Complete Warlock Spellbook

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SPELLCA STING A BILITY: ________________ SPELL SA V E DC: ________________ SPELL A TTA CK BONUS: ________________

First Second Third Forth Fifth Sixth Seventh Eight Ninth Tenth

Spell _______ _______ _______ _______ _______ _______ _______ _______ _______ _______

slots
Blade Ward Booming Blade
Abjuration Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 5 feet
Components: V, S Components: V, M (a weapon)
Duration: 1 round Duration: 1 round

You extend your hand and trac e a sigil of warding in the air. Until As part of the ac tion used to c ast this spell, you must make a
the end of your next turn, you have resistanc e against bludgeoning, melee attac k with a weapon against one c reature within the spell's
pierc ing, and slashing damage dealt by weapon attac ks. range, otherwise the spell fails.
On a hit, the target suffers the attac k's normal effec ts, and it
bec omes sheathed in booming energy until the start of your next
turn. If the target willingly moves be- fore then, it immediately
takes 1d8 thunder damage, and the spell ends.
This spell's damage inc reases when you reac h higher levels.

At higher level

At 5th level, the melee attac k deals an extra 1d8 thunder damage
to the target, and the damage the target takes for moving
inc reases to 2d8. Both damage rolls inc rease by 1d8 at 11th level
and 17th level.

Chill Touch Create Bonfire


Necromancy C onjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: 1 round Duration: Concentration, up to 1 minute

You c reate a ghostly, skeletal hand in the spac e of a c reature You c reate a bonfire on ground that you c an see within range. Until
within range. the spells ends, the bonfire fills a 5-foot c ube. Any c reature in the
Make a ranged spell attac k against the c reature to assail it with bonfire’s spac e when you c ast the spell must suc c eed on a
the c hill of the grave. On a hit, the target takes 1d8 nec rotic Dexterity saving throw or take 1d8 fire damage. A c reature must
damage, and it c an’t regain hit points until the start of your next also make the saving throw when it enters the bonfire’s spac e for
turn. Until then, the hand c lings to the target. If you hit an undead the first time on a turn or ends its turn there.
target, it also has disadvantage on attac k rolls against you until The spell’s damage inc reases by 1d8 when you reac h 5th level
the end of your next turn. (2d8), 11th level (3d8), and 17th level (4d8).

At higher level

This spell’s damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Eldritch Blast Friends
Evocation Enchantment

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Self
Components: V, S Components: S, M (a small amount of makeup applied to the face
Duration: Instantaneous as this spell is cast)
Duration: Concentration, up to 1 minute
A beam of c rac kling energy streaks toward a c reature within range.
Make a ranged spell attac k against the target. On a hit, the target For the duration, you have advantage on all Charisma c hec ks
takes 1d10 forc e damage. direc ted at one c reature of your c hoic e that isn’t hostile toward
you. When the spell ends, the c reature realiz es that you used
At higher level magic to influenc e its mood and bec omes hostile toward you. A
c reature prone to violenc e might attac k you. Another c reature
The spell c reates more than one beam when you reac h higher might seek retribution in other ways (at the DM’s disc retion),
levels: depending on the nature of your interac tion with it.
Two beams at 5th level
Three beams at 11th level
Four beams at 17th level.
You c an direc t the beams at the same target or at different ones.
Make a separate attac k roll for eac h beam.

Frostbite Green-Flame Blade


Evocation Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 5 feet
Components: V, S Components: V, M (a weapon)
Duration: Instantaneous Duration: Instantaneous

You c ause numbing frost to form on one c reature that you c an see As part of the ac tion used to c ast this spell, you must make a
within range. The target must make a Constitution saving throw. On melee attac k with a weapon against one c reature within the spell's
a failed save, the target takes 1d6 c old damage, and it has range, otherwise the spell fails. On a hit, the target suffers the
disadvantage on the next weapon attac k roll it makes before the attac k's normal effec ts, and green fire leaps from the target to a
end of its next turn. different c reature of your c hoic e that you c an see within 5 feet of
The spell’s damage inc reases by 1d6 when you reac h 5th level it. The sec ond c reature takes fire damage equal to your
(2d6), 11th level (3d6), and 17th level (4d6). spellc asting ability modifier. This spell's damage inc reases when
you reac h higher levels.

At higher level

At 5th level, the melee attac k deals an extra 1d8 fire damage to
the target, and the fire damage to the sec ond c reature inc reases
to 1d8 + your spellc asting ability modifier. Both damage rolls
inc rease by 1d8 at 11th level and 17th level.

Lightning Lure
Evocation

Level: Cantrip
Casting time: 1 Action
Range: 15 feet
Components: V
Duration: Instantaneous

You c reate a lash of lightning energy that strikes at one c reature of


your c hoic e that you c an see within range.
The target must suc c eed on a S trength saving throw or be pulled
up to 10 feet in a straight line toward you and then take 1d8
lightning damage if it is within 5 feet of you.

At higher level

This spell's damage inc reases by 1d8 when you reac h 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand
C onjuration

Level: Cantrip
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spec tral, floating hand appears at a point you c hoose within


range.
The hand lasts for the duration or until you dismiss it as an ac tion.
The hand vanishes if it is ever more than 30 feet away from you or if
you c ast this spell again.

You c an use your ac tion to c ontrol the hand. You c an use the hand
to manipulate an objec t, open an unloc ked door or c ontainer, stow
or retrieve an item from an open c ontainer, or pour the c ontents
out of a vial. You c an move the hand up to 30 feet eac h time you
use it.

The hand c an’t attac k, ac tivate magic al items, or c arry more than
10 pounds.

Magic Stone Minor Illusion


Transmutation Illusion

Level: Cantrip Level: Cantrip


Casting time: 1 Bonus Action Casting time: 1 Action
Range: Touch Range: 30 feet
Components: V, S Components: S, M (a bit of fleece)
Duration: 1 minute Duration: 1 minute

You touc h one to three pebbles and imbue them with magic . You or You c reate a sound or an image of an objec t within range that lasts
someone else c an make a ranged spell attac k with one of the for the duration. The illusion also ends if you dismiss it as an ac tion
pebbles by throwing it or hurling it with a sling. If thrown, it has a or c ast this spell again.
range of 60 feet. If someone else attac ks with the pebble, that
attac ker adds your spellc asting ability modifier, not the attac ker’s, If you c reate a sound, its volume c an range from a whisper to a
to the attac k roll. On a hit, the target takes bludgeoning damage sc ream. It c an be your voic e, someone else’s voic e, a lion’s roar, a
equal to 1d6 + your spellc asting ability modifier. Hit or miss, the beating of drums, or any other sound you c hoose. The sound
spell then ends on the stone. c ontinues unabated throughout the duration, or you c an make
If you c ast this spell again, the spell ends early on any pebbles still disc rete sounds at different times before the spell ends.
affec ted by it.
If you c reate an image of an objec t​s uc h as a c hair, muddy
footprints, or a small c hest​i t must be no larger than a 5-foot c ube.
The image c an’t c reate sound, light, smell, or any other sensory
effec t. Physic al interac tion with the image reveals it to be an
illusion, bec ause things c an pass through it.

If a c reature uses its ac tion to examine the sound or image, the


c reature c an determine that it is an illusion with a suc c essful
Intelligenc e (Investigation) c hec k against your spell save DC. If a
c reature disc erns the illusion for what it is, the illusion bec omes
faint to the c reature.
Poison Spray Prestidigitation
C onjuration Transmutation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 10 feet Range: 10 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Up to 1 hour

You extend your hand toward a c reature you c an see within range This spell is a minor magic al tric k that novic e spellc asters use for
and projec t a puff of noxious gas from your palm. The c reature prac tic e. You c reate one of the following magic al effec ts within
must suc c eed on a Constitution saving throw or take 1d12 poison range:
damage. -You c reate an instantaneous, harmless sensory effec t, suc h as a
shower of sparks, a puff of wind, faint music al notes, or an odd
At higher level odor.
-You instantaneously light or snuff out a c andle, a torc h, or a small
This spell’s damage inc reases by 1d12 when you reac h 5th level c ampfire.
(2d12), 11th level (3d12), 17th level (4d12). -You instantaneously c lean or soil an objec t no larger than 1 c ubic
foot.
-You c hill, warm, or flavor up to 1 c ubic foot of nonliving material
for 1 hour.
-You make a c olor, a small mark, or a symbol appear on an objec t
or a surfac e for 1 hour.
-You c reate a nonmagic al trinket or an illusory image that c an fit in
your hand and that lasts until the end of your next turn.
If you c ast this spell multiple times, you c an have up to three of its
non-instantaneous effec ts ac tive at a time, and you c an dismiss
suc h an effec t as an ac tion.

Sword Burst Thunderclap


C onjuration Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 5 feet Range: Self (5-foot radius)
Components: V Components: S
Duration: Instantaneous Duration: Instantaneous

You c reate a momentary c irc le of spec tral blades that sweep You c reate a burst of thunderous sound, whic h c an be heard 100
around you. feet away.
Eac h c reature within range, other than you, must suc c eed on a Eac h c reature other than you within 5 feet of you must make a
Dexterity saving throw or take 1d6 forc e damage. Constitution saving throw. On a failed save, the c reature takes 1d6
thunder damage.
At higher level The spell’s damage inc reases by 1d6 when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
This spell's damage inc reases by 1d6 when you reac h 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

True Strike Armor of Agathys


Divination Abjuration

Level: Cantrip Level: 1


Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self
Components: S Components: V, S, M (a cup of water)
Duration: Concentration, up to 1 round Duration: 1 hour

You extend your hand and point a finger at a target in range. Your A protec tive magic al forc e surrounds you, manifesting as a
magic grants you a brief insight into the target’s defenses. On your spec tral frost that c overs you and your gear.
next turn, you gain advantage on your first attac k roll against the You gain 5 temporary hit points for the duration. If a c reature hits
target, provided that this spell hasn’t ended. you with a melee attac k while you have these hit points, the
c reature takes 5 c old damage.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
both the temporary hit points and the c old damage inc rease by 5
for eac h slot
Arms of Hadar Charm Person
C onjuration Enchantment

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: Self (10-foot radius) Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour

You invoke the power of Hadar, the Dark Hunger. You attempt to c harm a humanoid you c an see within range.
Tendrils of dark energy erupt from you and batter all c reatures It must make a Wisdom saving throw, and does so with advantage if
within 10 feet of you. Eac h c reature in that area must make a you or your c ompanions are fighting it. If it fails the saving throw, it
S trength saving throw. On a failed save, a target takes 2d6 is c harmed by you until the spell ends or until you or your
nec rotic damage and c an’t take reac tions until its next turn. On a c ompanions do anything harmful to it.The c harmed c reature
suc c essful save, the c reature takes half damage, but suffers no regards you as a friendly ac quaintanc e. When the spell ends, the
other effec t. c reature knows it was c harmed by you.

At higher level At higher level

When you c ast this spell using a spell slot of 2nd level or higher, When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d6 for eac h slot level above 1st. you c an target one additional c reature for eac h slot level above
1st. The c reatures must be within 30 feet of eac h other when you
target them.

Comprehend Languages (Ritual) Expeditious Retreat


Divination Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Bonus Action
Range: Self Range: Self
Components: V, S, M (a pinch of soot and salt) Components: V, S
Duration: 1 hour Duration: Concentration, up to 10 minutes

For the duration, you understand the literal meaning of any spoken This spell allows you to move at an inc redible pac e. When you c ast
language that you hear. this spell, and then as a bonus ac tion on eac h of your turns until
You also understand any spoken language that you hear. You also the spell ends, you c an take the Dash ac tion.
understand any written language that you see, but you must be
touc hing the surfac e of whic h the words are written. It takes about
1 minute to read one page of text.

This spell doesn’t dec ode sec ret messages in a text or glyph, suc h
as an arc ane sigil, that isn’t part of a written language.

Hellish Rebuke
Evocation

Level: 1
Casting time: Special
Range: 60 feet
Components: V, S
Duration: Instantaneous

Reac tion: you are being damaged by a c reature within 60 feet of


you that you c an see.

You point your finger, and the c reature that damaged you is
momentarily surrounded by hellish flames. The c reature must make
a Dexterity saving throw. It takes 2d10 fire damage on a failed
save, or half as muc h damage on a suc c essful one.

At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1dlO for eac h slot level above 1st.
Hex
Enchantment

Level: 1
Casting time: 1 Bonus Action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour

You plac e a c urse on a c reature that you c an see within range.


Until the spell ends, you deal an extra 1d6 nec rotic damage to the
target whenever you hit it with an attac k. Also, c hoose one ability
when you c ast the spell. The target has disadvantage on ability
c hec ks made with the c hosen ability.

If the target drops to 0 hit points before this spell ends, you c an
use a bonus ac tion on a subsequent turn of yours to c urse a new
c reature.

A remove c urse c ast on the target ends this spell early.

At higher level

When you c ast this spell using a spell slot of 3rd or 4th level, you
c an maintain your c onc entration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you c an maintain
your c onc entration on the spell for up to 24 hours.

Illusory Script (Ritual) Protection from Evil and Good


Illusion Abjuration

Level: 1 Level: 1
Casting time: 1 Minute Casting time: 1 Action
Range: Touch Range: Touch
Components: S, M (a lead-based ink worth at least 10 gp, which Components: V, S, M (holy water or powdered silver and iron,
the spell consumes) which the spell consumes)
Duration: 10 days Duration: Concentration, up to 10 minutes

You write on parc hment, paper, or some other suitable writing Until the spell ends, one willing c reature you touc h is protec ted
material and imbue it with a potent illusion that lasts for the against c ertain types of c reatures: aberrations, c elestials,
duration. elementals, fey, fiends, and undead.

To you and any c reatures you designate when you c ast the spell, The protec tion grants several benefits. Creatures of those types
the writing appears normal, written in your hand, and c onveys have disadvantage on attac k rolls against the target. The target
whatever meaning you intended when you wrote the text. To all also c an’t be c harmed, frightened, or possessed by them. If the
others, the writing appears as if it were written in an unknown or target is already c harmed, frightened, or possessed by suc h a
magic al sc ript that is unintelligible. Alternatively, you c an c ause c reature, the target has advantage on any new saving throw
the writing to appear to be an entirely different message, written in against the relevant effec t.
a different hand and language, though the language must be one
you know.

S hould the spell be dispelled, the original sc ript and the illusion
both disappear.
A c reature with truesight c an read the hidden message.
Unseen Servant (Ritual) Witch Bolt
C onjuration Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 30 feet
Components: V, S, M (a piece of string and a bit of wood) Components: V, S, M (a twig from a tree that has been struck by
Duration: 1 hour lightning)
Duration: Concentration, up to 1 minute
This spell c reates an invisible, mindless, shapeless forc e that
performs simple tasks at your c ommand until the spell ends. The A beam of c rac kling, blue energy lanc es out toward a c reature
servant springs into existenc e in an unoc c upied spac e on the within range, forming a sustained arc of lightning between you and
ground within range. It has AC 10, 1 hit point, and a S trength of 2, the target.
and it c an’t attac k. If it drops to 0 hit points, the spell ends. Make a ranged spell attac k against that c reature. On a hit, the
target takes 1d12 lightning damage, and on eac h of your turns for
Onc e on eac h of your turns as a bonus ac tion, you c an mentally the duration, you c an use your ac tion to deal 1d12 lightning
c ommand the servant to move up to 15 feet and inteac t with an damage to the target automatic ally. The spell ends if you use your
objec t. The servant c an perform simple tasks that a human servant ac tion to do anything else. The spell also ends if the target is ever
c ould do, suc h as fetc hing things, c leaning, mending, folding outside the spell’s range or if it has total c over from you.
c lothes, lighting fires, serving food, and pouring wine. Onc e you
give the c ommand, the servant performs the task to the best of its At higher level
ability until it c ompletes the task, then waits for your next
c ommand. When you c ast this spell using a spell slot of 2nd level or higher,
the initial damage inc reases by 1d12 for eac h slot level above 1st.
If you c ommand the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Cloud of Daggers Crown of Madness


C onjuration Enchantment

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 120 feet
Components: V, S, M (a sliver of glass) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a c ube 5 feet on eac h side, One humanoid of your c hoic e that you c an see within range must
c entered on a point you c hoose within range. A c reature takes 4d4 suc c eed on a Wisdom saving throw or bec ome c harmed by you for
slashing damage when it enters the spell’s area for the first time the duration.
on a turn or starts its turn there. While the target is c harmed in this way, a twisted c rown of jagged
iron appears on its head, and a madness glows in its eyes.
At higher level
The c harmed target must use its ac tion before moving on eac h of
When you c ast this spell using a spell slot of 3rd level or higher, the its turns to make a melee attac k against a c reature other than
damage inc reases by 2d4 for eac h slot level above 2nd. itself that you mentally c hoose. The target c an ac t normally on its
turn if you c hoose no c reature or if none are within its reac h.

On your subsequent turns, you must use your ac tion to maintain


c ontrol over the target, or the spell ends. Also, the target c an
make a Wisdom saving throw at the end of eac h of its turns. On a
suc c ess, the spell ends.
Darkness Earthbind
Evocation Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 300 feet
Components: V, M (bat fur and a drop of pitch or piece of coal) Components: V
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

Magic al darkness spreads from a point you c hoose within range to Choose one c reature you c an see within range. Yellow strips of
fill a 15-foot radius sphere for the duration. magic al energy loop around the c reature. The target must suc c eed
The darkness spreads around c orners. A c reature with darkvision on a S trength saving throw or its flying speed (if any) is reduc ed to
c an’t see through this darkness, and nonmagic al light c an’t 0 feet for the spell’s duration. An airborne c reature affec ted by this
illuminate it. spell desc ends at 60 feet per round until it reac hes the ground or
the spell ends.
If the point you c hoose is on an objec t you are holding or one that
isn’t being worn or c arried, the darkness emanates from the objec t
and moves with it. Completely c overing the sourc e of the darkness
with an opaque objec t, suc h as a bowl or a helm, bloc ks the
darkness.

If any of this spell’s area overlaps with an area of light c reated by a


spell of 2nd level or lower, the spell that c reated the light is
dispelled.

Enthrall Hold Person


Enchantment Enchantment

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a small, straight piece of iron)
Duration: 1 minute Duration: Concentration, up to 1 minute

You weave a distrac ting string of words, c ausing c reatures of your Choose a humanoid that you c an see within range. The target must
c hoic e that you c an see within range and that c an hear you to suc c eed on a Wisdom saving throw or be paralyz ed for the
make a Wisdom saving throw. Any c reature that c an’t be c harmed duration. At the end of eac h of its turns, the target c an make
suc c eeds on this saving throw automatic ally, and if you or your another Wisdom saving throw. On a suc c ess, the spell ends on the
c ompanions are fighting a c reature, it has advantage on the save. target.
On a failed save, the target has disadvantage on Wisdom
(Perc eption) c hec ks made to perc eive any c reature other than you At higher level
until the spell ends or until the target c an no longer hear you. The
spell ends if you are inc apac itated or c an no longer speak. When you c ast this spell using a spell slot of 3rd level or higher, you
c an target one additional humanoid for eac h slot level above 2nd.
The humanoids must be within 30 feet of eac h other when you
target them.

Invisibility
Illusion

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A c reature you touc h bec omes invisible until the spell ends.
Anything the target is wearing or c arrying is invisible as long as it
is on the target’s person. The spell ends for a target that attac ks or
c asts a spell.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, you
c an target one additional c reature for eac h slot level above 2nd.
Mirror Image
Illusion

Level: 2
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute

Three illusory duplic ates of yourself appear in your spac e.


Until the spell ends, the duplic ates move with you and mimic your
ac tions, shifting position so it’s impossible to trac k whic h image is
real. You c an use your ac tion to dismiss the illusory duplic ates.

Eac h time a c reature targets you with an attac k during the spell’s
duration, roll a d20 to determine whether the attac k instead
targets one of your duplic ates.

If you have three duplic ates, you must roll a 6 or higher to c hange
the attac k’s target to a duplic ate. With two duplic ates, you must
roll an 8 or higher. With one duplic ate, you must roll an 11 or
higher.

A duplic ate’s AC equals 10 + your Dexterity modifier. If an attac k


hits a duplic ate, the duplic ate is destroyed. A duplic ate c an be
destroyed only by an attac k that hits it. It ignores all other damage
and effec ts. The spell ends when all three duplic ates are destroyed.

A c reature is unaffec ted by this spell if it c an’t see, if it relies on


senses other than sight, suc h as blindsight, or if it c an perc eive
illusions as false, as with truesight.

Misty Step Ray of Enfeeblement


C onjuration Necromancy

Level: 2 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute

Briefly surrounded by silvery mist, you teleport up to 30 feet to an A blac k beam of enervating energy springs from your finger toward
unoc c upied spac e that you c an see. a c reature within range.
Make a ranged spell attac k against the target. On a hit, the target
deals only half damage with weapon attac ks that use S trength until
the spell ends.

At the end of eac h of the target’s turns, it c an make a Constitution


saving throw against the spell. On a suc c ess, the spell ends.
Shatter Spider Climb
Evocation Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, S, M (a chip of mica) Components: V, S, M (a drop of bitumen and a spider)
Duration: Instantaneous Duration: Concentration, up to 1 hour

A sudden loud ringing noise, painfully intense, erupts from a point Until the spell ends, one willing c reature you touc h gains the
of your c hoic e within range. Eac h c reature in a 10-foot-radius ability to move up, down, and ac ross vertic al surfac es and upside
sphere c entered on that point must make a Constitution saving down along c eilings, while leaving its hands free. The target also
throw. A c reature takes 3d8 thunder damage on a failed save, or gains a c limbing speed equal to its walking speed.
half as muc h damage on a suc c essful one. A c reature made of
inorganic material suc h as stone, c rystal, or metal has
disadvantage on this saving throw.

A nonmagic al objec t that isn’t being worn or c arried also takes the
damage if it’s in the spell’s area.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, the
damage inc reases by 1d8 for eac h slot level above 2nd.

Suggestion Counterspell
Enchantment Abjuration

Level: 2 Level: 3
Casting time: 1 Action Casting time: Special
Range: 30 feet Range: 60 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb Components: S
or a drop of sweet oil) Duration: Instantaneous
Duration: Concentration, up to 8 hours
1 reac tion, whic h you take when you see a c reature within 60 feet
You suggest a c ourse of ac tivity (limited to a sentenc e or two) and of you c asting a spell
magic ally influenc e a c reature you c an see within range that c an
hear and understand you. Creatures that c an’t be c harmed are You attempt to interrupt a c reature in the proc ess of c asting a
immune to this effec t. The suggestion must be worded in suc h a spell. If the c reature is c asting a spell of 3rd level or lower, its spell
manner as to make the c ourse of ac tion sound reasonable. Asking fails and has no effec t. If it is c asting a spell of 4th level or higher,
the c reature to stab itself, throw itself onto a spear, immolate make an ability c hec k using your spellc asting ability. The DC
itself, or do some other obviously harmful ac t ends the spell. equals 10+ the spell’s level. On a suc c ess, the c reature’s spell fails
and has no effec t.
The target must make a Wisdom saving throw. On a failed save, it
purses the c ourse of ac tion you desc ribed to the best of its ability. At higher level
The suggested c ourse of ac tion c an c ontinue for the entire
duration. If the suggested ac tivity c an be c ompleted in a shorter When you c ast this spell using a spell slot of 4th level or higher, the
time, the spell ends when the subjec t finishes what it was asked to interrupted spell has no effec t if its level is less than or equal to
do. the level of the spell slot you used.

You c an also spec ify c onditions that will trigger a spec ial ac tivity
during the duration. For example, you might suggest that a knight
give her warhorse to the first beggar she meets. If the c ondition
isn’t met before the spell expires, the ac tivity isn’t preformed.

If you or any of your c ompanions damage the target, the spell ends.
Dispel Magic Fear
Abjuration Illusion

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Self (30-foot cone)
Components: V, S Components: V, S, M (a white feather or the heart of a hen)
Duration: Instantaneous Duration: Concentration, up to 1 minute

Choose any c reature, objec t, or magic al effec t within range. Any You projec t a phantasmal image of a c reature’s worst fears. Eac h
spell of 3rd level or lower on the target ends. For eac h spell of 4th c reature in a 30-foot c one must suc c eed on a Wisdom saving throw
level or higher on the target, make an ability c hec k using your or drop whatever it is holding and bec ome frightened for the
spellc asting ability. The DC equals 10 + the spell’s level. On a duration.
suc c essful c hec k, the spell ends.
While frightened by this spell, a c reature must take the Dash ac tion
At higher level and move away from you by the safest available route on eac h of
its turns, unless there is nowhere to move. If the c reature ends its
When you c ast this spell using a spell slot of 4th level or higher, you turn in a loc ation where it doesn’t have line of sight to you, the
automatic ally end the effec ts of a spell on the target if the spell’s c reature c an make a Wisdom saving throw. On a suc c essful save,
level is equal to or less than the level of the spell slot you used. the spell ends for that c reature.

Fly Gaseous Form


Transmutation Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S, M (a wing feather from any bird) Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour

You touc h a willing c reature. The target gains a flying speed of 60 You transform a willing c reature you touc h, along with everything
feet for the duration. When the spell ends, the target falls if it is it’s wearing and c arrying, into a misty c loud for the duration. The
still aloft, unless it c an stop the fall. spell ends if the c reature drops to 0 hit points. An inc orporeal
c reature isn’t affec ted.
At higher level
While in this form, the target’s only method of movement is a flying
When you c ast this spell using a spell slot of 4th level or higher, you speed of 10 feet. The target c an enter and oc c upy the spac e of
c an target one additional c reature for eac h slot level above 3rd. another c reature. The target has resistanc e to nonmagic al
damage, and it has advantage on S trength, Dexterity, and
Constitution saving throws. The target c an pass through small
holes, narrow openings, and even mere c rac ks, though it treats
liquids as though they were solid surfac es. The target c an’t fall and
remains hovering in the air even when stunned or otherwise
inc apac itated.

While in the form of a misty c loud, the target c an’t talk or


manipulate objec ts, and any objec ts it was c arrying or holding
c an’t be dropped, used, or otherwise interac ted with. The target
c an’t attac k or c ast spells.
Hunger of Hadar Hypnotic Pattern
C onjuration Illusion

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: 120 feet
Components: V, S, M (a pickled octopus tentacle) Components: S, M (a glowing stick of incense or a crystal vial filled
Duration: Concentration, up to 1 minute with phosphorescent material)
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region
infested with unknown horrors. A 20-foot-radius sphere of blac kness You c reate a twisting pattern of c olors that weaves through the air
and bitter c old appears, c entered on a point with range and lasting inside a 30-foot c ube within range.
for the duration. This void is filled with a c ac ophony of soft whispers The pattern appears for a moment and vanishes. Eac h c reature in
and slurping noises that c an be heard up to 30 feet away. No light, the area who sees the pattern must make a Wisdom saving throw.
magic al or otherwise, c an illuminate the area, and c reatures fully On a failed save, the c reature bec omes c harmed for the duration.
within the area are blinded. While c harmed by this spell, the c reature is inc apac itated and has
a speed of 0.
The void c reates a warp in the fabric of spac e, and the area is
diffic ult terrain. Any c reature that starts its turn in the area takes The spell ends for an affec ted c reature if it takes any damage or if
2d6 c old damage. Any c reature that ends its turn in the area must someone else uses an ac tion to shake the c reature out of its
suc c eed on a Dexterity saving throw or take 2d6 ac id damage as stupor.
milky, otherwordly tentac les rub against it.

Magic Circle Major Image


Abjuration Illusion

Level: 3 Level: 3
Casting time: 1 Minute Casting time: 1 Action
Range: 10 feet Range: 120 feet
Components: V, S, M (holy water or powdered silver and iron worth Components: V, S, M (a bit of fleece)
at least 100 gp, which the spell consumes) Duration: Concentration, up to 10 minutes
Duration: 1 hour
You c reate the image of an objec t, a c reature, or some other
You c reate a 10-foot-radius, 20-foot-tall c ylinder of magic al energy visible phenomenon that is no larger than a 20-foot c ube.
c entered on a point on the ground that you c an see within range. The image appears at a spot that you c an see within range and
Glowing runes appear wherever the c ylinder intersec ts with the lasts for the duration. It seems c ompletely real, inc luding sounds,
floor or other surfac e. smells, and temperature appropriate to the thing depic ted. You
c an’t c reate suffic ient heat or c old to c ause damage, a sound loud
Choose one or more of the following types of c reatures: c elestials, enough to deal thunder damage or deafen a c reature, or a smell
elementals, fey, fiends, or undead. The c irc le affec ts a c reature of that might sic ken a c reature (like a troglodyte’s stenc h).
the c hosen type in the following ways:
As long as you are within range of the illusion, you c an use your
* The c reature c an’t willingly enter the c ylinder by nonmagic al ac tion to c ause the image to move to any other spot within range.
means. If the c reature tries to use teleportation or interplanar As the image c hanges loc ation, you c an alter its appearanc e so
travel to do so, it must first suc c eed on a Charisma saving throw. that its movements appear natural for the image. For example, if
* The c reature has disadvantage on attac k rolls against targets you c reate an image of a c reature and move it, you c an alter the
within the c ylinder. image so that it appears to be walking. S imilarly, you c an c ause
* Targets within the c ylinder c an’t be c harmed, frightened, or the illusion to make different sounds at different times, even
possessed by the c reature. making it c arry on a c onversation, for example.

When you c ast this spell, you c an elec t to c ause its magic to Physic al interac tion with the image reveals it to be an illusion,
operate in the reverse direc tion, preventing a c reature of the bec ause things c an pass through it. A c reature that uses its ac tion
spec ified type from leaving the c ylinder and protec ting targets to examine the image c an determine that it is an illusion with a
outside it. suc c essful Intelligenc e (Investigation) c hec k against your spell
save DC. If a c reature disc erns the illusion for what it is, the
At higher level c reature c an see through the image, and its other sensory
qualities bec ome faint to the c reature.
When you c ast this spell using a spell slot of 4th level or higher, the
duration inc reases by 1 hour for eac h slot level above 3rd. At higher level

When you c ast this spell using a spell slot of 6th level or higher, the
spell lasts until dispelled, without requiring your c onc entration.
Remove Curse Tongues
Abjuration Divination

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Touch
Components: V, S Components: V, M (a small clay model of a ziggurat)
Duration: Instantaneous Duration: 1 hour

At your touc h, all c urses affec ting one c reature or objec t end. If This spell grants the c reature you touc h the ability to understand
the objec t is a c ursed magic item, its c urse remains, but the spell any spoken language it hears. Moreover, when the target speaks,
breaks its owner’s attunement to the objec t so it c an be removed any c reature that knows at least one language and c an hear the
or disc arded. target understands what it says.

Vampiric Touch Banishment


Necromancy Abjuration

Level: 3 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

The touc h of your shadow-wreathed hand c an siphon forc e from You attempt to send one c reature that you c an see within range to
others to heal your wounds. Make a melee spell attac k against a another plac e of existenc e. The target must suc c eed on a
c reature within your reac h. On a hit, the target takes 3d6 nec rotic Charisma saving throw or be banished.
damage, and you regain hit points equal to half the amount of
nec rotic damage dealt. Until the spell ends, you c an make the If the target is native to the plane of existenc e you’re on, you
attac k again on eac h of your turns as an ac tion. banish the target to a harmless demiplane. While there, the target
is inc apac itated. The target remains there until the spell ends, at
At higher level whic h point the target reappears in the spac e it left or in the
nearest unoc c upied spac e if that spac e is oc c upied.
When you c ast this spell using a spell slot of 4th level or higher, the
damage inc reases by 1d6 for eac h slot level above 3rd. If the target is native to a different plane of existenc e that the one
you’re on, the target is banished with a faint popping noise,
returning to its home plane.
If the spell ends before 1 minute has passed, the target reappears
in the spac e it left or in the nearest unoc c upied spac e if that
spac e is oc c upied. Otherwise, the target doesn’t return.

At higher level

When you c ast this spell using a spell slot of 5th level or higher, you
c an target one additional c reature for eac h slot level above 4th.
Blight Dimension Door
Necromancy C onjuration

Level: 4 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 500 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous

Nec romantic energy washes over a c reature of your c hoic e that You teleport yourself from your c urrent loc ation to any other spot
you c an see within range, draining moisture and vitality from it. The within range. You arrive at exac tly the spot desired. It c an be a
target must make a Constitution saving throw. The target takes 8d8 plac e you c an see, one you c an visualiz e, or one you c an desc ribe
nec rotic damage on a failed save, or half as muc h damage on a by stating distanc e and direc tion, suc h as ​"200 feet straight
suc c essful one. This spell has no effec t on undead or c onstruc ts. downward"​ or "​u pward to the northwest at a 45-degree angle, 300
feet".​
If you target a plant c reature or a magic al plant, it makes the
saving throw with disadvantage, and the spell deals maximum You c an bring along objec ts as long as their weight doesn’t exc eed
damage to it. what you c an c arry. You c an also bring one willing c reature of your
siz e or smaller who is c arrying gear up to its c arrying c apac ity. The
If you target a nonmagic al plant that isn’t a c reature, suc h as a c reature must be within 5 feet of you when you c ast this spell.
tree or shrub, it doesn’t make a saving throw; it simply withers and
dies. If you would arrive in a plac e already oc c upied by an objec t or a
c reature, you and any c reature traveling with you eac h take 4d6
At higher level forc e damage, and the spell fails to teleport you.

When you c ast this spell using a spell slot of 5th level or higher, the
damage inc reases by 1d8 for eac h slot level above 4th.

Elemental Bane Hallucinatory Terrain


Transmutation Illusion

Level: 4 Level: 4
Casting time: 1 Action Casting time: 10 Minutes
Range: 90 feet Range: 300 feet
Components: V, S Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: Concentration, up to 1 minute Duration: 24 hours

Choose one c reature you c an see within range, and c hoose one of You make natural terrain in a 150-foot c ube in range look, sound,
the following damage types: ac id, c old, fire, lightning, or thunder. and smell like some other sort of natural terrain. Thus, open fields
The target must suc c eed on a Constitution saving throw or be or a road c an be made to resemble a swamp, hill, c revasse, or
affec ted by the spell for its duration. The first time eac h turn the some other diffic ult or impassable terrain. A pond c an be made to
affec ted target takes damage of the c hosen type, the target takes seem like a grassy meadow, a prec ipic e like a gentle slope, or a
an extra 2d6 damage of that type. Moreover, the target loses any roc k-strewn gully like a wide and smooth road. Manufac tured
resistanc e to that damage type until the spell ends. struc tures, equipment, and c reatures within the area aren’t
c hanged in appearanc e.
At higher level
The tac tile c harac teristic s of the terrain are unc hanged, so
When you c ast this spell using a spell slot of 5th level or higher, you c reatures entering the area are likely to see through the illusion. If
c an target one additional c reature for eac h slot level above 4th. the differenc e isn’t obvious by touc h, a c reature c arefully
The c reatures must be within 30 feet of eac h other when you target examining the illusion c an attempt an Intelligenc e (Investigation)
them. c hec k against your spell save DC to disbelieve it. A c reature who
disc erns the illusion for what it is, sees it as a vague image
superimposed on the terrain.
Contact Other Plane (Ritual) Dream
Divination Illusion

Level: 5 Level: 5
Casting time: 1 Minute Casting time: 1 Minute
Range: Self Range: Special
Components: V Components: V, S, M (a bit of fur; a piece of amber, glass, or a
Duration: 1 minute crystal rod; and three silver pins) (a handful of sand, a dab of ink,
and a writing quill plucked from a sleeping bird)
You mentally c ontac t a demigod, the spirit of a long-dead sage, or Duration: 8 hours
some other mysterious entity from another plane.
Contac ting this extraplanar intelligenc e c an strain or even break This spell shapes a c reature’s dreams.
your mind. When you c ast this spell, make a DC 15 Intelligenc e Choose a c reature known to you as the target of this spell. The
saving throw. On a failure, you take 6d6 psyc hic damage and are target must be on the same plane of existenc e as you. Creatures
insane until you finish a long rest. While insane, you c an’t take that don’t sleep, suc h as elves, c an’t be c ontac ted by this spell.
ac tions, c an’t understand what other c reatures say, c an’t read, You, or a willing c reature you touc h, enters a tranc e state, ac ting
and speak only in gibberish. A greater restoration spell c ast on you as a messenger. While in the tranc e, the messenger is aware of his
ends this effec t. or her surroundings, but c an’t take ac tions or move.

On a suc c essful save, you c an ask the entity up to five questions. If the target is asleep, the messenger appears in the target’s
You must ask your questions before the spell ends. The DM answers dreams and c an c onverse with the target as long as it remains
eac h question with one word, suc h as ​yes,​ ​n o,​ ​m aybe,​ ​n ever,​ asleep, through the duration of the spell. The messenger c an also
​i rrelevant,​ or ​u nc lear​ (if the entity doesn’t know the answer to the shape the environment of the dream, c reating landsc apes, objec ts,
question). If a one-word answer would be misleading, the DM might and other images. The messenger c an emerge from the tranc e at
instead offer a short phrase as an answer. any time, ending the effec t of the spell early. The target rec alls the
dream perfec tly upon waking. If the target is awake when you c ast
the spell, the messenger knows it, and c an either end the tranc e
(and the spell) or wait for the target to fall asleep, at whic h point
the messenger appears in the target’s dreams.

You c an make the messenger appear monstrous and terrifying to


the target. If you do, the messenger c an deliver a message of no
more than ten words and then the target must make a Wisdom
saving throw. On a failed save, ec hoes of the phantasmal
monstrosity spawn a nightmare that lasts the duration of the
target’s sleep and prevents the target from gaining any benefit
from that rest. In addition, when the target wakes up, it takes 3d6
psyc hic damage.

If you have a body part, loc k of hair, c lipping from a nail, or similar
portion of the target’s body, the target makes its saving throw with
disadvantage.

Hold Monster
Enchantment

Level: 5
Casting time: 1 Action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a c reature that you c an see within range. The target must
suc c eed on a Wisdom saving throw or be paralyz ed for the
duration. This spell has no effec t on undead. At the end of eac h of
its turns, the target c an make another Wisdom saving throw. On a
suc c ess, the spell ends on the target.

At higher level

When you c ast this spell using a spell slot of 6th level or higher, you
c an target one additional c reature for eac h slot level above 5th.
The c reatures must be within 30 feet of eac h other when you target
them.
Scrying
Divination

Level: 5
Casting time: 10 Minutes
Range: Self
Components: V, S, M (a focus worth at least 1,000 gp, such as a
crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 minutes

You c an see and hear a partic ular c reature you c hoose that is on
the same plane of existenc e as you. The target must make a W
isdom saving throw, whic h is modified by how well you know the
target and the sort of physic al c onnec tion you have to it. If a target
knows you’re c asting this spell, it c an fail the saving throw
voluntarily if it wants to be observed.

Knowledge                 Save Modifier


S ec ondhand (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 pic ture             -2
Posession or garment            -4
Body part, loc k of hair, bit of nail, or the like -10

On a suc c essful save, the target isn’t affec ted, and you c an’t use
this spell against it again for 24 hours.

On a failed save, the spell c reates an invisible sensor within 10 feet


of the target. You c an see and hear through the sensor as if you w
ere there. The sensor moves with the target, remaining within 10
feet of it for the duration. A c reature that c an see invisible objec ts
sees the sensor as a luminous orb about the siz e of your fist.

Instead of targeting a c reature, you c an c hoose a loc ation you


have seen before as the target of this spell. When you do, the
sensor appears at that loc ation and doesn’t move.

Arcane Gate Circle of Death


C onjuration Necromancy

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 500 feet Range: 150 feet
Components: V, S Components: V, S, M (the powder of a crushed black pearl worth at
Duration: Concentration, up to 10 minutes least 500 gp)
Duration: Instantaneous
You c reate linked teleportation portals that remain open for the
duration. A sphere of negative energy ripples out in a 60-foot-radius sphere
Choose two points on the ground that you c an see, one point within from a point within range. Eac h c reature in that area must make a
10 feet of you and one point within 500 feet of you. A c irc ular Constitution saving throw. A target takes 8d6 nec rotic damage on
portal, 10 feet in diameter, opens over eac h point. If the portal a failed save, or half as muc h damage on a suc c essful one.
would open in the spac e oc c upied by a c reature, the spell fails,
and the c asting is lost. At higher level

The portals are two-dimensional glowing rings filled with mist, W hen you c ast this spell using a spell slot of 7th level or higher,
hovering inc hes from the ground and perpendic ular to it at the the damage inc reases by 2d6 for eac h slot level above 6th.
points you c hoose. A ring is visible only from one side (your
c hoic e), whic h is the side that func tions as a portal.

Any c reature or objec t entering the portal exits from the other
portal as if the two were adjac ent to eac h other; passing through a
portal from the nonportal side has no effec t. The mist that fills
eac h portal is opaque and bloc ks vision through it. On your turn,
you c an rotate the rings as a bonus ac tion so that the ac tive side
fac es in a different direc tion.
Conjure Fey Create Undead
C onjuration Necromancy

Level: 6 Level: 6
Casting time: 1 Minute Casting time: 1 Minute
Range: 90 feet Range: 10 feet
Components: V, S Components: V, S, M (one clay pot filled with grave dirt, one clay
Duration: Concentration, up to 1 hour pot filled with brackish water, and one 150 gp black onyx stone for
each corpse)
You summon a fey c reature of c hallenge rating 6 or lower, or a fey Duration: Instantaneous
spirit that takes the form of a beast of c hallenge rating 6 or lower.
It appears in an unoc c upied spac e that you c an see within range. You c an c ast this spell only at night. Choose up to three c orpses of
The fey c reature disappears when it drops to 0 hit points or when Medium or S mall humanoids within range. Eac h c orpse bec omes a
the spell ends. ghoul under your c ontrol. (The DM has game statistic s for these
c reatures.)
The fey c reature is friendly to you and your c ompanions for the
duration. Roll initiative for the c reature, whic h has its own turns. It As a bonus ac tion on eac h of your turns, you c an mentally
obeys any verbal c ommands that you issue to it (no ac tion required c ommand any c reature you animated with this spell if the c reature
by you), as long as they don’t violate its alignment. If you don’t is within 120 feet of you (if you c ontrol multiple c reatures, you c an
issue any c ommands to the fey c reature, it defends itself from c ommand any or all of them at the same time, issuing the same
hostile c reatures but otherwise takes no ac tions. c ommand to eac h one). You dec ide what ac tion the c reature will
take and where it will move during its next turn, or you c an issue a
If your c onc entration is broken, the fey c reature doesn’t disappear. general c ommand, suc h as to guard a partic ular c hamber or
Instead, you lose c ontrol of the fey c reature, it bec omes hostile c orridor. If you issue no c ommands, the c reature only defends itself
toward you and your c ompanions, and it might attac k. An against hostile c reatures. Onc e given an order, the c reature
unc ontrolled fey c reature c an’t be dismissed by you, and it c ontinues to follow it until its task is c omplete.
disappears 1 hour after you summoned it.
The DM has the fey c reature’s statistic s. The c reature is under your c ontrol for 24 hours, after whic h it stops
obeying any c ommand you have given it. To maintain c ontrol of the
At higher level c reature for another 24 hours, you must c ast this spell on the
c reature before the c urrent 24-hour period ends. This use of the
When you c ast this spell using a spell slot of 7th level or higher, the spell reasserts your c ontrol over up to three c reatures you have
c hallenge rating inc reases by 1 for eac h slot level above 6th animated with this spell, rather than animating new ones.

At higher level

When you c ast this spell using a 7th-level spell slot, you c an
animate or reassert c ontrol over four ghouls.
When you c ast this spell using an 8th-level spell slot, you c an
animate or reassert c ontrol over five ghouls or two ghasts or
wights.
When you c ast this spell using a 9th-level spell slot, you c an
animate or reassert c ontrol over six ghouls, three ghasts or wights,
or two mummies.
Eyebite Flesh to Stone
Necromancy Transmutation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S Components: V,S,M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

For the spell’s duration, your eyes bec ome an inky void imbued You attempt to turn one c reature that you c an see within range
with dread power. One c reature of your c hoic e within 60 feet of you into stone.
that you c an see must suc c eed on a Wisdom saving throw or be If the targets body is made of flesh, the c reature must make a
affec ted by one of the following effec ts of your c hoic e for the Constitution saving throw. On a failed save, it is restrained as its
duration. On eac h of your turns until the spell ends, you c an use flesh begins to harden. On a suc c essful save, the c reature isn’t
your ac tion to target another c reature but c an’t target a c reature affec ted.
again if it has suc c eeded on a saving throw against this c asting of
eyebite. A c reature restrained by this spell must make another Consititution
saving throw at the end of eac h of its turns. If it suc c essfully saves
Asleep against this spell three times, the spell ends. If it fails saves three
The target galls unc onsc ious. It wakes up if it takes any damage or times, it is turned to stone and subjec ted to the petrified c ondition
if another c reature uses its ac tion to shake the sleeper awake. for the duration. The suc c esses and failures don’t need to be
c onsec utive; keep trac k of both until the target c ollec ts three of a
Panicked kind.
The target is frightened of you. On eac h of its turns, the frightened
c reature must take the Dash ac tion and move away from you by the If the c reature is physic ally broken while petrified, it suffers from
safest and shortest available route, unless there is nowhere to similar deformities if it reverts to its original state. If you maintain
move. If the target moves to a plac e at least 60 feet away from you your c onc entration on this spell for the entire possible duration,
where it c an no longer see you, this effec t ends. the c reature is turned to stone until the effec t is removed.

Sickened
The target has disadvantage on attac k rolls and ability c hec ks. At
the end of eac h of its turns, it c an make another Wisdom saving
throw. If it suc c eeds, the effec t ends.

Investiture of Flame Investiture of Ice


Transmutation Transmutation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

Flames rac e ac ross your body, shedding bright light in a 30-foot Until the spell ends, ic e rimes your body, and you gain the following
radius and dim light for an additional 30 feet for the spell’s benefits:
duration. The flames don’t harm you. Until the spell ends, you gain • You are immune to c old damage and have resistanc e to fire
the following benefits: damage.
• You are immune to fire damage and have resistanc e to c old • You c an move ac ross diffic ult terrain c reated by ic e or snow
damage. without spending extra movement.
• Any c reature that moves within 5 feet of you for the first time on a • The ground in a 10-foot radius around you is ic y and is diffic ult
turn or ends its turn there takes 1d10 fire damage. terrain for c reatures other than you. The radius moves with you.
• You c an use your ac tion to c reate a line of fire 15 feet long and 5 • You c an use your ac tion to c reate a 15-foot c one of freez ing wind
feet wide extending from you in a direc - tion you c hoose. Eac h extending from your outstretc hed hand in a direc tion you c hoose.
c reature in the line must make a Dexterity saving throw. A c reature Eac h c reature in the c one must make a Constitution saving throw.
takes 4d8 fire damage on a failed save, or half as muc h damage on A c reature takes 4d6 c old damage on a failed save, or half as muc h
a suc c essful one. damage on a suc c essful one. A c reature that fails its save against
this effec t has its speed halved until the start of your next turn.
Investiture of Stone Investiture of Wind
Transmutation Transmutation

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes

Until the spell ends, bits of roc k spread ac ross your body, and you Until the spell ends, wind whirls around you, and you gain the
gain the following benefits: following benefits:
• You have resistanc e to bludgeoning, pierc ing, and slashing • Ranged weapon attac ks made against you have disad- vantage on
damage from nonmagic al weapons. the attac k roll.
• You c an use your ac tion to c reate a small earthquake on the • You gain a flying speed of 60 feet. If you are still flying when the
ground in a 15-foot radius c entered on you. Other c reatures on that spell ends, you fall, unless you c an some- how prevent it.
ground must suc c eed on a Dexterity saving throw or be knoc ked • You c an use your ac tion to c reate a 15-foot c ube of swirling wind
prone. c entered on a point you c an see within 60 feet of you. Eac h
• You c an move ac ross diffic ult terrain made of earth or stone c reature in that area must make a Constitution saving throw. A
without spending extra movement. You c an move through solid c reature takes 2d10 bludgeoning damage on a failed save, or half
earth or stone as if it was air and without destabiliz ing it, but you as muc h damage on a suc c essful one. If a Large or smaller
c an’t end your movement there. If you do so, you are ejec ted to the c reature fails the save, that c reature is also pushed up to 10 feet
nearest unoc c upied spac e, this spell ends, and you are stunned away from the c enter of the c ube.
until the end of your next turn.

Mass Suggestion True Seeing


Enchantment Divination

Level: 6 Level: 6
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, M (a snake’s tongue and either a bit of honeycomb Components: V, S, M (an ointment for the eyes that costs 25 gp; is
or a drop of sweet oil) made from mushroom powder, saffron, and fat; and is consumed
Duration: 24 hours by the spell)
Duration: 1 hour
You suggest a c ourse of ac tivity (limited to a sentenc e or two) and
magic ally influenc e up to twelve c reatures of your c hoic e that you This spell gives the willing c reature you touc h the ability to see
c an see within range and that c an hear and understand you. things as they ac tually are. For the duration, the c reature has
Creatures that c an’t be c harmed are immune to this effec t. The truesight, notic es sec ret doors hidden by magic , and c an see into
suggestion must be worded in suc h a manner as to make the the Ethereal Plane, all out to a range of 120 feet.
c ourse of ac tion sound reasonable. Asking the c reature to stab
itself, throw itself onto a spear, immolate itself, or do some other
obviously harmful ac t automatic ally negates the effec t of the spell.

Eac h target must make a Wisdom saving throw. On a failed save, it


pursues the c ourse of ac tion you desc ribed to the best of its
ability. The suggested c ourse of ac tion c an c ontinue for the entire
duration. If the suggested ac tivity c an be c ompleted in a shorter
time, the spell ends when the subjec t finishes what it was asked to
do.

You c an also spec ify c onditions that will trigger a spec ial ac tivity
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
c ondition isn’t met before the spell ends, the ac tivity isn’t
performed.

If you or any of your c ompanions damage a c reature affec ted by


this spell, the spell ends for that c reature.

At higher level

When you c ast 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.
Etherealness Finger of Death
Transmutation Necromancy

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 60 feet
Components: V, S Components: V, S
Duration: Up to 8 hours Duration: Instantaneous

You step into the border regions of the Ethereal Plane, in the area You send negative energy c oursing through a c reature that you c an
where it overlaps with your c urrent plane. You remain in the Border see within range, c ausing it searing pain.
Ethereal for the duration or until you use your ac tion to dismiss the The target must make a Constitution saving throw. It takes 7d8 +
spell. During this time, you c an move in any direc tion. If you move 30 nec rotic damage on a failed save, or half as muc h damage on a
up or down, every foot of movement c osts an extra foot. You c an suc c essful one.
see and hear the plan you originated from, but everything there
looks gray, and you c an’t see anything more than 60 feet away. A humanoid killed by this spell rises at the start of your next turn as
a z ombie that is permanently under your c ommand, following your
While on the Ethereal Plane, you c an only affec t and be affec ted by verbal orders to the best of its ability.
other c reatures on that plane. Creatures that aren’t on the
Ethereal Planc e c an’t perc eive you and c an’t interac t with you,
unless a spec ial ability or magic has given them the ability to do
so.

You ignore all objec ts and effec ts that aren’t on the Ethereal Plane,
allowing you to move through objec ts you perc eive on the plan you
originated from. When the spell ends, you immediately return to the
plane you originiated from in teh spot you c urrently oc c upy. If you
oc c upy the same spot as a solid objec t or c reature when this
happens, you are imediately shunted to the neares unoc c upied
spac e that you c an oc c upy and take forc e damage equal to twic e
the number of feet you are moved.

This spell has no effec t if you c ast it while you are on the Ethereal
Plane or a plane that doesn’t border it, suc h as one of the Outer
Planes.

At higher level

When you c ast this spell using a spell slot of 8th level or higher, you
c an target up to three willing c reatures (inc luding you) for eac h
slot level above 7th. The c reatures must be within 10 feet of you
when you c ast the spell.
Forcecage Plane Shift
Evocation C onjuration

Level: 7 Level: 7
Casting time: 1 Action Casting time: 1 Action
Range: 100 feet Range: Touch
Components: V, S, M (ruby dust worth 1,500 gp) Components: V, S, M (a forked, metal rod worth at least 250 gp,
Duration: 1 hour attuned to a particular plane of existence)
Duration: Instantaneous
An immobile, invisible, c ube-shaped prison c omposed of magic al
forc e springs into existenc e around an area you c hoose within You and up to eight willing c reatures who link hands in a c irc le are
range. The prison c an be a c age or a solid box as you c hoose. transported to a different plane of existenc e. You c an spec ify a
target destination in general terms, suc h as the City of Brass on
A prison in the shape of a c age c an be up to 20 feet on a side and the Elemental Plane of Fire or the palac e of Dispater on the sec ond
is made from 1/2-inc h diameter bars spac ed 1/2 inc h apart. level of the Nine Hells, and you appear in or near that destination.
If you are trying to reac the City of Brass, for example, you might
A prison in the shape of a box c an be up to 10 feet on a side, arrive in its S treet of S teel, before its Gate of Ashes, or looking at
c reating a solid barrier that prevents any matter from passing the c ity from ac ross the S ea of Fire, at the DM’s disc retion.
through it and bloc king any spells c ast into or out of the area.
Alternatively, if you know the sigil sequenc e of a teleportation
When you c ast the spell, any c reature that is c ompletely inside the c irc le on another plane of existenc e, this spell c an take you to that
c age’s area is trapped. Creatures only partially within the area, or c irc le. If the teleportation c irc le is too small to hold all the
those too large to fit inside the area, are pushed away from the c reatures you transported, they appear in the c losest unoc c upied
c enter of the area until they are c ompletely outside the area. spac es next to the c irc le.

A c reature inside the c age c an’t leave it by nonmagic al means. If You c an use this spell to banish an unwilling c reature to another
the c reature tries to use teleportation or interplanar travel to plane. Choose a c reature within your reac h and make a melee spell
leave the c age, it must first make a Charisma saving throw. On a attac k against it. On a hit, the c reature must make a Charisma
suc c ess, the c reature c an use that magic to exit the c age. On a saving throw. If the c reature fails the save, it is transported to a
failure, the c reature c an’t exit the c age and wastes the use of the random loc ation on the plane of existenc e you spec ify. A c reature
spell or effec t. The c age also extends into the Ethereal Plane, so transported must find its own way bac k to your c urrent plane of
bloc king ethereal travel. existenc e.
This spell c an’t be dispelled by dispel magic .

Demiplane Dominate Monster


C onjuration Enchantment

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 60 feet
Components: S Components: V, S
Duration: 1 hour Duration: Concentration, up to 1 hour

You c reate a shadowy door on a flat solid surfac e that you c an see You attempt to beguile a c reature that you c an see within range.
within range. It must suc c eed on a Wisdom saving throw or be c harmed by you
The door is large enough to allow Medium c reatures to pass for the duration. If you or c reatures that are friendly to you are
through unhindered. When opened, the door leads to a demiplane fighting it, it has advantage on the saving throw.
that appears to be an empty room 30 feet in eac h dimension, made
of wood or stone. When the spell ends, the door disappears, and While the c reature is c harmed, you have a telepathic link with it as
any c reatures or objec ts inside the demiplane remain trapped long as the two of you are on the same plane of existenc e. You c an
there, as the door also disappears from the other side. use this telepathic link to issue c ommands to the c reature while
you are c onsc ious (no ac tion required), whic h it does its best to
Eac h time you c ast this spell, you c an c reate a new demiplane, or obey. You c an spec ify a simple and general c ourse of ac tion, suc h
have the shadowy door c onnec t to a demiplane you c reated with a as "​Attac k that c reature",​ ​"Run over there",​ or "​F etc h that objec t".​
previous c asting of this spell. Additionally, if you know the nature If the c reature c ompletes the order and doesn’t rec eive further
and c ontents of a demiplane c reated by a c asting of this spell by direc tion from you, it defends and preserves itself to the best of its
another c reature, you c an have the shadowy door c onnec t to its ability.
demiplane instead.
You c an use your ac tion to take total and prec ise c ontrol of the
target. Until the end of your next turn, the c reature takes only the
ac tions you c hoose, and doesn’t do anything that you don’t allow it
to do. During this time, you c an also c ause the c reature to use a
reac tion, but this requires you to use your own reac tion as well.

Eac h time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw suc c eeds, the spell
ends.

At higher level

When you c ast this spell with a 9th-level spell slot, the duration is
c onc entration, up to 8 hours.
Feeblemind Glibness
Enchantment Transmutation

Level: 8 Level: 8
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: Self
Components: V, S, M (a handful of clay, crystal, glass, or mineral Components: V
spheres) Duration: 1 hour
Duration: Instantaneous
Until the spell ends, when you make a Charisma c hec k, you c an
You blast the mind of a c reature that you c an see within range, replac e the number you roll with a 15. Additionally, no matter what
attempting to shatter its intellec t and personality. The target takes you say, magic that would determine if you are telling the truth
4d6 psyc hic damage and must make an Intelligenc e saving throw. indic ates that you are being truthful.

On a failed save, the c reature’s Intelligenc e and Charisma sc ores


bec ome 1. The c reature c an’t c ast spells, ac tivate magic items,
understand language, or c ommunic ate in any intelligible way. The
c reature c an, however, identify its friends, follow them, and even
protec t them.

At the end of every 30 days, the c reature c an repeat its saving


throw against this spell. If it suc c eeds on its saving throw, the spell
ends.
The spell c an also be ended by greater restoration, heal or wish.

Power Word Stun


Enchantment

Level: 8
Casting time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that c an overwhelm the mind of one


c reature you c an see within range, leaving it dumbfounded. If the
target has 150 hit points or fewer, it is stunned. Otherwise, the
spell has no effec t. The stunned target must make a Constitution
saving throw at the end of eac h of its turns. On a suc c essful save,
this stunning effec t ends.
Astral Projection
Necromancy

Level: 9
Casting time: 1 Hour
Range: 10 feet
Components: V, S, M (for each creature you affect with this spell,
you must provide one jacinth worth at least 1,000 gp and one
ornately carved bar of silver worth at least 100 gp, all of which the
spell consumes)
Duration: Special

You and up to eight willing c reatures within range projec t your


astral bodies into the Astral Plane (the spell fails and the c asting is
wasted if you are already on that plane).
The material body you leave behind is unc onsc ious and in a state
of suspended animation; it doesn’t need food or air and doesn’t
age.

Your astral body resembles your mortal form in almost every way,
replic ating your game statistic s and possessions. The princ ipal
differenc e is the addition of a silvery c ord that extends from
between your shoulder blades and trails behind you, fading to
invisibility after 1 foot. This c ord is your tether to your material
body. As long as the tether remains intac t, you c an find your
way home. If the c ord is c ut something that c an happen only when
an effec t spec ific ally states that it does your soul and body are
separated, killing you instantly.

Your astral form c an freely travel through the Astral Plane and c an
pass through portals there leading to any other plane. If you enter
a new plane or return to the plane you were on when c asting this
spell, your body and possessions are transported along the silver
c ord, allowing you to re-enter your body as you enter the new
plane. Your astral form is a separate inc arnation. Any damage or
other effec ts that apply to it have no effec t on your physic al body,
nor do they persist when you return to it. The spell ends for you and
your c ompanions when you use your ac tion to dismiss it. When the
spell ends, the affec ted c reature returns to its physic al body, and it
awakens.

The spell might also end early for you or one of your c ompanions. A
suc c essful dispel magic spell used against an astral or physic al
body ends the spell for that c reature. If a c reature’s original body
or its astral form drops to 0 hit points, the spell ends for that
c reature. If the spell ends and the silver c ord is intac t, the c ord
pulls the c reature’s astral form bac k to its body, ending its state of
suspended animation. If you are returned to your body prematurely,
your c ompanions remain in their astral forms and must find their
own way bac k to their bodies, usually by dropping to 0 hit points.

Foresight Imprisonment
Divination Abjuration

Level: 9 Level: 9
Casting time: 1 Minute Casting time: 1 Minute
Range: Touch Range: 30 feet
Components: V, S, M (a hummingbird feather) Components: V, S, M (a vellum depiction or a carved statuette in
Duration: 8 hours the likeness of the target, and a special component that varies
according to the version of the spell you choose, worth at least
You touc h a willing c reature and bestow a limited ability to see into 500 gp per Hit Die of the target)
the immediate future. For the duration, the target c an’t be Duration: Until dispelled
surprised and has advantage on attac k rolls, ability c hec ks, and
saving throws. Additionally, other c reatures have disadvantage on You c reate a magic al restraint to hold a c reature that you c an see
attac k rolls against the target for the duration. within range.
This spell immediately ends if you c ast it again before its duration The target must suc c eed on a Wisdom saving throw or be bound by
ends. the spell; if it suc c eeds, it is immune to this spell if you c ast it
again. While affec ted by this spell, the c reature doesn't need to
breathe, eat, or drink, and it doesn’t age. Divination spells c an’t
loc ate or perc eive the target.

When you c ast the spell, you c hoose one of the following forms of
imprisonment.
Burial
The target is entombed far beneath the earth in a sphere of
magic al forc e that is just large enough to c ontain the target.
Nothing c an pass through the sphere, nor c an any c reature
teleport or use planar travel to get into or out of it.
The spec ial c omponent for this version of the spell is a small
mithral orb.

Chaining
Heavy c hains, firmly rooted in the ground, hold the target in plac e.
The target is restrained until the spell ends, and it c an’t move or
be moved by any means until then.
The spec ial c omponent for this version of the spell is a fine c hain of
prec ious metal.

Hedged Prison
The spell transports the target into a tiny demiplane that is warded
against teleportation and planar travel. The demiplane c an be a
labyrinth, a c age, a tower, or any similar c onfined struc ture or
area of your c hoic e.
The spec ial c omponent 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 inc h and is imprisoned inside a
gemstone or similarobjec t. Light c an pass through the gemstone
normally (allowing the target to see out and other c reatures to
see in), but nothing else c an pass through, even by means
of teleportation or planar travel. The gemstone c an’t be c ut or
broken while the spell remains in effec t.
The spec ial c omponent for this version of the spell is a large,
transparent gemstone, suc h as a c orundum, diamond, or ruby.

Slumber
The target falls asleep and c an’t be awoken.
The spec ial c omponent for this version of the spell c onsists of rare
soporific herbs.

Ending the Spell


During the c asting of the spell, in any of its versions, you c an
spec ify a c ondition that will c ause the spell to end and release the
target. The c ondition c an be as spec ific or as elaborate as
you c hoose, but the DM must agree that the c ondition
is reasonable and has a likelihood of c oming to pass.
The c onditions c an be based on a c reature’s name, identity, or
deity but otherwise must be based on observable ac tions or
qualities and not based on intangibles suc h as level, c lass, or hit
points.

A dispel magic spell c an end the spell only if it is c ast as a 9th-


level spell, targeting either the prison or the spec ial c omponent
used to c reate it.

You c an use a partic ular spec ial c omponent to c reate only one
prison at a time. If you c ast the spell again using the same
c omponent, the target of the first c asting is immediately freed
from its binding.

Power Word Kill


Enchantment

Level: 9
Casting time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous

You utter a word of power that c an c ompel one c reature you c an


see within range to die instantly. If the c reature you c hose has 100
hit points or fewer, it dies. Otherwise, the spell has no effec t.
True Polymorph
Transmutation

Level: 9
Casting time: 1 Action
Range: 30 feet
Components: V, S, M (a drop of mercury, a dollop of gum arabic,
and a wisp of smoke)
Duration: Concentration, up to 1 hour

Choose one c reature or nonmagic al objec t that you c an see within


range. You transform the c reature into a different c reature, the
c reature into an objec t, or the objec t into a c reature (the objec t
must be neither worn nor c arried by another c reature). The
transformation lasts for the duration, or until the target drops to 0
hit points or dies. If you c onc entrate on this spell for the full
duration, the transformation bec omes permanent.

S hapec hangers aren’t affec ted by this spell. An unwilling c reature


c an make a Wisdom saving throw, and if it suc c eeds, it isn’t
affec ted by this spell.

Creature into Creature


If you turn a c reature into another kind of c reature, the new form
c an be any kind you c hoose whose c hallenge rating is equal to or
less than the target’s (or its level, if the target doesn’t have a
c hallenge rating). The target’s game statistic s, inc luding mental
ability sc ores, are replac ed by the statistic s of the new form. It
retains its alignment and personality.
The target assumes the hit points of its new form, and when it
reverts to its normal form, the c reature returns to the number of
hit points it had before it transformed. If it reverts as a result of
dropping to 0 hit points, any exc ess damage c arries over to its
normal form. As long as the exc ess damage doesn’t reduc e the
c reature’s normal form to 0 hit points, it isn’t knoc ked
unc onsc ious.
The c reature is limited in the ac tions it c an perform by the nature
of its new form, and it c an’t speak, c ast spells, or take any other
ac tion that requires hands or speec h unless its new form is
c apable of suc h ac tions.
The target’s gear melds into the new form. The c reature c an’t
ac tivate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature


You c an turn an objec t into any kind of c reature, as long as the
c reature’s siz e is no larger than the objec t’s siz e and the
c reature’s c hallenge rating is 9 or lower. The c reature is friendly to
you and your c ompanions. It ac ts on eac h of your turns. You dec ide
what ac tion it takes and how it moves. The DM has the c reature’s
statistic s and resolves all of its ac tions and movement.
If the spell bec omes permanent, you no longer c ontrol the
c reature. It might remain friendly to you, depending on how you
have treated it.

Creature into Object


If you turn a c reature into an objec t, it transforms along with
whatever it is wearing and c arrying into that form. The c reature’s
statistic s bec ome those of the objec t, and the c reature has no
memory of time spent in this form, after the spell ends and it
returns to its normal form.

This spell c an’t affec t a target that has 0 hit points.

- Generated and printed at Dnd-Spells.com

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