Name | Level | School | Casting time | Effect | Range | Duration | Component | More |
---|---|---|---|---|---|---|---|---|
Sanctuary | 1 | Abjuration | 1 bonus action | 30 feet | 1 minute | V,S,M |
Sanctuary1
Abjuration
1 bonus action
30 feet
1 minute
V,S,M
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. |
|
Scorching Ray | 2 | Evocation | 1 action | 120 feet | Instantaneous | V,S |
Scorching Ray2
Evocation
1 action
120 feet
Instantaneous
V,S
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. |
|
Scrying | 5 | Divination | 10 minutes | Self | Up to 10 minutes | V,S,M |
Scrying5
Divination
10 minutes
Self
Up to 10 minutes
V,S,M
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. | Knowledge | Save Modifier | |---|---| | Secondhand (you have heard of the target) | +5 | | Firsthand (you have met the target) | +0 | | Familiar (you know the target well) | -5 | | Connection | Save Modifier | |---|---| | Likeness or picture | -2 | | Possession or garment | -4 | | Body part, lock of hair, bit of nail, or the like | -10 | On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. |
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Secret Chest | 4 | Conjuration | 1 action | Touch | Instantaneous | V,S,M |
Secret Chest4
Conjuration
1 action
Touch
Instantaneous
V,S,M
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. |
|
See Invisibility | 2 | Divination | 1 action | Self | 1 hour | V,S,M |
See Invisibility2
Divination
1 action
Self
1 hour
V,S,M
For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent. |
|
Seeming | 5 | Illusion | 1 action | 30 feet | 8 hours | V,S |
Seeming5
Illusion
1 action
30 feet
8 hours
V,S
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. |
|
Sending | 3 | Evocation | 1 action | Unlimited | 1 round | V,S,M |
Sending3
Evocation
1 action
Unlimited
1 round
V,S,M
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. |
|
Sequester | 7 | Transmutation | 1 action | Touch | Until dispelled | V,S,M |
Sequester7
Transmutation
1 action
Touch
Until dispelled
V,S,M
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage. |
|
Shapechange | 9 | Transmutation | 1 action | Self | Up to 1 hour | V,S,M |
Shapechange9
Transmutation
1 action
Self
Up to 1 hour
V,S,M
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. |
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Shatter | 2 | Evocation | 1 action | Sphere 10 feet | 60 feet | Instantaneous | V,S,M |
Shatter2
Evocation
1 action
Sphere 10 feet
60 feet
Instantaneous
V,S,M
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A non-magical item that is not worn or carried also suffers damage if it is in the area of the spell. When you cast this spell using a 3 or higher level spell slot, the damage of the spell increases by 1d8 for each level of higher spell slot 2. |
Shield | 1 | Abjuration | 1 reaction | Self | 1 round | V,S |
Shield1
Abjuration
1 reaction
Self
1 round
V,S
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. |
|
Shield of Faith | 1 | Abjuration | 1 bonus action | 60 feet | Up to 10 minutes | V,S,M |
Shield of Faith1
Abjuration
1 bonus action
60 feet
Up to 10 minutes
V,S,M
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. |
|
Shillelagh | 0 | Transmutation | 1 bonus action | Touch | 1 minute | V,S,M |
Shillelagh0
Transmutation
1 bonus action
Touch
1 minute
V,S,M
The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. |
|
Shocking Grasp | 0 | Evocation | 1 action | Melee | Touch | Instantaneous | V,S |
Shocking Grasp0
Evocation
1 action
Melee
Touch
Instantaneous
V,S
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
Silence | 2 | Illusion | 1 action | Sphere 20 feet | 120 feet | Up to 10 minutes | V,S |
Silence2
Illusion
1 action
Sphere 20 feet
120 feet
Up to 10 minutes
V,S
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. |
Silent Image | 1 | Illusion | 1 action | Cube 15 feet | 60 feet | Up to 10 minutes | V,S,M |
Silent Image1
Illusion
1 action
Cube 15 feet
60 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 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. |
Simulacrum | 7 | Illusion | 12 hours | Touch | Until dispelled | V,S,M |
Simulacrum7
Illusion
12 hours
Touch
Until dispelled
V,S,M
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. |
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Sleep | 1 | Enchantment | 1 action | Sphere 20 feet | 90 feet | 1 minute | V,S,M |
Sleep1
Enchantment
1 action
Sphere 20 feet
90 feet
1 minute
V,S,M
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. |
Sleet Storm | 3 | Conjuration | 1 action | Cylinder 40 feet | 150 feet | Up to 1 minute | V,S,M |
Sleet Storm3
Conjuration
1 action
Cylinder 40 feet
150 feet
Up to 1 minute
V,S,M
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration. |
Slow | 3 | Transmutation | 1 action | Cube 40 feet | 120 feet | Up to 1 minute | V,S,M |
Slow3
Transmutation
1 action
Cube 40 feet
120 feet
Up to 1 minute
V,S,M
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. |
Spare the Dying | 0 | Necromancy | 1 action | Touch | Instantaneous | V,S |
Spare the Dying0
Necromancy
1 action
Touch
Instantaneous
V,S
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. |
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Speak with Animals | 1 | Divination | 1 action | Self | 10 minutes | V,S |
Speak with Animals1
Divination
1 action
Self
10 minutes
V,S
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. |
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Speak with Dead | 3 | Necromancy | 1 action | 10 feet | 10 minutes | V,S,M |
Speak with Dead3
Necromancy
1 action
10 feet
10 minutes
V,S,M
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. |
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Speak with Plants | 3 | Transmutation | 1 action | Sphere 30 feet | Self | 10 minutes | V,S |
Speak with Plants3
Transmutation
1 action
Sphere 30 feet
Self
10 minutes
V,S
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. |
Spider Climb | 2 | Transmutation | 1 action | Touch | Up to 1 hour | V,S,M |
Spider Climb2
Transmutation
1 action
Touch
Up to 1 hour
V,S,M
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. |