |
Hallucinatory Terrain4
Illusion
10 minutes
Cube 150 feet
300 feet
24 hours
V,S,M
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. |
| Harm | 6 | Necromancy | 1 action | 60 feet | Instantaneous | V,S |
Harm6
Necromancy
1 action
60 feet
Instantaneous
V,S
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. |
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| Haste | 3 | Transmutation | 1 action | 30 feet | Up to 1 minute | V,S,M |
Haste3
Transmutation
1 action
30 feet
Up to 1 minute
V,S,M
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. |
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| Heal | 6 | Evocation | 1 action | 60 feet | Instantaneous | V,S |
Heal6
Evocation
1 action
60 feet
Instantaneous
V,S
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. This 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. |
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| Healing Word | 1 | Evocation | 1 bonus action | 60 feet | Instantaneous | V |
Healing Word1
Evocation
1 bonus action
60 feet
Instantaneous
V
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. |
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| Heat Metal | 2 | Transmutation | 1 action | 60 feet | Up to 1 minute | V,S,M |
Heat Metal2
Transmutation
1 action
60 feet
Up to 1 minute
V,S,M
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
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| Hellish Rebuke | 1 | Evocation | 1 reaction | 60 feet | Instantaneous | V,S |
Hellish Rebuke1
Evocation
1 reaction
60 feet
Instantaneous
V,S
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 1d10 for each slot level above 1st. |
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| Heroes' Feast | 6 | Conjuration | 10 minutes | 30 feet | Instantaneous | V,S,M |
Heroes' Feast6
Conjuration
10 minutes
30 feet
Instantaneous
V,S,M
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. |
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| Heroism | 1 | Enchantment | 1 action | Touch | Up to 1 minute | V,S |
Heroism1
Enchantment
1 action
Touch
Up to 1 minute
V,S
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. |
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| Hideous Laughter | 1 | Enchantment | 1 action | 30 feet | Up to 1 minute | V,S,M |
Hideous Laughter1
Enchantment
1 action
30 feet
Up to 1 minute
V,S,M
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends. |
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| Hold Monster | 5 | Enchantment | 1 action | 90 feet | Up to 1 minute | V,S,M |
Hold Monster5
Enchantment
1 action
90 feet
Up to 1 minute
V,S,M
Choose a creature you can see and reach. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature. When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them. |
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| Hold Person | 2 | Enchantment | 1 action | 60 feet | Up to 1 minute | V,S,M |
Hold Person2
Enchantment
1 action
60 feet
Up to 1 minute
V,S,M
Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. |
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| Holy Aura | 8 | Abjuration | 1 action | Sphere 30 feet | Self | Up to 1 minute | V,S,M |
Holy Aura8
Abjuration
1 action
Sphere 30 feet
Self
Up to 1 minute
V,S,M
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. |
| Hunter's Mark | 1 | Divination | 1 bonus action | 90 feet | Up to 1 hour | V |
Hunter's Mark1
Divination
1 bonus action
90 feet
Up to 1 hour
V
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. |
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| Hypnotic Pattern | 3 | Illusion | 1 action | 120 feet | Up to 1 minute | S,M |
Hypnotic Pattern3
Illusion
1 action
120 feet
Up to 1 minute
S,M
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. |
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| Ice Storm | 4 | Evocation | 1 action | Cylinder 20 feet | 300 feet | Instantaneous | V,S,M |
Ice Storm4
Evocation
1 action
Cylinder 20 feet
300 feet
Instantaneous
V,S,M
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. |
| Identify | 1 | Divination | 1 minute | Touch | Instantaneous | V,S,M |
Identify1
Divination
1 minute
Touch
Instantaneous
V,S,M
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. |
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| Illusory Script | 1 | Illusion | 1 minute | Touch | 10 days | S,M |
Illusory Script1
Illusion
1 minute
Touch
10 days
S,M
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. |
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| Imprisonment | 9 | Abjuration | 1 minute | 30 feet | Until dispelled | V,S,M |
Imprisonment9
Abjuration
1 minute
30 feet
Until dispelled
V,S,M
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. ***Burial.*** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. ***Chaining.*** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. ***Hedged Prison.*** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. ***Minimus Containment.*** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. ***Slumber.*** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. ***Ending the Spell.*** 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 GM 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. |
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| Incendiary Cloud | 8 | Conjuration | 1 action | Sphere 20 feet | 150 feet | Up to 1 minute | V,S |
Incendiary Cloud8
Conjuration
1 action
Sphere 20 feet
150 feet
Up to 1 minute
V,S
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. |
| Inflict Wounds | 1 | Necromancy | 1 action | Melee | Touch | Instantaneous | V,S |
Inflict Wounds1
Necromancy
1 action
Melee
Touch
Instantaneous
V,S
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. |
| Insect Plague | 5 | Conjuration | 1 action | Sphere 20 feet | 300 feet | Up to 10 minutes | V,S,M |
Insect Plague5
Conjuration
1 action
Sphere 20 feet
300 feet
Up to 10 minutes
V,S,M
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. |
| Instant Summons | 6 | Conjuration | 1 minute | Touch | Until dispelled | V,S,M |
Instant Summons6
Conjuration
1 minute
Touch
Until dispelled
V,S,M
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. |
|
| Invisibility | 2 | Illusion | 1 action | Touch | Up to 1 hour | V,S,M |
Invisibility2
Illusion
1 action
Touch
Up to 1 hour
V,S,M
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
|
| Irresistible Dance | 6 | Enchantment | 1 action | 30 feet | Up to 1 minute | V |
Irresistible Dance6
Enchantment
1 action
30 feet
Up to 1 minute
V
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends. |
|
| Jump | 1 | Transmutation | 1 action | Touch | 1 minute | V,S,M |
Jump1
Transmutation
1 action
Touch
1 minute
V,S,M
You touch a creature. The creature's jump distance is tripled until the spell ends. |
|
| Knock | 2 | Transmutation | 1 action | 60 feet | Instantaneous | V |
Knock2
Transmutation
1 action
60 feet
Instantaneous
V
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. |
|
| Legend Lore | 5 | Divination | 10 minutes | Self | Instantaneous | V,S,M |
Legend Lore5
Divination
10 minutes
Self
Instantaneous
V,S,M
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips." |
|
| Lesser Restoration | 2 | Abjuration | 1 action | Touch | Instantaneous | V,S |
Lesser Restoration2
Abjuration
1 action
Touch
Instantaneous
V,S
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. |
|
| Levitate | 2 | Transmutation | 1 action | 60 feet | Up to 10 minutes | V,S,M |
Levitate2
Transmutation
1 action
60 feet
Up to 10 minutes
V,S,M
One creature or 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. |
|
| Light | 0 | Evocation | 1 action | Touch | 1 hour | V,M |
Light0
Evocation
1 action
Touch
1 hour
V,M
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell. |
|
| Lightning Bolt | 3 | Evocation | 1 action | Line 100 feet | Self | Instantaneous | V,S,M |
Lightning Bolt3
Evocation
1 action
Line 100 feet
Self
Instantaneous
V,S,M
A stroke of lightning forming a line 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. |
| Locate Animals or Plants | 2 | Divination | 1 action | Self | Instantaneous | V,S,M |
Locate Animals or Plants2
Divination
1 action
Self
Instantaneous
V,S,M
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. |
|
| Locate Creature | 4 | Divination | 1 action | Self | Up to 1 hour | V,S,M |
Locate Creature4
Divination
1 action
Self
Up to 1 hour
V,S,M
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. |
|
| Locate Object | 2 | Divination | 1 action | Self | Up to 10 minutes | V,S,M |
Locate Object2
Divination
1 action
Self
Up to 10 minutes
V,S,M
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. |
|
| Longstrider | 1 | Transmutation | 1 action | Touch | 1 hour | V,S,M |
Longstrider1
Transmutation
1 action
Touch
1 hour
V,S,M
You touch a creature. The target's speed increases by 10 feet until the spell ends. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st. |
|
| Mage Armor | 1 | Abjuration | 1 action | Touch | 8 hours | V,S,M |
Mage Armor1
Abjuration
1 action
Touch
8 hours
V,S,M
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. |
|
| Mage Hand | 0 | Conjuration | 1 action | 30 feet | 1 minute | V,S |
Mage Hand0
Conjuration
1 action
30 feet
1 minute
V,S
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. |
|
| Magic Circle | 3 | Abjuration | 1 minute | Cylinder 10 feet | 10 feet | 1 hour | V,S,M |
Magic Circle3
Abjuration
1 minute
Cylinder 10 feet
10 feet
1 hour
V,S,M
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 whenever 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. |
| Magic Jar | 6 | Necromancy | 1 minute | Self | Until dispelled | V,S,M |
Magic Jar6
Necromancy
1 minute
Self
Until dispelled
V,S,M
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 spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed. |
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| Magic Missile | 1 | Evocation | 1 action | 120 feet | Instantaneous | V,S |
Magic Missile1
Evocation
1 action
120 feet
Instantaneous
V,S
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. |
|
| Magic Mouth | 2 | Illusion | 1 minute | 30 feet | Until dispelled | V,S,M |
Magic Mouth2
Illusion
1 minute
30 feet
Until dispelled
V,S,M
You plant a message to an object in the range of the spell. The message is verbalized when the trigger conditions are met. Choose an object that you see, and that is not worn or carried by another creature. Then say the message, which should not exceed 25 words but listening can take up to 10 minutes. Finally, establish the circumstances that trigger the spell to deliver your message. When these conditions are satisfied, a magical mouth appears on the object and it articulates the message imitating your voice, the same tone used during implantation of the message. If the selected object has a mouth or something that approaches such as the mouth of a statue, the magic mouth come alive at this point, giving the illusion that the words come from the mouth of the object. When you cast this spell, you may decide that the spell ends when the message is delivered or it can persist and repeat the message whenever circumstances occur. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. |
|
| Magic Weapon | 2 | Transmutation | 1 bonus action | Touch | Up to 1 hour | V,S |
Magic Weapon2
Transmutation
1 bonus action
Touch
Up to 1 hour
V,S
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. |
|
| Magnificent Mansion | 7 | Conjuration | 1 minute | Cube 5 feet | 300 feet | 24 hours | V,S,M |
Magnificent Mansion7
Conjuration
1 minute
Cube 5 feet
300 feet
24 hours
V,S,M
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. |
| Major Image | 3 | Illusion | 1 action | 120 feet | Up to 10 minutes | V,S,M |
Major Image3
Illusion
1 action
120 feet
Up to 10 minutes
V,S,M
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. |
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| Mass Cure Wounds | 5 | Conjuration | 1 action | Sphere 30 feet | 60 feet | Instantaneous | V,S |
Mass Cure Wounds5
Conjuration
1 action
Sphere 30 feet
60 feet
Instantaneous
V,S
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. |
| Mass Heal | 9 | Conjuration | 1 action | 60 feet | Instantaneous | V,S |
Mass Heal9
Conjuration
1 action
60 feet
Instantaneous
V,S
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. |
|
| Mass Healing Word | 3 | Evocation | 1 bonus action | 60 feet | Instantaneous | V |
Mass Healing Word3
Evocation
1 bonus action
60 feet
Instantaneous
V
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. |
|
| Mass Suggestion | 6 | Enchantment | 1 action | 60 feet | 24 hours | V,M |
Mass Suggestion6
Enchantment
1 action
60 feet
24 hours
V,M
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. |
|
| Maze | 8 | Conjuration | 1 action | 60 feet | Up to 10 minutes | V,S |
Maze8
Conjuration
1 action
60 feet
Up to 10 minutes
V,S
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. |
|
| Meld Into Stone | 3 | Transmutation | 1 action | Touch | 8 hours | V,S |
Meld Into Stone3
Transmutation
1 action
Touch
8 hours
V,S
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. |