Cleric Spell List: 0 Level (Cantrips) 4th Level

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Cleric Spell List

0 Level (Cantrips) 4th Level


Guidance Death Ward
Light Divination
Resistance Freedom of Movement
Sacred Flame Guardian of Faith
Spare the Dying Locate Creature
Thaumaturgy
5th Level
1st Level Commune
Bless Flame Strike
Command Greater Restoration
Cure Wounds Mass Cure Wounds
Detect Magic Raise Dead
Guiding Bolt
Healing Word 6th Level
Inflict Wounds Blade Barrier
Sanctuary Find the Path
Shield of Faith Harm
Heal
2nd Level Heroes’ Feast
Aid True Seeing
Augury
Hold Person 7th Level
Lesser Restoration Etherealness
Prayer of Healing Fire Storm
Silence Regenerate
Spiritual Weapon Resurrection
Warding Bond
8th Level
3rd Level Antimagic Field
Beacon of Hope Earthquake
Dispel Magic Holy Aura
Mass Healing Word
Protection from Energy 9th Level
Remove Curse Astral Projection
Revivify Gate
Speak with Dead Mass Heal
Spirit Guardians True Resurrection
Cleric Spells: 0 Level (Cantrips) SPARE THE DYING
Necromancy cantrip
GUIDANCE Casting Time: 1 action
Divination cantrip Range: Touch
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
Components: V, S You touch a living creature that has 0 hit points. The creature
Duration: Concentration, up to 1 minute becomes stable. This spell has no effect on undead or constructs.
You touch one willing creature. Once before the spell ends, the
target can roll a d4 and add the number rolled to one ability THAUMATURGY
check of its choice. It can roll the die before or after making the Transmutation cantrip
ability check. The spell then ends. Casting Time: 1 action
Range: 30 feet
LIGHT Components: V
Evocation cantrip Duration: Up to 1 minute
Casting Time: 1 action You manifest a minor wonder, a sign of supernatural power,
Range: Touch within range. You create one of the following magical effects
Components: V, M (a firefly or phosphorescent moss) within range.
Duration: 1 hour  Your voice booms up to three times as loud as normal for 1
You touch one object that is no larger than 10 feet in any minute.
dimension. Until the spell ends, the object sheds bright light in a  You cause flames to flicker, brighten, dim, or change color
20-foot radius and dim light for an additional 20 feet. The light for 1 minute.
can be colored as you like. Completely covering the object with  You cause harmless tremors in the ground for 1 minute.
something opaque blocks the light. The spell ends if you cast it  You create an instantaneous sound that originates from a
again or dismiss it as an action. point of your choice within range, such as a rumble of
If you target an object held or worn by a hostile creature, that thunder, the cry of a raven, or ominous whispers.
creature must succeed on a Dexterity saving throw to avoid the  You instantaneously cause an unlocked door or window to
spell. fly open or slam shut.
 You alter the appearance of your eyes for 1 minute.
RESISTANCE If you cast this spell multiple times, you can have up to three
Abjuration cantrip of its 1-minute effects active at a time, and you can dismiss such
an effect as an action.
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak) Cleric Spells: 1st Level
Duration: Concentration, up to 1 minute
BLESS
You touch one willing creature. Once before the spell ends, the 1st-level enchantment
target can roll a d4 and add the number rolled to one saving
throw of its choice. It can roll the die before or after making the Casting Time: 1 action
saving throw. The spell then ends. Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
SACRED FLAME Duration: Concentration, up to 1 minute
Evocation cantrip You bless up to three creatures of your choice within range.
Casting Time: 1 action Whenever a target makes an attack roll or a saving throw before
Range: 60 feet the spell ends, the target can roll a d4 and add the number rolled
Components: V, S to the attack roll or saving throw.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional creature for
Flame-like radiance descends on a creature that you can see each slot level above 1st.
within range. The target must succeed on a Dexterity saving
throw or take 1d8 radiant damage. The target gains no benefit
from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
COMMAND GUIDING BOLT
1st-level enchantment 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V Components: V, S
Duration: 1 round Duration: 1 round
You speak a one-word command to a creature you can see A flash of light streaks toward a creature of your choice within
within range. The target must succeed on a Wisdom saving range. Make a ranged spell attack against the target. On a hit, the
throw or follow the command on its next turn. The spell has no target takes 4d6 radiant damage, and the next attack roll made
effect if the target is undead, if it doesn’t understand your against this target before the end of your next turn has
language, or if your command is directly harmful to it. advantage, thanks to the mystical dim light glittering on the
Some typical commands and their effects follow. You might target until then.
issue a command other than one described here. If you do so, the At Higher Levels. When you cast this spell using a spell slot
DM determines how the target behaves. If the target can’t follow of 2nd level or higher, the damage increases by 1d6 for each slot
your command, the spell ends. level above 1st.
Approach. The target moves toward you by the shortest and
most direct route, ending its turn if it moves within 5 feet of you. HEALING WORD
Drop. The target drops whatever it is holding and then ends 1st-level evocation
its turn.
Flee. The target spends its turn moving away from you by the Casting Time: 1 bonus action
fastest available means. Range: 60 feet
Grovel. The target falls prone and then ends its turn. Components: V
Halt. The target doesn’t move and takes no actions. A flying Duration: Instantaneous
creature stays aloft, provided that it is able to do so. If it must A creature of your choice that you can see within range regains
move to stay aloft, it flies the minimum distance needed to hit points equal to 1d4 + your spellcasting ability modifier. This
remain in the air. spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can affect one additional creature for of 2nd level or higher, the healing increases by 1d4 for each slot
each slot level above 1st. The creatures must be within 30 feet of level above 1st.
each other when you target them.
INFLICT WOUNDS
CURE WOUNDS 1st-level necromancy
1st-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a
A creature you touch regains a number of hit points equal to 1d8 hit, the target takes 3d10 necrotic damage.
+ your spellcasting ability modifier. This spell has no effect on At Higher Levels. When you cast this spell using a spell slot
undead or constructs. of 2nd level or higher, the damage increases by 1d10 for each
At Higher Levels. When you cast this spell using a spell slot slot level above 1st.
of 2nd level or higher, the healing increases by 1d8 for each slot
level above 1st. SANCTUARY
1st-level abjuration
DETECT MAGIC
1st-level divination (ritual) Casting Time: 1 bonus action
Range: 30 feet
Casting Time: 1 action Components: V, S, M (a small silver mirror)
Range: Self Duration: 1 minute
Components: V, S
Duration: Concentration, up to 10 minutes You ward a creature within range against attack. Until the spell
ends, any creature who targets the warded creature with an
For the duration, you sense the presence of magic within 30 feet attack or a harmful spell must first make a Wisdom saving
of you. If you sense magic in this way, you can use your action throw. On a failed save, the creature must choose a new target or
to see a faint aura around any visible creature or object in the lose the attack or spell. This spell doesn’t protect the warded
area that bears magic, and you learn its school of magic, if any. creature from area effects, such as the explosion of a fireball.
The spell can penetrate most barriers, but it is blocked by 1 If the warded creature makes an attack or casts a spell that
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 affects an enemy creature, this spell ends.
feet of wood or dirt.
SHIELD OF FAITH HOLD PERSON
1st-level abjuration 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text Components: V, S, M (a small, straight piece of iron)
written on it) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
Choose a humanoid that you can see within range. The target
A shimmering field appears and surrounds a creature of your must succeed on a Wisdom saving throw or be paralyzed for the
choice within range, granting it a +2 bonus to AC for the duration. At the end of each of its turns, the target can make
duration. another Wisdom saving throw. On a success, the spell ends on
the target.
Cleric Spells: 2nd Level At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, you can target one additional humanoid
for each slot level above 2nd. The humanoids must be within 30
AID feet of each other when you target them.
2nd-level abjuration
Casting Time: 1 action LESSER RESTORATION
Range: 30 feet 2nd-level abjuration
Components: V, S, M (a tiny strip of white cloth)
Casting Time: 1 action
Duration: 8 hours
Range: Touch
Your spell bolsters your allies with toughness and resolve. Components: V, S
Choose up to three creatures within range. Each target’s hit point Duration: Instantaneous
maximum and current hit points increase by 5 for the duration.
You touch a creature and can end either one disease or one
At Higher Levels. When you cast this spell using a spell slot
condition afflicting it. The condition can be blinded, deafened,
of 3rd level or higher, a target’s hit points increase by an
paralyzed, or poisoned.
additional 5 for each slot level above 2nd.

AUGURY PRAYER OF HEALING


2nd-level evocation
2nd-level divination (ritual)
Casting Time: 10 minutes
Casting Time: 1 minute
Range: 30 feet
Range: Self
Components: V
Components: V, S, M (specially marked sticks, bones, or
Duration: Instantaneous
similar tokens worth at least 25gp)
Duration: Instantaneous Up to six creatures of your choice that you can see within range
each regain hit points equal to 2d8 + your spellcasting ability
By casting gem-inlaid sticks, rolling dragon bones, laying out
modifier. This spell has no effect on undead or constructs.
ornate cards, or employing some other divining tool, you receive
At Higher Levels. When you cast this spell using a spell slot
an omen from an otherworldly entity about the results of a
of 3rd level or higher, the healing increases by 1d8 for each slot
specific course of action that you plan to take within the next 30
level above 2nd.
minutes. The DM chooses from the following possible omens:
 Weal, for good results
 Woe, for bad results SILENCE
2nd-level illusion (ritual)
 Weal and woe, for both good and bad results
 Nothing, for results that aren’t especially good or bad Casting Time: 1 action
The spell doesn’t take into account any possible Range: 120 feet
circumstances that might change the outcome, such as the Components: V, S
casting of additional spells or the loss or gain of a companion. Duration: Concentration, up to 10 minutes
If you cast the spell two or more times before completing
For the duration, no sound can be created within or pass through
your next long rest, there is a cumulative 25 percent chance for
a 20-foot-radius sphere centered on a point you choose within
each casting after the first that you get a random reading. The
range. Any creature or object entirely inside the sphere is
DM makes this roll in secret.
immune to thunder damage, and creatures are deafened while
entirely inside it.
Casting a spell that includes a verbal component is impossible
there.
SPIRITUAL WEAPON DISPEL MAGIC
2nd-level evocation 3rd-level abjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: V, S
Duration: 1 minute Duration: Instantaneous
You create a floating, spectral weapon within range that lasts for Choose one creature, object, or magical effect within range. Any
the duration or until you cast this spell again. When you cast the spell of 3rd level or lower on the target ends. For each spell of
spell, you can make a melee spell attack against a creature 4th level or higher on the target, make an ability check using
within 5 feet of the weapon. On a hit, the target takes force your spellcasting ability. The DC equals 10 + the spell’s level.
damage equal to 1d8 + your spellcasting ability modifier. On a successful check, the spell ends.
As a bonus action on your turn, you can move the weapon up At Higher Levels. When you cast this spell using a spell slot
to 20 feet and repeat the attack against a creature within 5 feet of of 4th level or higher, you automatically end the effects of a
it. spell on the target if the spell’s level is equal to or less than the
The weapon can take whatever form you choose. Clerics of level of the spell slot you used.
deities who are associated with a particular weapon (as St.
Cuthbert is known for his mace and Thor for his hammer) make MASS HEALING WORD
this spell’s effect resemble that weapon. 3rd-level evocation
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for every Casting Time: 1 bonus action
two slot levels above the 2nd. Range: 60 feet
Components: V
Duration: Instantaneous
WARDING BOND
2nd-level abjuration As you call out words of restoration, up to six creatures of your
choice that you can see within range regain hit points equal to
Casting Time: 1 action
1d4 + your spellcasting ability modifier. This spell has no effect
Range: Touch
on undead or constructs.
Components: V, S, M (a pair of platinum rings worth at least
At Higher Levels. When you cast this spell using a spell slot
50gp each, which you and the target must wear for the duration)
of 4th level or higher, the healing increases by 1d4 for each slot
Duration: 1 hour
level above 3rd.
This spell wards a willing creature you touch and creates a
mystic connection between you and the target until the spell PROTECTION FROM ENERGY
ends. While the target is within 60 feet of you, it gains a +1 3rd-level abjuration
bonus to AC and saving throws, and it has resistance to all
damage. Also, each time it takes damage, you take the same Casting Time: 1 action
amount of damage. Range: Touch
The spell ends if you drop to 0 hit points or if you and the Components: V, S
target become separated by more than 60 feet. Duration: Concentration, up to 1 hour
It also ends if the spell is cast again on either of the connected For the duration, the willing creature you touch has resistance to
creatures. You can also dismiss the spell as an action. one damage type of your choice: acid, cold, fire, lightning, or
thunder.
Cleric Spells: 3rd Level
REMOVE CURSE
BEACON OF H OPE 3rd-level abjuration
3rd-level abjuration Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 30 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute At your touch, all curses affecting one creature or object end. If
This spell bestows hope and vitality. Choose any number of the object is a cursed magic item, its curse remains, but the spell
creatures within range. For the duration, each target has breaks its owner’s attunement to the object so it can be removed
advantage on Wisdom saving throws and death saving throws, or discarded.
and regains the maximum number of hit points possible from
any healing.
REVIVIFY
3rd-level conjuration
Cleric Spells: 4th Level
Casting Time: 1 action DEATH WARD
Range: Touch 4th-level abjuration
Components: V, S, M (diamonds worth 300gp, which the spell
Casting Time: 1 action
consumes)
Range: Touch
Duration: Instantaneous
Components: V, S
You touch a creature that has died within the last minute. That
Duration: 8 hours
creature returns to life with 1 hit point. This spell can’t return to
life a creature that has died of old age, nor can it restore any You touch a creature and grant it a measure of protection from
missing body parts. death.
The first time the target would drop to 0 hit points as a result
SPEAK WITH DEAD of taking damage, the target instead drops to 1 hit point, and the
3rd-level necromancy spell ends.
If the spell is still in effect when the target is subjected to an
Casting Time: 1 action effect that would kill it instantaneously without dealing damage,
Range: 10 feet that effect is instead negated against the target, and the spell
Components: V, S, M (burning incense) ends.
Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of DIVINATION
your choice within range, allowing it to answer the questions
4th-level divination (ritual)
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 Casting Time: 1 action
within the last 10 days. Range: Self
Until the spell ends, you can ask the corpse up to five Components: V, S, M (incense and a sacrificial offering
questions. The corpse knows only what it knew in life, including appropriate to your religion, together worth at least 25gp, which
the languages it knew. Answers are usually brief, cryptic, or the spell consumes)
repetitive, and the corpse is under no compulsion to offer a Duration: Instantaneous
truthful answer if you are hostile to it or it recognizes you as an
Your magic and an offering put you in contact with a god or a
enemy. This spell doesn’t return the creature’s soul to its body,
god’s servants. You ask a single question concerning a specific
only its animating spirit. Thus, the corpse can’t learn new
goal, event, or activity to occur within 7 days. The DM offers a
information, doesn’t comprehend anything that has happened
truthful reply. The reply might be a short phrase, a cryptic
since it died, and can’t speculate about future events.
rhyme, or an omen.
The spell doesn’t take into account any possible
SPIRIT GUARDIANS circumstances that might change the outcome, such as the
3rd-level conjuration casting of additional spells or the loss or gain of a companion.
Casting Time: 1 action If you cast the spell two or more times before finishing your
Range: Self (15-foot radius) next long rest, there is a cumulative 25 percent chance for each
Components: V, S, M (a holy symbol) casting after the first that you get a random reading. The DM
Duration: Concentration, up to 10 minutes makes this roll in secret.

You call forth spirits to protect you. They flit around you to a FREEDOM OF MOVEMENT
distance of 15 feet for the duration. If you are good or neutral,
4th-level abjuration
their spectral form appears angelic or fey (your choice). If you
are evil, they appear fiendish. Casting Time: 1 action
When you cast this spell, you can designate any number of Range: Touch
creatures you can see to be unaffected by it. An affected Components: V, S, M (a leather strap, bound around the arm or
creature’s speed is halved in the area, and when the creature a similar appendage)
enters the area for the first time on a turn or starts its turn there, Duration: 1 hour
it must make a Wisdom saving throw. On a failed save, the
You touch a willing creature. For the duration, the target’s
creature takes 3d8 radiant damage (if you are good or neutral) or
movement is unaffected by difficult terrain, and spells and other
3d8 necrotic damage (if you are evil). On a successful save, the
magical effects can neither reduce the target’s speed nor cause
creature takes half as much damage.
the target to be paralyzed or restrained.
At Higher Levels. When you cast this spell using a spell slot
The target can also spend 5 feet of movement to
of 4th level or higher, the damage increases by 1d8 for each slot
automatically escape from nonmagical restraints, such as
level above 3rd.
manacles or a creature that has it grappled. Finally, being
underwater imposes no penalties on the target’s movement or
attacks.
GUARDIAN OF FAITH If you cast the spell two or more times before finishing your
4th-level conjuration next long rest, there is a cumulative 25 percent chance for each
casting after the first that you get no answer. The DM makes this
Casting Time: 1 action roll in secret.
Range: 30 feet
Components: V
FLAME STRIKE
Duration: 8 hours
5th-level evocation
A Large spectral guardian appears and hovers for the duration in
Casting Time: 1 action
an unoccupied space of your choice that you can see within
Range: 60 feet
range. The guardian occupies that space and is indistinct except
Components: V, S, M (pinch of sulfur)
for a gleaming sword and shield emblazoned with the symbol of
Duration: Instantaneous
your deity.
Any creature hostile to you that moves to a space within 10 A vertical column of divine fire roars down from the heavens in
feet of the guardian for the first time on a turn must succeed on a a location you specify. Each creature in a 10-foot-radius, 40-
Dexterity saving throw. The creature takes 20 radiant damage on foot-high cylinder centered on a point within range must make a
a failed save, or half as much damage on a successful one. The Dexterity saving throw. A creature takes 4d6 fire damage and
guardian vanishes when it has dealt a total of 60 damage. 4d6 radiant damage on a failed save, or half as much damage on
a successful one.
LOCATE CREATURE At Higher Levels. When you cast this spell using a spell slot
4th-level divination of 6th level or higher, the fire damage or the radiant damage
(your choice) increases by 1d6 for each slot level above 5th.
Casting Time: 1 action
Range: Self
GREATER RESTORATION
Components: V, S, M (a bit of fur from a bloodhound)
5th-level abjuration
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Describe or name a creature that is familiar to you. You sense
Range: Touch
the direction to the creature’s location, as long as that creature is
Components: V, S, M (diamond dust worth at least 100gp,
within 1,000 feet of you. If the creature is moving, you know the
which the spell consumes)
direction of its movement.
Duration: Instantaneous
The spell can locate a specific creature known to you, or the
nearest creature of a specific kind (such as a human or a You imbue a creature you touch with positive energy to undo a
unicorn), so long as you have seen such a creature up close— debilitating effect. You can reduce the target’s exhaustion level
within 30 feet—at least once. If the creature you described or by one, or end one of the following effects on the target:
named is in a different form, such as being under the effects of a  One effect that charmed or petrified the target
polymorph spell, this spell doesn’t locate the creature.  One curse, including the target’s attunement to a cursed
This spell can’t locate a creature if running water at least 10 magic item
feet wide blocks a direct path between you and the creature.  Any reduction to one of the target’s ability scores
 One effect reducing the target’s hit point maximum
Cleric Spells: 5th Level
MASS CURE WOUNDS
COMMUNE 5th-level conjuration
5th-level divination (ritual) Casting Time: 1 action
Casting Time: 1 minute Range: 60 feet
Range: Self Components: V, S
Components: V, S, M (incense and a vial of holy or unholy Duration: Instantaneous
water) A wave of healing energy washes out from a point of your
Duration: 1 minute choice within range. Choose up to six creatures in a 30-foot-
You contact your deity or a divine proxy and ask up to three radius sphere centered on that point. Each target regains hit
questions that can be answered with a yes or no. You must ask points equal to 3d8 + your spellcasting ability modifier. This
your questions before the spell ends. You receive a correct spell has no effect on undead or constructs.
answer for each question. At Higher Levels. When you cast this spell using a spell slot
Divine beings aren’t necessarily omniscient, so you might of 6th level or higher, the healing increases by 1d8 for each slot
receive “unclear” as an answer if a question pertains to level above 5th.
information that lies beyond the deity’s knowledge. In a case
where a one-word answer could be misleading or contrary to the
deity’s interests, the DM might offer a short phrase as an answer
instead.
RAISE DEAD FIND THE PATH
5th-level necromancy 6th-level divination
Casting Time: 1 hour Casting Time: 1 minute
Range: Touch Range: Self
Components: V, S, M (a diamond worth at least 500gp, which Components: V, S, M (a set of divinatory tools—such as bones,
the spell consumes) ivory sticks, cards, teeth, or carved runes—worth 100gp and an
Duration: Instantaneous object from the location you wish to find)
Duration: Concentration, up to 1 day
You return a dead creature you touch to life, provided that it has
been dead no longer than 10 days. If the creature’s soul is both This spell allows you to find the shortest, most direct physical
willing and at liberty to rejoin the body, the creature returns to route to a specific fixed location that you are familiar with on the
life with 1 hit point. same plane of existence. If you name a destination on another
This spell also neutralizes any poisons and cures nonmagical plane of existence, a destination that moves (such as a mobile
diseases that affected the creature at the time it died. This spell fortress), or a destination that isn’t specific (such as “a green
doesn’t, however, remove magical diseases, curses, or similar dragon’s lair”), the spell fails.
effects; if these aren’t first removed prior to casting the spell, For the duration, as long as you are on the same plane of
they take effect when the creature returns to life. The spell can’t existence as the destination, you know how far it is and in what
return an undead creature to life. direction it lies. While you are traveling there, whenever you are
This spell closes all mortal wounds, but it doesn’t restore presented with a choice of paths along the way, you
missing body parts. If the creature is lacking body parts or automatically determine which path is the shortest and most
organs integral for its survival—its head, for instance—the spell direct route (but not necessarily the safest route) to the
automatically fails. destination.
Coming back from the dead is an ordeal. The target takes a -4
penalty to all attack rolls, saving throws, and ability checks. HARM
Every time the target finishes a long rest, the penalty is reduced 6th-level necromancy
by 1 until it disappears.
Casting Time: 1 action
Range: 60 feet
Cleric Spells: 6th Level Components: V, S
Duration: Instantaneous
BLADE BARRIER
You unleash a virulent disease on a creature that you can see
6th-level evocation
within range. The target must make a Constitution saving throw.
Casting Time: 1 action On a failed save, it takes 14d6 necrotic damage, or half as much
Range: 90 feet damage on a successful save. The damage can’t reduce the
Components: V, S target’s hit points below 1. If the target fails the saving throw, its
Duration: Concentration, up to 10 minutes hit point maximum is reduced for 1 hour by an amount equal to
the necrotic damage it took. Any effect that removes a disease
You create a vertical wall of whirling, razor-sharp blades made
allows a creature’s hit point maximum to return to normal before
of magical energy. The wall appears within range and lasts for
that time passes.
the duration. You can make a straight wall up to 100 feet long,
20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in
diameter, 20 feet high, and 5 feet thick. The wall provides three- HEAL
quarters cover to creatures behind it, and its space is difficult 6th-level evocation
terrain. Casting Time: 1 action
When a creature enters the wall’s area for the first time on a Range: 60 feet
turn or starts its turn there, the creature must make a Dexterity Components: V, S
saving throw. On a failed save, the creature takes 6d10 slashing Duration: Instantaneous
damage. On a successful save, the creature takes half as much
damage. Choose a creature that you can see within range. A surge of
positive energy washes through the creature, causing it to regain
70 hit points. This spell also ends blindness, deafness, and any
diseases affecting the target. This spell has no effect on
constructs or undead.
At Higher Levels. When you cast this spell using a spell slot
of 7th level or higher, the amount of healing increases by 10 for
each slot level above 6th.
HEROES’ FEAST When the spell ends, you immediately return to the plane you
6th-level conjuration originated from in the spot you currently occupy. If you occupy
the same spot as a solid object or creature when this happens,
Casting Time: 10 minutes you are immediately shunted to the nearest unoccupied space
Range: 30 feet that you can occupy and take force damage equal to twice the
Components: V, S , M (a gem-encrusted bowl worth at least number of feet you are moved.
1,000gp, which the spell consumes) This spell has no effect if you cast it while you are on the
Duration: Instantaneous Ethereal Plane or a plane that doesn’t border it, such as one of
You bring forth a great feast, including magnificent food and the Outer Planes.
drink. The feast takes 1 hour to consume and disappears at the At Higher Levels. When you cast this spell using a spell slot
end of that time, and the beneficial effects don’t set in until this of 8th level or higher, you can target up to three willing creatures
hour is over. Up to twelve other creatures can partake of the (including you) for each slot level above 7th. The creatures must
feast. be within 10 feet of you when you cast the spell.
A creature that partakes of the feast gains several benefits.
The creature is cured of all diseases and poison, becomes FIRE STORM
immune to poison and being frightened, and makes all Wisdom 7th-level evocation
saving throws with advantage. Its hit point maximum also
Casting Time: 1 action
increases by 2d10, and it gains the same number of hit points.
Range: 150 feet
These benefits last for 24 hours.
Components: V, S
Duration: Instantaneous
TRUE SEEING
6th-level divination A storm made up of sheets of roaring flame appears in a location
you choose within range. The area of the storm consists of up to
Casting Time: 1 action ten 10-foot cubes, which you can arrange as you wish. Each
Range: Touch cube must have at least one face adjacent to the face of another
Components: V, S, M (an ointment for the eyes that costs 25gp; cube. Each creature in the area must make a Dexterity saving
is made from mushroom powder, saffron, and fat; and is throw. It takes 7d10 fire damage on a failed save, or half as
consumed by the spell) much damage on a successful one.
Duration: 1 hour The fire damages objects in the area and ignites flammable
This spell gives the willing creature you touch the ability to see objects that aren’t being worn or carried. If you choose, plant life
things as they actually are. For the duration, the creature has in the area is unaffected by this spell.
truesight, notices secret doors hidden by magic, and can see into
the Ethereal Plane, all out to a range of 120 feet. REGENERATE
7th-level transmutation
Cleric Spells: 7th Level Casting Time: 1 minute
Range: Touch
ETHEREALNESS Components: V, S, M (a prayer wheel and holy water)
7th-level transmutation Duration: 1 hour
Casting Time: 1 action You touch a creature and stimulate its natural healing ability.
Range: Self The target regains 4d8 + 15 hit points. For the duration of the
Components: V, S spell, the target regains 1 hit point at the start of each of its turns
Duration: Up to 8 hours (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and
You step into the border regions of the Ethereal Plane, in the so on), if any, are restored after 2 minutes. If you have the
area where it overlaps with your current plane. You remain in severed part and hold it to the stump, the spell instantaneously
the Border Ethereal for the duration or until you use your action causes the limb to knit to the stump.
to dismiss the spell. During this time, you can move in any
direction. If you move up or down, every foot of movement
costs an extra foot. You can see and hear the plane you
RESURRECTION
7th-level necromancy
originated from, but everything there looks gray, and you can’t
see anything more than 60 feet away. Casting Time: 1 hour
While on the Ethereal Plane, you can only affect and be Range: Touch
affected by other creatures on that plane. Creatures that aren’t on Components: V, S, M (a diamond worth at least 1,000gp, which
the Ethereal Plane can’t perceive you and can’t interact with the spell consumes)
you, unless a special ability or magic has given them the ability Duration: Instantaneous
to do so.
You touch a dead creature that has been dead for no more than a
You ignore all objects and effects that aren’t on the Ethereal
century, that didn’t die of old age, and that isn’t undead. If its
Plane, allowing you to move through objects you perceive on the
soul is free and willing, the target returns to life with all its hit
plane you originated from.
points.
This spell neutralizes any poisons and cures normal diseases Magical Travel. Teleportation and planar travel fail to work
afflicting the creature when it died. It doesn’t, however, remove in the sphere, whether the sphere is the destination or the
magical diseases, curses, and the like; if such effects aren’t departure point for such magical travel. A portal to another
removed prior to casting the spell, they afflict the target on its location, world, or plane of existence, as well as an opening to
return to life. an extradimensional space such as that created by the rope trick
This spell closes all mortal wounds and restores any missing spell, temporarily closes while in the sphere.
body parts. Creatures and Objects. A creature or object summoned or
Coming back from the dead is an ordeal. The target takes a -4 created by magic temporarily winks out of existence in the
penalty to all attack rolls, saving throws, and ability checks. sphere. Such a creature instantly reappears once the space the
Every time the target finishes a long rest, the penalty is reduced creature occupied is no longer within the sphere.
by 1 until it disappears. Dispel Magic. Spells and magical effects such as dispel magic
Casting this spell to restore life to a creature that has been have no effect on the sphere. Likewise, the spheres created by
dead for one year or longer taxes you greatly. Until you finish a different antimagic field spells don’t nullify each other.
long rest, you can’t cast spells again, and you have disadvantage
on all attack rolls, ability checks, and saving throws. EARTHQUAKE
8th-level evocation
Cleric Spells: 8th Level Casting Time: 1 action
Range: 500 feet
ANTIMAGIC FIELD Components: V, S, M (a pinch of dirt, a piece of rock, and a
8th-level abjuration lump of clay)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self (10-foot-radius sphere) You create a seismic disturbance at a point on the ground that
Components: V, S, M (a pinch of powdered iron or iron filings) you can see within range. For the duration, an intense tremor rips
Duration: Concentration, up to 1 hour through the ground in a 100-foot-radius circle centered on that
point and shakes creatures and structures in contact with the
A 10-foot-radius invisible sphere of antimagic surrounds you.
ground in that area.
This area is divorced from the magical energy that suffuses the
The ground in the area becomes difficult terrain. Each
multiverse. Within the sphere, spells can’t be cast, summoned
creature on the ground that is concentrating must make a
creatures disappear, and even magic items become mundane.
Constitution saving throw. On a failed save, the creature’s
Until the spell ends, the sphere moves with you, centered on
concentration is broken.
you.
When you cast this spell and at the end of each turn you
Spells and other magical effects, except those created by an
spend concentrating on it, each creature on the ground in the
artifact or a deity, are suppressed in the sphere and can’t
area must make a Dexterity saving throw. On a failed save, the
protrude into it. A slot expended to cast a suppressed spell is
creature is knocked prone.
consumed. While an effect is suppressed, it doesn’t function, but
This spell can have additional effects depending on the terrain
the time it spends suppressed counts against its duration.
in the area, as determined by the DM.
Targeted Effects. Spells and other magical effects, such as
Fissures. Fissures open throughout the spell’s area at the start
magic missile and charm person, that target a creature or an
of your next turn after you cast the spell. A total of 1d6 such
object in the sphere have no effect on that target.
fissures open in locations chosen by the DM. Each is 1d10 × 10
Areas of Magic. The area of another spell or magical effect,
feet deep, 10 feet wide, and extends from one edge of the spell’s
such as fireball, can’t extend into the sphere. If the sphere
area to the opposite side. A creature standing on a spot where a
overlaps an area of magic, the part of the area that is covered by
fissure opens must succeed on a Dexterity saving throw or fall
the sphere is suppressed. For example, the flames created by a
in. A creature that successfully saves moves with the fissure’s
wall of fire are suppressed within the sphere, creating a gap in
edge as it opens.
the wall if the overlap is large enough.
A fissure that opens beneath a structure causes it to
Spells. Any active spell or other magical effect on a creature
automatically collapse (see below).
or an object in the sphere is suppressed while the creature or
Structures. The tremor deals 50 bludgeoning damage to any
object is in it.
structure in contact with the ground in the area when you cast
Magic Items. The properties and powers of magic items are
the spell and at the start of each of your turns until the spell ends.
suppressed in the sphere. For example, a +1 longsword in the
If a structure drops to 0 hit points, it collapses and potentially
sphere functions as a nonmagical longsword.
damages nearby creatures. A creature within half the distance of
A magic weapon’s properties and powers are suppressed if it
a structure’s height must make a Dexterity saving throw. On a
is used against a target in the sphere or wielded by an attacker in
failed save, the creature takes 5d6 bludgeoning damage, is
the sphere. If a magic weapon or a piece of magic ammunition
knocked prone, and is buried in the rubble, requiring a DC 20
fully leaves the sphere (for example, if you fire a magic arrow or
Strength (Athletics) check as an action to escape. The DM can
throw a magic spear at a target outside the sphere), the magic of
adjust the DC higher or lower, depending on the nature of the
the item ceases to be suppressed as soon as it exits.
rubble. On a successful save, the creature takes half as much
damage and doesn’t fall prone or become buried.
HOLY AURA The spell might also end early for you or one of your
8th-level abjuration companions. A successful dispel magic spell used against an
astral or physical body ends the spell for that creature. If a
Casting Time: 1 action creature’s original body or its astral form drops to 0 hit points,
Range: Self the spell ends for that creature. If the spell ends and the silver
Components: V, S, M (a tiny reliquary worth at least 1,000gp cord is intact, the cord pulls the creature’s astral form back to its
containing a sacred relic, such as a scrap of cloth from a saint’s body, ending its state of suspended animation.
robe or a piece of parchment from a religious text) If you are returned to your body prematurely, your
Duration: Concentration, up to 1 minute companions remain in their astral forms and must find their own
Divine light washes out from you and coalesces in a soft way back to their bodies, usually by dropping to 0 hit points.
radiance in a 30-foot radius around you. Creatures of your
choice in that radius when you cast this spell shed dim light in a GATE
5-foot radius and have advantage on all saving throws, and other 9th-level conjuration
creatures have disadvantage on attack rolls against them until the
Casting Time: 1 action
spell ends. In addition, when a fiend or an undead hits an
Range: 60 feet
affected creature with a melee attack, the aura flashes with
Components: V, S, M (a diamond worth at least 5,000gp)
brilliant light. The attacker must succeed on a Constitution
Duration: Concentration, up to 1 minute
saving throw or be blinded until the spell ends.
You conjure a portal linking an unoccupied space you can see
Cleric Spells: 9th Level within range to a precise location on a different plane of
existence. The portal is a circular opening, which you can make
5 to 20 feet in diameter. You can orient the portal in any
ASTRAL PROJECTION direction you choose. The portal lasts for the duration.
9th-level necromancy The portal has a front and a back on each plane where it
Casting Time: 1 hour appears. Travel through the portal is possible only by moving
Range: 10 feet through its front. Anything that does so is instantly transported
Components: V, S, M (for each creature you affect with this to the other plane, appearing in the unoccupied space nearest to
spell, you must provide one jacinth worth at least 1,000gp and the portal.
one ornately carved bar of silver worth at least 100gp, all of Deities and other planar rulers can prevent portals created by
which the spell consumes) this spell from opening in their presence or anywhere within
Duration: Special their domains.
When you cast this spell, you can speak the name of a
You and up to eight willing creatures within range project your specific creature (a pseudonym, title, or nickname doesn’t work).
astral bodies into the Astral Plane (the spell fails and the casting If that creature is on a plane other than the one you are on, the
is wasted if you are already on that plane). The material body portal opens in the named creature’s immediate vicinity and
you leave behind is unconscious and in a state of suspended draws the creature through it to the nearest unoccupied space on
animation; it doesn’t need food or air and doesn’t age. your side of the portal. You gain no special power over the
Your astral body resembles your mortal form in almost every creature, and it is free to act as the DM deems appropriate. It
way, replicating your game statistics and possessions. The might leave, attack you, or help you.
principal difference is the addition of a silvery cord that extends
from between your shoulder blades and trails behind you, fading
to invisibility after 1 foot. This cord is your tether to your
MASS HEAL
9th-level conjuration
material body. As long as the tether remains intact, you can find
your way home. If the cord is cut—something that can happen Casting Time: 1 action
only when an effect specifically states that it does—your soul Range: 60 feet
and body are separated, killing you instantly. Components: V, S
Your astral form can freely travel through the Astral Plane Duration: Instantaneous
and can pass through portals there leading to any other plane. If
A flood of healing energy flows from you into injured creatures
you enter a new plane or return to the plane you were on when
around you. You restore up to 700 hit points, divided as you
casting this spell, your body and possessions are transported
choose among any number of creatures that you can see within
along the silver cord, allowing you to re-enter your body as you
range. Creatures healed by this spell are also cured of all
enter the new plane. Your astral form is a separate incarnation.
diseases and any effect making them blinded or deafened. This
Any damage or other effects that apply to it have no effect on
spell has no effect on undead or constructs.
your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use
your action to dismiss it. When the spell ends, the affected
creature returns to its physical body, and it awakens.
TRUE RESURRECTION
9th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water and diamonds
worth at least 25,000gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no longer than 200
years and that died for any reason except old age. If the
creature’s soul is free and willing, the creature is restored to life
with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all
diseases, and lifts any curses affecting the creature when it died.
The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no
longer exists, in which case you must speak the creature’s name.
The creature then appears in an unoccupied space you choose
within 10 feet of you.

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