Name | Level | School | Casting time | Effect | Range | Duration | Component | More |
---|---|---|---|---|---|---|---|---|
Prayer of Healing | 2 | Evocation | 10 minutes | 30 feet | Instantaneous | V |
Prayer of Healing2
Evocation
10 minutes
30 feet
Instantaneous
V
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. |
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Prestidigitation | 0 | Transmutation | 1 action | 10 feet | 1 hour | V,S |
Prestidigitation0
Transmutation
1 action
10 feet
1 hour
V,S
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
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Prismatic Spray | 7 | Evocation | 1 action | Cone 60 feet | Self | Instantaneous | V,S |
Prismatic Spray7
Evocation
1 action
Cone 60 feet
Self
Instantaneous
V,S
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. ***1. Red.*** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. ***2. Orange.*** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. ***3. Yellow.*** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. ***4. Green.*** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. ***5. Blue.*** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. ***6. Indigo.*** On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. ***7. Violet.*** On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) ***8. Special.*** The target is struck by two rays. Roll twice more, rerolling any 8. |
Prismatic Wall | 9 | Abjuration | 1 action | Line 90 feet | 60 feet | 10 minutes | V,S |
Prismatic Wall9
Abjuration
1 action
Line 90 feet
60 feet
10 minutes
V,S
A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it. ***1. Red.*** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. ***2. Orange.*** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. ***3. Yellow.*** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. ***4. Green.*** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. ***5. Blue.*** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. ***6. Indigo.*** On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. ***7. Violet.*** On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects. |
Private Sanctum | 4 | Abjuration | 10 minutes | Cube 100 feet | 120 feet | 24 hours | V,S,M |
Private Sanctum4
Abjuration
10 minutes
Cube 100 feet
120 feet
24 hours
V,S,M
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. |
Produce Flame | 0 | Conjuration | 1 action | Ranged | Self | 10 minutes | V,S |
Produce Flame0
Conjuration
1 action
Ranged
Self
10 minutes
V,S
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). |
Programmed Illusion | 6 | Illusion | 1 action | Cube 30 feet | 120 feet | Until dispelled | V,S,M |
Programmed Illusion6
Illusion
1 action
Cube 30 feet
120 feet
Until dispelled
V,S,M
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. |
Project Image | 7 | Illusion | 1 action | 500 miles | Up to 24 hours | V,S,M |
Project Image7
Illusion
1 action
500 miles
Up to 24 hours
V,S,M
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. |
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Protection From Energy | 3 | Abjuration | 1 action | Touch | Up to 1 hour | V,S |
Protection From Energy3
Abjuration
1 action
Touch
Up to 1 hour
V,S
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. |
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Protection from Evil and Good | 1 | Abjuration | 1 action | Touch | Up to 10 minutes | V,S,M |
Protection from Evil and Good1
Abjuration
1 action
Touch
Up to 10 minutes
V,S,M
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. |
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Protection from Poison | 2 | Abjuration | 1 action | Touch | 1 hour | V,S |
Protection from Poison2
Abjuration
1 action
Touch
1 hour
V,S
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. |
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Purify Food and Drink | 1 | Transmutation | 1 action | 10 feet | Instantaneous | V,S |
Purify Food and Drink1
Transmutation
1 action
10 feet
Instantaneous
V,S
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. |
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Raise Dead | 5 | Necromancy | 1 hour | Touch | Instantaneous | V,S,M |
Raise Dead5
Necromancy
1 hour
Touch
Instantaneous
V,S,M
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. |
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Ray of Enfeeblement | 2 | Necromancy | 1 action | Ranged | 60 feet | Up to 1 minute | V,S |
Ray of Enfeeblement2
Necromancy
1 action
Ranged
60 feet
Up to 1 minute
V,S
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. |
Ray of Frost | 0 | Evocation | 1 action | Ranged | 60 feet | Instantaneous | V,S |
Ray of Frost0
Evocation
1 action
Ranged
60 feet
Instantaneous
V,S
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). |
Regenerate | 7 | Transmutation | 1 minute | Touch | 1 hour | V,S,M |
Regenerate7
Transmutation
1 minute
Touch
1 hour
V,S,M
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. |
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Reincarnate | 5 | Transmutation | 1 hour | Touch | Instantaneous | V,S,M |
Reincarnate5
Transmutation
1 hour
Touch
Instantaneous
V,S,M
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 GM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the GM 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 | | 97-00 | 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. |
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Remove Curse | 3 | Abjuration | 1 action | Touch | Instantaneous | V,S |
Remove Curse3
Abjuration
1 action
Touch
Instantaneous
V,S
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. |
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Resilient Sphere | 4 | Evocation | 1 action | 30 feet | Up to 1 minute | V,S,M |
Resilient Sphere4
Evocation
1 action
30 feet
Up to 1 minute
V,S,M
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. |
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Resistance | 0 | Abjuration | 1 action | Touch | Up to 1 minute | V,S,M |
Resistance0
Abjuration
1 action
Touch
Up to 1 minute
V,S,M
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 making the saving throw. The spell then ends. |
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Resurrection | 7 | Necromancy | 1 hour | Touch | Instantaneous | V,S,M |
Resurrection7
Necromancy
1 hour
Touch
Instantaneous
V,S,M
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. |
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Reverse Gravity | 7 | Transmutation | 1 action | Cylinder 50 feet | 100 feet | Up to 1 minute | V,S,M |
Reverse Gravity7
Transmutation
1 action
Cylinder 50 feet
100 feet
Up to 1 minute
V,S,M
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. |
Revivify | 3 | Conjuration | 1 action | Touch | Instantaneous | V,S,M |
Revivify3
Conjuration
1 action
Touch
Instantaneous
V,S,M
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. |
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Rope Trick | 2 | Transmutation | 1 action | Touch | 1 hour | V,S,M |
Rope Trick2
Transmutation
1 action
Touch
1 hour
V,S,M
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. |
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Sacred Flame | 0 | Evocation | 1 action | 60 feet | Instantaneous | V,S |
Sacred Flame0
Evocation
1 action
60 feet
Instantaneous
V,S
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). |