DD 5e Spell Cards ALL PDF
DD 5e Spell Cards ALL PDF
DD 5e Spell Cards ALL PDF
A bit of phosphorus
or wychwood, or a
glowworm
$ʳUHʴ\RU
phosphorescent moss
B ARB
ARBARIA
ARIAN N B ARB
ARBARIA
ARIAN
N BARB
ARBARIA
ARIAN N BARB
ARBARIA
ARIANN
BARD BARD BARD BARD
BANE CLERIC
DRUID
BURNING HANDS LIGHT DOMAIN
DRUID
COLOUR SPRAY CLERIC
DRUID
COMPREHEND LANGUAGES CLERIC
DRUID
FIGHTER ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT
MONK FOUR ELEMENTS MONK MONK
1st level enchantment VENGEANCE 1st level evocation PALADIN 1st level illusion PALADIN 1st level divination (ritual) PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 30ft W
WARL OCKK Range: Self (15ft cone) FIEND Range: Self (15ft cone) W
WARL OCKK Range: Self WARLOCK
WIZARD
WIZA RD WIZARD WIZARD WIZARD
Duration: © 1 minute Duration: Instantaneous Duration: 1 round Duration: 1 hour
Up to three creatures of your choice that you can see within $V\RXKROG\RXUKDQGVZLWKWKXPEVWRXFKLQJDQGʳQJHUV $GD]]OLQJDUUD\RIʴDVKLQJFRORXUHGOLJKWVSULQJVIURP For the duration, you understand the literal meaning of any
range must make Charisma saving throws. Whenever a VSUHDGDWKLQVKHHWRIʴDPHVVKRRWVIRUWKIURP\RXU your hand. Roll 6d10; the total is how many hit points of spoken language that you hear. You also understand any
target that fails this saving throw makes an attack roll or a RXWVWUHWFKHGʳQJHUWLSV(DFKFUHDWXUHLQDIWFRQHPXVW creatures this spell can effect. Creatures in a 15ft cone written language that you see, but you must be touching
saving throw before the spell ends, the target must roll a PDNHD'H[WHULW\VDYLQJWKURZ$FUHDWXUHWDNHVGʳUH originating from you are affected in ascending order of the surface on which the words are written. It takes about 1
d4 and subtract the number rolled from the attack roll or damage on a failed save, or half as much damage on a their current hit points (ignoring unconscious creatures and minute to read one page of text. This spell doesn’t decode
saving throw. VXFFHVVIXORQH7KHʳUHLJQLWHVDQ\ʴDPPDEOHREMHFWVLQWKH creatures that can’t see). Starting with the creature that has secret messages in a text or a glyph, such as an arcane sigil,
area that aren’t being worn or carried. the lowest current hit points, each creature affected by this that isn’t part of a written language.
At Higher Levels: When you cast this spell using a spell slot spell is blinded until the spell ends. Subtract each creature’s
of 2nd level or higher, you can target one additional creature At Higher Levels: When you cast this spell using a spell slot hit points from the total before moving on to the creature
for each slot level above 1st. of 2nd level or higher, the damage increases by 1d6 for each with the next lowest hit points. A creature’s hit points
slot level above 1st. must be equal to or less than the remaining total for that
creature to be affected.
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, roll an additional 2d10 for each slot
level above 1st.
DESTROY WATER
CLERIC
DRUID
DETECT EVIL AND GOOD CLERIC
DRUID
DETECT POISON AND DISEASE CLERIC
DRUID
DIVINE FAVOUR WAR DOMAIN
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
1st level transmutation PALADIN 1st level divination PALADIN 1st level divination (ritual) PALADIN 1st level evocation PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Bonus action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 30ft W
WARL OCKK Range: Self W
WARL OCKK Range: Self W
WARL OCKK Range: Self W
WARL OCK
K
WIZARD
WIZA RD WIZARD
WIZA RD WIZARD
WIZA RD WIZARD
WIZA RD
Duration: Instantaneous Duration: © 10 minutes Duration: © 10 minutes Duration: © 1 minute
You either create or destroy water. For the duration, you know if there is an aberration, celestial, For the duration, you can sense the presence and location Your prayer empowers you with divine radiance. Until the
HOHPHQWDOIH\ʳHQGRUXQGHDGZLWKLQIWRI\RXDVZHOODV of poisons, poisonous creatures, and diseases within 30ft spell ends, your weapon attacks deal an extra 1d4 radiant
Create Water: You create up to 10 gallons of clean water
where the creature is located. Similarly, you know if there is of you. You also identify the kind of poison, poisonous damage on a hit.
within range in an open container. Alternatively, the water
a place or object within 30ft of you that has been magically creature, or disease in each case. The spell can penetrate
falls as rain in a 30ft cube within range, extinguishing
consecrated or desecrated. The spell can penetrate most most barriers, but it is blocked by 1 foot of stone, 1 inch of
H[SRVHGʴDPHVLQWKHDUHD
barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
Destroy Water: You destroy up to 10 gallons of water in an common metal, a thin sheet of lead, or 3ft of wood or dirt.
open container within range. Alternatively, you destroy fog
in a 30ft cube within range.
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, you create or destroy 10 additional
gallons of water, or the size of the cube increases by 5ft, for
each slot level above 1st.
B ARB
ARBARIA
ARIAN N B ARB
ARBARIA
ARIANN BARB
ARBARIA
ARIANN BARB
ARBARIA
ARIAN N
BARD BARD BARD BARD
CURE WOUNDS CLERIC
DRUID
DETECT MAGIC CLERIC
DRUID
DISGUISE SELF TRICKERY
DRUID
ENTANGLE CLERIC
DRUID
FIGHTER ELDRITCH KNIGHT ELDRITCH KNIGHT FIGHTER
MONK MONK MONK MONK
1st level evocation PALADIN 1st level divination (ritual) PALADIN 1st level illusion PALADIN 1st level conjuration PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: Touch W
WARL OCKK Range: Self W
WARL OCKK Range: Self W
WARL OCK
K Range: 90ft W
WARL OCKK
WIZARD
WIZA RD WIZARD WIZARD WIZARD
WIZA RD
Duration: Instantaneous Duration: © 10 minutes Duration: 1 hour Duration: © 1 minute
A creature you touch regains a number of hit points equal For the duration, you sense the presence of magic within You make yourself—including your clothing, armour, Grasping weeds and vines sprout from the ground in a 20ft
WRG\RXUVSHOOFDVWLQJDELOLW\PRGLʳHU7KLVVSHOOKDVQR 30ft of you. If you sense magic in this way, you can use your weapons, and other belongings on your person—look square starting from a point within range. For the duration,
effect on undead or constructs. action to see a faint aura around any visible creature or different until the spell ends or until you use your action WKHVHSODQWVWXUQWKHJURXQGLQWKHDUHDLQWRGLIʳFXOW
object in the area that bears magic, and you learn its school to dismiss it. You can seem 1 foot shorter or taller and can terrain. A creature in the area when you cast the spell must
At Higher Levels: When you cast this spell using a spell slot of magic, if any. The spell can penetrate most barriers, but it appear thin, fat, or in between. You can’t change your body succeed on a Strength saving throw or be restrained by the
of 2nd level or higher, the healing increases by 1d8 for each is blocked by 1 foot of stone, 1 inch of common metal, a thin type, so you must adopt a form that has the same basic entangling plants until the spell ends. A creature restrained
slot level above 1st. sheet of lead, or 3ft of wood or dirt. arrangement of limbs. Otherwise, the extent of the illusion by the plants can use its action to make a Strength check
is up to you. The changes wrought by this spell fail to hold against your spell save DC. On a success, it frees itself. When
up to physical inspection. To discern that you are disguised, the spell ends, the conjured plants wilt away.
a creature can use its action to inspect your appearance
and must succeed on an Intelligence (Investigation) check
against your spell save DC.
B ARB
ARBARIA
ARIANN B ARB
ARBARIA
ARIANN BARB
ARBARIA
ARIANN BARB
ARBARIA
ARIAN N
BARD BARD BARD BARD
FAERIE FIRE LIGHT DOMAIN
DRUID
FEATHER FALL CLERIC
DRUID
FOG CLOUD TEMPEST DOMAIN
DRUID
GREASE CLERIC
DRUID
FIGHTER ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT
MONK MONK MONK MONK
1st level evocation PALADIN 1st level transmutation PALADIN 1st level conjuration PALADIN 1st level conjuration PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Reaction ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 60ft ARCHFEY Range: 60ft W
WARL OCKK Range: 120ft W
WARL OCK
K Range: 60ft W
WARL OCKK
WIZARD
WIZA RD WIZARD WIZARD WIZARD
Duration: © 1 minute Duration: 1 minute Duration: © 1 hour Duration: 1 minute
Each object in a 20ft cube within range is outlined in blue, &KRRVHXSWRʳYHIDOOLQJFUHDWXUHVZLWKLQUDQJH$IDOOLQJ You create a 20ft-radius sphere of fog centred on a point Slick grease covers the ground in a 10ft square centred on a
green, or violet light (your choice). Any creature in the area creature’s rate of descent slows to 60ft per round until the within range. The sphere spreads around corners, and its SRLQWZLWKLQUDQJHDQGWXUQVLWLQWRGLIʳFXOWWHUUDLQIRUWKH
when the spell is cast is also outlined in light if it fails spell ends. If the creature lands before the spell ends, it area is heavily obscured. It lasts for the duration or until a duration. When the grease appears, each creature standing
a Dexterity saving throw. For the duration, objects and takes no falling damage and can land on itsft, and the spell wind of moderate or greater speed (at least 10 miles per in its area must succeed on a Dexterity saving throw or fall
affected creatures shed dim light in a 10ft radius. Any attack ends for that creature. hour) disperses it. prone. A creature that enters the area or ends its turn there
roll against an affected creature or object has advantage if must also succeed on a Dexterity saving throw or fall prone.
the attacker can see it, and the affected creature or object At Higher Levels: When you cast this spell using a spell slot
FDQȤWEHQHʳWIURPEHLQJLQYLVLEOH of 2nd level or higher, the radius of the fog increases by 20ft
for each slot level above 1st.
A lead-based ink
worth at least 10GP
(consumed)
B ARB
ARBARIA
ARIAN N B ARB
ARBARIA
ARIAN N BARB
ARBARIA
ARIANN BARB
ARBARIA
ARIAN N
BARD BARD BARD BARD
HEALING WORD CLERIC
DRUID
HEROISM CLERIC
DRUID
IDENTIFY KNOWLEDGE
DRUID
INFLICT WOUNDS CLERIC
DRUID
FIGHTER FIGHTER ELDRITCH KNIGHT FIGHTER
MONK MONK MONK MONK
1st level evocation PALADIN 1st level enchantment PALADIN 1st level divination (ritual) PALADIN 1st level necromancy PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Bonus action ROGUE Casting Time: Action ROGUE Casting Time: 1 minute ARC. TRICKSTER Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 60ft W
WARL OCKK Range: Touch W
WARL OCKK Range: Touch W
WARL OCK
K Range: Touch W
WARL OCKK
WIZARD
WIZA RD WIZARD
WIZA RD WIZARD WIZARD
WIZA RD
Duration: Instantaneous Duration: © 1 minute Duration: Instantaneous Duration: Instantaneous
A creature of your choice that you can see within range A willing creature you touch is imbued with bravery. Until You choose one object that you must touch throughout Make a melee spell attack against a creature you can reach.
regains hit points equal to 1d4 + your spellcasting ability the spell ends, the creature is immune to being frightened the casting of the spell. If it is a magic item or some other On a hit, the target takes 3d10 necrotic damage.
PRGLʳHU7KLVVSHOOKDVQRHIIHFWRQXQGHDGRUFRQVWUXFWV and gains temporary hit points equal to your spellcasting magic-imbued object, you learn its properties and how to
DELOLW\PRGLʳHUDWWKHVWDUWRIHDFKRILWVWXUQV:KHQWKH use them, whether it requires attunement to use, and how At Higher Levels: When you cast this spell using a spell slot
At Higher Levels: When you cast this spell using a spell slot spell ends, the target loses any remaining temporary hit many charges it has, if any. You learn whether any spells are of 2nd level or higher, the damage increases by 1d10 for each
of 2nd level or higher, the healing increases by 1d4 for each points from this spell. affecting the item and what they are. If the item was created slot level above 1st.
slot level above 1st. by a spell, you learn which spell created it. If you instead
At Higher Levels: When you cast this spell using a spell slot touch a creature throughout the casting, you learn what
of 2nd level or higher, you can target one additional creature spells, if any, are currently affecting it.
for each slot level above 1st.
B ARB
ARBARIA
ARIANN B ARB
ARBARIA
ARIANN BARB
ARBARIA
ARIAN N BARB
ARBARIA
ARIAN N
BARD BARD BARD BARD
LONGSTRIDER CLERIC
DRUID
MAGIC MISSILE CLERIC
DRUID
PURIFY FOOD AND DRINK CLERIC
DRUID
SHIELD OF FAITH CLERIC
DRUID
ELDRITCH KNIGHT ELDRITCH KNIGHT FIGHTER FIGHTER
MONK MONK MONK MONK
1st level transmutation PALADIN 1st level evocation PALADIN 1st level transmutation (ritual) PALADIN 1st level abjuration PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ROGUE Casting Time: Bonus action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: Touch W
WARL OCKK Range: 120ft W
WARL OCKK Range: 10ft W
WARL OCKK Range: 60ft W
WARL OCKK
WIZARD WIZARD WIZARD
WIZA RD WIZARD
WIZA RD
Duration: 1 hour Duration: Instantaneous Duration: Instantaneous Duration: © 10 minutes
You touch a creature. The target’s speed increases by 10ft You create three glowing darts of magical force. Each dart All nonmagical food and drink within a 5ft radius sphere $VKLPPHULQJʳHOGDSSHDUVDQGVXUURXQGVDFUHDWXUHRI
until the spell ends. hits a creature of your choice that you can see within range. FHQWUHGRQDSRLQWRI\RXUFKRLFHZLWKLQUDQJHLVSXULʳHG your choice within range, granting it a +2 bonus to AC for
A dart deals 1d4 + 1 force damage to its target. The darts and rendered free of poison and disease. the duration.
At Higher Levels: When you cast this spell using a spell slot all strike simultaneously, and you can direct them to hit one
of 2nd level or higher, you can target one additional creature creature or several.
for each slot level above 1st.
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, the spell creates one more dart for
each slot level above 1st.
B ARB
ARBARIA
ARIANN TOTEM WARRIOR BARB
ARBARIA
ARIAN N BARB
ARBARIA
ARIANN
BARD BARD BARD BARD
SILENT IMAGE CLERIC
DRUID
SPEAK WITH ANIMALS NATURE DOMAIN
DRUID
TENSER’S FLOATING DISK CLERIC
DRUID
UNSEEN SERVANT CLERIC
DRUID
ELDRITCH KNIGHT FIGHTER ELDRITCH KNIGHT ELDRITCH KNIGHT
MONK MONK MONK MONK
1st level illusion PALADIN 1st level divination (ritual) ANCIENTS 1st level conjuration (ritual) PALADIN 1st level conjuration (ritual) PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ARC. TRICKSTER Casting Time: Action ROGUE Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 60ft W
WARL OCKK Range: Self W
WARL OCK
K Range: 30ft W
WARL OCKK Range: 60ft WARLOCK
WIZARD WIZARD
WIZA RD WIZARD WIZARD
Duration: © 10 minutes Duration: 10 minutes Duration: 1 hour Duration: 1 hour
You create the image of an object, a creature, or some other You gain the ability to comprehend and verbally This spell creates a circular, horizontal plane of force, 3ft in This spell creates an invisible, mindless, shapeless force that
visible phenomenon that is no larger than a 15ft cube. communicate with beasts for the duration. The GLDPHWHUDQGLQFKWKLFNWKDWʴRDWVIWDERYHWKHJURXQGLQ performs simple tasks at your command until the spell ends.
The image appears at a spot within range and lasts for the knowledge and awareness of many beasts is limited by an unoccupied space of your choice that you can see within The servant springs into existence in an unoccupied space
duration. The image is purely visual. You can use your action their intelligence, but at minimum, beasts can give you range. The disk remains for the duration, and can hold up to on the ground within range. It has AC 10, 1 hit point, and a
to cause the image to move to any spot within range. As the information about nearby locations and monsters, including 500 pounds. If more weight is placed on it, the spell ends, Strength of 2, and it can’t attack. If it drops to 0 hit points,
image changes location, you can alter its appearance so that whatever they can perceive or have perceived within the and everything on the disk falls to the ground. The disk is the spell ends. Once on each of your turns as a bonus action,
its movements appear natural for the image. For example, past day. You might be able to persuade a beast to perform immobile while you are within 20ft of it. If you move more you can mentally command the servant to move up to 15ft
if you create an image of a creature and move it, you can a small favor for you, at the DM’s discretion. than 20ft away from it, the disk follows you so that it remains and interact with an object. The servant can perform simple
alter the image so that it appears to be walking. Physical within 20ft of you. It can move across uneven terrain, up or tasks that a human servant could do, such as fetching things,
interaction with the image reveals it to be an illusion, down stairs, slopes and the like, but it can’t cross an elevation FOHDQLQJPHQGLQJIROGLQJFORWKHVOLJKWLQJʳUHVVHUYLQJ
because things can pass through it. A creature that uses its change of 10ft or more. For example, the disk can’t move food, and pouring wine. Once you give the command, the
action to examine the image can determine that it is an across a 10ft deep pit, nor could it leave such a pit if it was servant performs the task to the best of its ability until it
illusion with a successful Intelligence (Investigation) check created at the bottom. If you move more than 100ft from the completes the task, then waits for your next command. If you
against your spell save DC. If a creature discerns the illusion disk (typically because it can’t move around an obstacle to command the servant to perform a task that would move it
for what it is, the creature can see through the image. follow you), the spell ends. more than 60ft away from you, the spell ends.
Ruby dust worth 50GP Either a pinch of dried Fur or a feather from
(consumed) carrot or an agate a beast
At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.
A pair of platinum
rings worth at least
50GP each
A drop of blood, a
SLHFHRIʴHVKDQGD
pinch of bone dust
BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN
BARD BARD BARD BARD
BEACON OF HOPE CLERIC
DRUID
BLINK TRICKERY
DRUID
CLAIRVOYANCE CLERIC
DRUID
COUNTERSPELL CLERIC
DRUID
FIGHTER ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT
MONK MONK MONK MONK
3rd level abjuration DEVOTION 3rd level transmutation PALADIN 3rd level divination PALADIN 3rd level abjuration PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ARC. TRICKSTER Casting Time: 10 minutes ARC. TRICKSTER Casting Time: Reaction ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 30ft W
WARL OCKK Range: Self ARCHFEY Range: 1 mile GREAT OLD ONE Range: 60ft WARLOCK
W RDD
WIZA WIZARD WIZARD WIZARD
Duration: © 1 minute Duration: 1 minute Duration: © 10 minutes Duration: Instantaneous
This spell bestows hope and vitality. Choose any number Roll a d20 at the end of each of your turns. On a roll of 11 or You create an invisible sensor within range in a location You attempt to interrupt a creature in the process of casting a
of creatures within range. For the duration, each target higher, you vanish from your current plane of existence and familiar to you (a place you have visited or seen before) or spell. If the creature is casting a spell of 3rd level or lower, its
has advantage on Wisdom saving throws and death saving appear in the Ethereal Plane. At the start of your next turn, in an obvious location that is unfamiliar to you (such as spell fails and has no effect. If it is casting a spell of 4th level
throws, and regains the maximum number of hit points and when the spell ends if you are on the Ethereal Plane, behind a door, around a corner, or in a grove of trees). The or higher, make an ability check using your spellcasting ability.
possible from any healing. you return to an unoccupied space of your choice that you sensor remains in place for the duration, and it can’t be The DC equals 10 + the spell’s level. On a success, the creature’s
can see within 10ft of the space you vanished from. If no attacked or otherwise interacted with. When you cast the spell fails and has no effect.
unoccupied space is available within that range, you appear spell, you choose seeing or hearing. You can use the chosen
in the nearest unoccupied space (chosen at random if more sense through the sensor as if you were in its space. As At Higher Levels: When you cast this spell using a spell slot of
than one space is equally near). You can dismiss this spell your action, you can switch between seeing and hearing. 4th level or higher, the interrupted spell has no effect if its level
as an action. While on the Ethereal Plane, you can see and A creature that can see the sensor (such as a creature is less than or equal to the level of the spell slot you used.
hear the plane you originated from, which is cast in shades of EHQHʳWLQJIURPVHHLQYLVLELOLW\RUWUXHVLJKWVHHVDOXPLQRXV
gray, and you can’t see anything there more than 60ft away. LQWDQJLEOHRUEDERXWWKHVL]HRI\RXUʳVW
You can only affect and be affected by other creatures on the
Ethereal Plane. Creatures that aren’t there can’t perceive you
or interact with you, unless they have the ability to do so.
BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIAN N
BARD BARD BARD BARD
DAYLIGHT CLERIC
DRUID
FEAR CLERIC
DRUID
FLY CLERIC
DRUID
GLYPH OF WARDING CLERIC
DRUID
FIGHTER ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT
MONK MONK FOUR ELEMENTS MONK
3rd level evocation PALADIN 3rd level illusion PALADIN 3rd level transmutation PALADIN 3rd level abjuration PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: 1 hour ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 60ft W
WARL OCKK Range: Self (30ft cone) WARLOCK Range: Touch WARLOCK Range: Touch W
WARL OCKK
W RDD
WIZA WIZARD WIZARD WIZARD
Duration: 1 hour Duration: © 1 minute Duration: © 10 minutes Duration: Until triggered
A 60ft-radius sphere of light spreads out from a point you You project a phantasmal image of a creature’s worst fears. <RXWRXFKDZLOOLQJFUHDWXUH7KHWDUJHWJDLQVDʴ\LQJVSHHG When you cast this spell, you inscribe a glyph that harms
choose within range. The sphere is bright light and sheds Each creature in a 30ft cone must succeed on a Wisdom of 60ft for the duration. When the spell ends, the target falls other creatures, either upon a surface (such as a table
dim light for an additional 60ft. If you chose a point on saving throw or drop whatever it is holding and become if it is still aloft, unless it can stop the fall. RUDVHFWLRQRIʴRRURUZDOORUZLWKLQDQREMHFWWKDWFDQ
an object you are holding or one that isn’t being worn or frightened for the duration. While frightened by this spell, be closed (such as a book, a scroll, or a treasure chest) to
carried, the light shines from the object and moves with it. a creature must take the Dash action and move away from At Higher Levels: When you cast this spell using a spell slot conceal the glyph. If you choose a surface, the glyph can
Completely covering the affected object with an opaque you by the safest available route on each of its turns, unless of 4th level or higher, you can target one additional creature cover an area of the surface no larger than 10ft in diameter.
object, such as a bowl or a helm, blocks the light. If any of there is nowhere to move. If the creature ends its turn in for each slot level above 3rd.
this spell’s area overlaps with an area of darkness created a location where it doesn’t have line of sight to you, the See PHB for more information.
by a spell of 3rd level or lower, the spell that created the creature can make a Wisdom saving throw. On a successful
darkness is dispelled. save, the spell ends for that creature. At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the damage of an explosive runes
glyph increases by 1d8 for each slot level above 3rd. If you
create a spell glyph, you can store any spell of up to the
same level as the slot you use for the glyph of warding.
BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIAN N
BARD BARD BARD BARD
HYPNOTIC PATTERN CLERIC
DRUID
LIGHTNING BOLT CLERIC
MOUNTAIN
MAJOR IMAGE CLERIC
DRUID
MELD INTO STONE CLERIC
DRUID
ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT FIGHTER
MONK MONK MONK MONK
3rd level illusion PALADIN 3rd level evocation PALADIN 3rd level illusion PALADIN 3rd level transmutation (ritual) PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 120ft WARLOCK Range: Self (100ft line) W
WARL OCKK Range: 120ft WARLOCK Range: Touch W
WARL OCKK
WIZARD WIZARD WIZARD W RD
WIZA
Duration: © 1 minute Duration: Instantaneous Duration: © 10 minutes Duration: 8 hours
You create a twisting pattern of colours that weaves through A stroke of lightning forming a line 100ft long and 5ft wide You create the image of an object, a creature, or some other You step into a stone object or surface large enough to fully
the air inside a 30ft cube within range. The pattern appears blasts out from you in a direction you choose. Each creature visible phenomenon that is no larger than a 20ft cube. The contain your body, melding yourself and all the equipment
for a moment and vanishes. Each creature in the area who in the line must make a Dexterity saving throw. A creature image appears at a spot that you can see within range and you carry with the stone for the duration. Using your
sees the pattern must make a Wisdom saving throw. On a takes 8d6 lightning damage on a failed save, or half as lasts for the duration. It seems completely real, including movement, you step into the stone at a point you can touch.
failed save, the creature becomes charmed for the duration. much damage on a successful one. The lightning ignites sounds, smells, and temperature appropriate to the thing Nothing of your presence remains visible or otherwise
While charmed by this spell, the creature is incapacitated ʴDPPDEOHREMHFWVLQWKHDUHDWKDWDUHQȤWEHLQJZRUQRU GHSLFWHG<RXFDQȤWFUHDWHVXIʳFLHQWKHDWRUFROGWRFDXVH detectable by nonmagical senses. While merged with the
and has a speed of 0. The spell ends for an affected creature carried. A t Higher Levels. When you cast this spell using a damage, a sound loud enough to deal thunder damage or stone, you can’t see what occurs outside it, and any Wisdom
if it takes any damage or if someone else uses an action to spell slot of 4th level or higher, the damage increases by 1d6 deafen a creature, or a smell that might sicken a creature (Perception) checks you make to hear sounds outside it are
shake the creature out of its stupor. for each slot level above 3rd. (like a troglodyte’s stench). made with disadvantage.
See PHB for more information. See PHB for more information.
At Higher Levels: When you cast this spell using a spell slot
of 6th level or higher, the spell lasts until dispelled, without
requiring your concentration.
BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIAN
N BBARBARIA
ARB ARIAN N BARB ARIAN
BARBARIA N
BARD BARD BARD BARD
PHANTOM STEED CLERIC
DRUID
PROTECTION FROM ENERGY CLERIC
DRUID
REVIVIFY CLERIC
DRUID
SLEET STORM TEMPEST DOMAIN
DRUID
ELDRITCH KNIGHT ELDRITCH KNIGHT FIGHTER ELDRITCH KNIGHT
MONK MONK MONK MONK
3rd level illusion (ritual) PALADIN 3rd level abjuration ANCIENTS/VENGEANCE 3rd level necromancy PALADIN 3rd level conjuration PALADIN
RANGER RANGER RANGER RANGER
Casting Time: 1 minute ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ROGUE Casting Time: Action ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 30ft W
WARL OCKK Range: Touch W
WARL OCK
K Range: Touch W
WARL OCKK Range: 150ft W
WARL OCK
K
WIZARD WIZARD W RD
WIZA WIZARD
Duration: 1 hour Duration: © 1 hour Duration: Instantaneous Duration: © 1 minute
A Large quasi-real, horselike creature appears on the ground For the duration, the willing creature you touch has You touch a creature that has died within the last minute. Until the spell ends, freezing rain and sleet fall in a 20ft tall
in an unoccupied space of your choice within range. You UHVLVWDQFHWRRQHGDPDJHW\SHRI\RXUFKRLFHDFLGFROGʳUH That creature returns to life with 1 hit point. This spell can’t cylinder with a 40ft radius centred on a point you choose
decide the creature’s appearance, but it is equipped with a lightning, or thunder. return to life a creature that has died of old age, nor can it within range. The area is heavily obscured, and exposed
saddle, bit, and bridle. Any of the equipment created by the restore any missing body parts. ʴDPHVLQWKHDUHDDUHGRXVHG7KHJURXQGLQWKHDUHDLV
spell vanishes in a puff of smoke if it is carried more than FRYHUHGZLWKVOLFNLFHPDNLQJLWGLIʳFXOWWHUUDLQ:KHQD
10ft away from the steed. For the duration, you or a creature FUHDWXUHHQWHUVWKHVSHOOȤVDUHDIRUWKHʳUVWWLPHRQDWXUQRU
you choose can ride the steed. The creature uses the starts its turn there, it must make a Dexterity saving throw.
statistics for a riding horse, except it has a speed of 100ft On a failed save, it falls prone. If a creature is concentrating
and can travel 10 miles in an hour, or 13 miles at a fast in the spell’s area, the creature must make a successful
pace. When the spell ends, the steed gradually fades, giving Constitution saving throw against your spell save DC or lose
the rider 1 minute to dismount. The spell ends if you use an concentration.
action to dismiss it or if the steed takes any damage.
BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIAN N
BARD BARD BARD BARD
SPEAK WITH DEAD CLERIC
DRUID
SPIRIT GUARDIANS CLERIC
DRUID
TONGUES CLERIC
DRUID
WATER BREATHING CLERIC
DRUID
FIGHTER FIGHTER ELDRITCH KNIGHT ELDRITCH KNIGHT
MONK MONK MONK MONK
3rd level necromancy PALADIN 3rd level conjuration PALADIN 3rd level divination PALADIN 3rd level transmutation (ritual) PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 10ft W
WARL OCKK Range: Self (15ft radius) W
WARL OCKK Range: Touch WARLOCK Range: 30ft W
WARL OCKK
W RDD
WIZA W RDD
WIZA WIZARD WIZARD
Duration: 10 minutes Duration: © 10 minutes Duration: 1 hour Duration: 24 hours
You grant the semblance of life and intelligence to a corpse <RXFDOOIRUWKVSLULWVWRSURWHFW\RX7KH\ʴLWDURXQG\RXWRD This spell grants the creature you touch the ability to This spell grants up to ten willing creatures you can see
of your choice within range, allowing it to answer the distance of 15ft for the duration. If you are good or neutral, understand any spoken language it hears. Moreover, when within range the ability to breathe underwater until the
questions you pose. The corpse must still have a mouth their spectral form appears angelic or fey (your choice). If the target speaks, any creature that knows at least one spell ends. Affected creatures also retain their normal mode
and can’t be undead. The spell fails if the corpse was the \RXDUHHYLOWKH\DSSHDUʳHQGLVK:KHQ\RXFDVWWKLVVSHOO language and can hear the target understands what it says. of respiration.
target of this spell within the last 10 days. Until the spell you can designate any number of creatures you can see to
HQGV\RXFDQDVNWKHFRUSVHXSWRʳYHTXHVWLRQV7KHFRUSVH be unaffected by it. An affected creature’s speed is halved
knows only what it knew in life, including the languages in the area, and when the creature enters the area for the
it knew. Answers are usually brief, cryptic, or repetitive, ʳUVWWLPHRQDWXUQRUVWDUWVLWVWXUQWKHUHLWPXVWPDNHD
and the corpse is under no compulsion to offer a truthful Wisdom saving throw. On a failed save, the creature takes
answer if you are hostile to it or it recognizes you as an 3d8 radiant damage (if you are good or neutral) or 3d8
enemy. This spell doesn’t return the creature’s soul to its necrotic damage (if you are evil). On a successful save, the
body, only its animating spirit. Thus, the corpse can’t learn creature takes half as much damage.
new information, doesn’t comprehend anything that has At Higher Levels: When you cast this spell using a spell slot
happened since it died, and can’t speculate about future of 4th level or higher, the damage increases by 1d8 for each
events.
slot level above 3rd.
Burning incense) A holy symbol A small clay model of A short reed or piece
a ziggurat of straw
A piece of cork
PLAYER’S
VERBAL SOMATIC MATERIAL HANDBOOK 287
B ARB ARIAN
BARBARIA N
BARD
WIND WALL NATURE DOMAIN
DRUID
FIGHTER
MONK
3rd level evocation PALADIN
RANGER
Casting Time: Action ROGUE
SORCERER
Range: 120ft W
WARL OCK
K
W RDD
WIZA
Duration: © 1 minute
A wall of strong wind rises from the ground at a point you
choose within range. You can make the wall up to 50ft long,
15ft high, and 1 foot thick. You can shape the wall in any way
you choose so long as it makes one continuous path along
the ground. The wall lasts for the duration. When the wall
appears, each creature within its area must make a Strength
saving throw. A creature takes 3d8 bludgeoning damage on a
failed save, or half as much damage on a successful one. The
strong wind keeps fog, smoke, and other gases at bay. Small
RUVPDOOHUʴ\LQJFUHDWXUHVRUREMHFWVFDQȤWSDVVWKURXJK
the wall. Loose, lightweight materials brought into the wall
ʴ\XSZDUG$UURZVEROWVDQGRWKHURUGLQDU\SURMHFWLOHV
ODXQFKHGDWWDUJHWVEHKLQGWKHZDOODUHGHʴHFWHGXSZDUG
and automatically miss. (Boulders hurled by giants or siege
engines, and similar projectiles, are unaffected.)
PLAYER’S
VERBAL SOMATIC MATERIAL HANDBOOK 288
B ARBARIANN B ARBARIANN BARBARIAN N BARBARIAN N
BARD BARD BARD CONJURE BARD
ARCANE EYE KNOWLEDGE
DRUID
BLIGHT CLERIC
DRUID
CONFUSION KNOWLEDGE
DRUID WOODLAND BEINGS
CLERIC
DRUID
ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT FIGHTER
MONK MONK MONK MONK
4th level divination PALADIN 4th level necromancy PALADIN 4th level enchantment PALADIN 4th level conjuration PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 30ft W
WARL OCK
K Range: 30ft WARLOCK Range: 90ft W
WARL OCK
K Range: 60ft W
WARL OCKK
WIZARD WIZARD WIZARD WIZARD
WIZA RD
Duration: © 1 hour Duration: Instantaneous Duration: © 1 minute Duration: © 1 hour
You create an invisible, magical eye within range that Necromantic energy washes over a creature of your choice This spell assaults and twists creatures’ minds, spawning You summon fey creatures that appear in unoccupied spaces
hovers in the air for the duration. You mentally receive that you can see within range, draining moisture and vitality delusions and provoking uncontrolled action. Each creature that you can see within range. Choose one of the following
visual information from the eye, which has normal vision from it. The target must make a Constitution saving throw. in a 10ft-radius sphere centred on a point you choose within options for what appears:
and darkvision out to 30ft. The eye can look in every The target takes 8d8 necrotic damage on a failed save, or range must succeed on a Wisdom saving throw when you • One fey creature of challenge rating 2 or lower
direction. As an action, you can move the eye up to 30ft in half as much damage on a successful one. This spell has cast this spell or be affected by it. An affected target can’t • Two fey creatures of challenge rating 1 or lower
any direction. There is no limit to how far away from you the no effect on undead or constructs. If you target a plant take reactions and must roll a d10 at the start of each of • Four fey creatures of challenge rating 1/2 or lower
eye can move, but it can’t enter another plane of existence. creature or a magical plant, it makes the saving throw with its turns to determine its behaviour for that turn. At the end • Eight fey creatures of challenge rating 1/4 or lower
A solid barrier blocks the eye’s movement, but the eye can disadvantage, and the spell deals maximum damage to it. of each of its turns, an affected target can make a Wisdom
pass through an opening as small as 1 inch in diameter. If you target a nonmagical plant that isn’t a creature, such saving throw. If it succeeds, this effect ends for that target.
See PHB for more information.
as a tree or shrub, it doesn’t make a saving throw; it simply
withers and dies. See PHB for more information.
At Higher Levels: When you cast this spell using certain
higher-level spell slots, you choose one of the summoning
At Higher Levels: When you cast this spell using a spell slot At Higher Levels: When you cast this spell using a spell slot options above, and more creatures appear: twice as many
of 5th level or higher, the damage increases by 1d8 for each of 5th level or higher, the radius of the sphere increases by with a 6th level slot and three times as many with an 8th
slot level above 4th. 5ft for each slot level above 4th. level slot.
A bit of bat fur Three nut shells One holly berry per
creature summoned
PRIVATE SANCTUM
CLERIC
DRUID
PHANTASMAL KILLER CLERIC
DRUID
STONE SHAPE CLERIC
DRUID
WALL OF FIRE LIGHT DOMAIN
DRUID
ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT ELDRITCH KNIGHT
MONK MONK MONK FOUR ELEMENTS
4th level abjuration PALADIN 4th level illusion PALADIN 4th level transmutation PALADIN 4th level evocation PALADIN
RANGER RANGER RANGER RANGER
Casting Time: 10 minutes ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER Casting Time: Action ARC. TRICKSTER
SORCERER SORCERER SORCERER SORCERER
Range: 120ft W
WARL OCKK Range: 120ft W
WARL OCKK Range: Touch W
WARL OCKK Range: 120ft FIEND
WIZARD WIZARD WIZARD WIZARD
Duration: 24 hours Duration: © 1 minute Duration: Instantaneous Duration: © 1 minute
You make an area within range magically secure. The area You tap into the nightmares of a creature you can see within You touch a stone object of Medium size or smaller or a You can make the wall up to 60ft long, 20ft high, and 1 foot
is a cube that can be as small as 5ft to as large as 100ft on range and create an illusory manifestation of its deepest section of stone no more than 5ft in any dimension and thick, or a ringed wall up to 20ft in diameter, 20ft high, and
each side. The spell lasts for the duration or until you use fears, visible only to that creature. The target must make a form it into any shape that suits your purpose. So, for 1 foot thick. The wall is opaque and lasts for the duration.
an action to dismiss it. When you cast the spell, you decide Wisdom saving throw. On a failed save, the target becomes example, you could shape a large rock into a weapon, idol, When the wall appears, each creature within its area must
what sort of security the spell provides, choosing any or all frightened for the duration. At the end of each of the target’s or coffer, or make a small passage through a wall, as long make a Dexterity saving throw. On a failed save, a creature
of the several properties. turns before the spell ends, the target must succeed on a as the wall is less than 5ft thick. You could also shape a WDNHVGʳUHGDPDJHRUKDOIDVPXFKGDPDJHRQD
Wisdom saving throw or take 4d10 psychic damage. On a stone door or its frame to seal the door shut. The object successful save. One side of the wall, selected by you when
See PHB for more information. successful save, the spell ends. \RXFUHDWHFDQKDYHXSWRWZRKLQJHVDQGDODWFKEXWʳQHU \RXFDVWWKLVVSHOOGHDOVGʳUHGDPDJHWRHDFKFUHDWXUH
mechanical detail isn’t possible. that ends its turn within 10ft of that side or inside the wall.
At Higher Levels: When you cast this spell using a spell At Higher Levels: When you cast this spell using a spell slot A creature takes the same damage when it enters the wall
slot of 5th level or higher, you can increase the size of the of 5th level or higher, the damage increases by 1d10 for each IRUWKHʳUVWWLPHRQDWXUQRUHQGVLWVWXUQWKHUH7KHRWKHU
cube by 100ft for each slot level beyond 4th. Thus you could slot level above 4th. side of the wall deals no damage.
protect a cube that can be up to 200ft on one side by using At Higher Levels: When you cast this spell using a spell slot
a spell slot of 5th level. of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.
BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN TOTEM WARRIOR BBARBARIA
ARB ARIANN
BARD BARD BARD BARD
ANTILIFE SHELL CLERIC
DRUID
BIGBY’S HAND CLERIC
DRUID
COMMUNE WITH NATURE CLERIC
DRUID
CONE OF COLD CLERIC
ARCTIC CIRCLE
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK FOUR ELEMENTS
5th level abjuration PALADIN 5th level evocation PALADIN 5th level divination (ritual) ANCIENTS 5th level evocation PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: 1 minute ROGUE Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: Self (10ft radius) WARLOCK Range: 120ft WARLOCK Range: Self WARLOCK Range: Self (60ft cone) WARLOCK
WIZARD
WIZA RD WIZARD WIZARD
WIZA RD WIZARD
Duration: © 1 hour Duration: © 1 minute Duration: Instantaneous Duration: Instantaneous
A shimmering barrier extends out from you in a 10ft radius You create a Large hand of shimmering, translucent force <RXEULHʴ\EHFRPHRQHZLWKQDWXUHDQGJDLQNQRZOHGJH A blast of cold air erupts from your hands. Each creature in a
and moves with you, remaining centred on you and hedging in an unoccupied space that you can see within range. The of the surrounding territory. In the outdoors, the spell gives 60ft cone must make a Constitution saving throw. A creature
out creatures other than undead and constructs. The barrier hand moves at your command, mimicking the movements of you knowledge of the land within 3 miles of you. In caves takes 8d8 cold damage on a failed save, or half as much
lasts for the duration. The barrier prevents an affected your own hand. The has AC 20 and hit points equal to your and other natural underground settings, the radius is limited damage on a successful one. A creature killed by this spell
creature from passing or reaching through. An affected hit point maximum. If it drops to 0 hit points, the spell ends. to 300ft. The spell doesn’t function where nature has been becomes a frozen statue until it thaws.
creature can cast spells or make attacks with ranged or It has a Strength of 26 (+8) and a Dexterity of 10 (+0). When replaced by construction, such as in dungeons and towns.
reach weapons through the barrier. If you move so that an you cast the spell and as a bonus action on your subsequent You instantly gain knowledge of up to three facts of your At Higher Levels: When you cast this spell using a spell slot
affected creature is forced to pass through the barrier, the turns, you can move the hand up to 60ft. choice about any of the following subjects as they relate of 6th level or higher, the damage increases by 1d8 for each
spell ends. to the area: slot level above 5th.
See PHB for more information. • terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
At Higher Levels: When you cast this spell using a spell slot ȫSRZHUIXOFHOHVWLDOVIH\ʳHQGVHOHPHQWDOVRUXQGHDG
of 6thOHYHORUKLJKHUWKHGDPDJHIURPWKHFOHQFKHGʳVW ȫLQʴXHQFHIURPRWKHUSODQHVRIH[LVWHQFH
option increases by 2d8 and the damage from the grasping • buildings.
hand increases by 2d6 for each slot level above 5th.
Incense for air, clay for Holy water or Sand, ink, and a
earth, phosphorus for powdered silver writing quill plucked
ʳUHRUVDQGIRUZDWHU and iron from a sleeping bird
BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN
BARD BARD BARD BARD
CONTACT OTHER PLANE CLERIC
DRUID
CREATION CLERIC
DRUID
DOMINATE PERSON TRICKERY
DRUID
FLAME STRIKE CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
5th level divination (ritual) PALADIN 5th level illusion PALADIN 5th level enchantment PALADIN 5th level evocation DEVOTION
RANGER RANGER RANGER RANGER
Casting Time: 1 minute ROGUE Casting Time: 1 minute ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: Self WARLOCK Range: 30ft WARLOCK Range: 60ft ARCHFEY/OLD ONE Range: 60ft FIEND
WIZARD WIZARD WIZARD WIZARD
WIZA RD
Duration: 1 minute Duration: Special Duration: © 1 minute Duration: Instantaneous
You mentally contact a demigod, the spirit of a long-dead You pull wisps of shadow material from the Shadowfell You attempt to beguile a humanoid that you can see $YHUWLFDOFROXPQRIGLYLQHʳUHURDUVGRZQIURPWKHKHDYHQV
sage, or some other mysterious entity from another plane. to create a nonliving object of vegetable matter within within range. It must succeed on a Wisdom saving throw in a location you specify. Each creature in a 10ft-radius, 40ft-
Contacting this extraplanar intelligence can strain or even range: soft goods, rope, wood, or something similar. You can or be charmed by you for the duration. If you or creatures high cylinder centred on a point within range must make
break your mind. When you cast this spell, make a DC 15 also use this spell to create mineral objects such as stone, WKDWDUHIULHQGO\WR\RXDUHʳJKWLQJLWLWKDVDGYDQWDJHRQ D'H[WHULW\VDYLQJWKURZ$FUHDWXUHWDNHVGʳUHGDPDJH
Intelligence saving throw. On a failure, you take 6d6 psychic crystal, or metal. The object created must be no larger than the saving throw. While the target is charmed, you have a and 4d6 radiant damage on a failed save, or half as much
GDPDJHDQGDUHLQVDQHXQWLO\RXʳQLVKDORQJUHVW:KLOH a 5ft cube, and the object must be of a form and material telepathic link with it as long as the two of you are on the damage on a successful one.
insane, you can’t take actions, can’t understand what other that you have seen before. The duration depends on the same plane of existence. You can use this telepathic link to
creatures say, can’t read, and speak only in gibberish. A greater object’s material. If the object is composed of multiple issue commands to the creature while you are conscious (no At Higher Levels: When you cast this spell using a spell slot
restoration spell cast on you ends this effect. On a successful materials, use the shortest duration. Using any material action required), which it does its best to obey. of 6thOHYHORUKLJKHUWKHʳUHGDPDJHRUWKHUDGLDQWGDPDJH
VDYH\RXFDQDVNWKHHQWLW\XSWRʳYHTXHVWLRQV<RXPXVWDVN created by this spell as another spell’s material component See PHB for more information (your choice) increases by 1d6 for each slot level above 5th.
your questions before the spell ends. The DM answers each causes that spell to fail.
question with one word, such as “yes,” “no,” “maybe,” “never,” At Higher Levels: When you cast this spell using a 6th
See PHB for more information. level spell slot, the duration is concentration, up to 10
“irrelevant,” or “unclear” (if the entity doesn’t know the answer
to the question). If a one-word answer would be misleading, At Higher Levels: When you cast this spell using a spell slot minutes. When you use a 7th level spell slot, the duration is
the DM might instead offer a short phrase as an answer. of 6th level or higher, the cube increases by 5ft for each slot concentration, up to 1 hour. When you use a spell slot of 8th
level above 5th. level or higher, the duration is concentration, up to 8 hours.
BBARBARIA
ARB ARIANN B ARB ARIAN
BARBARIA N BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN
BARD BARD BARD BARD
GREATER RESTORATION CLERIC
DRUID
HOLD MONSTER WAR DOMAIN
DRUID
LEGEND LORE CLERIC
DRUID
MISLEAD CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
5th level abjuration PALADIN 5th level enchantment VENGEANCE 5th level divination PALADIN 5th level illusion PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: 10 minutes ROGUE Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: Touch WARLOCK Range: 90ft WARLOCK Range: Self WARLOCK Range: Self WARLOCK
WIZARD
WIZA RD WIZARD WIZARD WIZARD
Duration: Instantaneous Duration: © 1 minute Duration: Instantaneous Duration: © 1 hour
You imbue a creature you touch with positive energy to Choose a creature that you can see within range. The target Name or describe a person, place, or object. The spell brings You become invisible at the same time that an illusory
undo a debilitating effect. You can reduce the target’s must succeed on a Wisdom saving throw or be paralyzed for WR\RXUPLQGDEULHIVXPPDU\RIWKHVLJQLʳFDQWORUHDERXW double of you appears where you are standing. The double
exhaustion level by one, or end one of the following effects the duration. This spell has no effect on undead. At the end the thing you named. The lore might consist of current tales, lasts for the duration, but the invisibility ends if you attack
on the target: of each of its turns, the target can make another Wisdom forgotten stories, or even secret lore that has never been or cast a spell. You can use your action to move your illusory
ȫ2QHHIIHFWWKDWFKDUPHGRUSHWULʳHGWKHWDUJHW saving throw. On a success, the spell ends on the target. widely known. If the thing you named isn’t of legendary double up to twice your speed and make it gesture, speak,
• One curse, including the target’s attunement to a cursed importance, you gain no information. The more information and behave in whatever way you choose. You can see
magic item At Higher Levels: When you cast this spell using a spell slot you already have about the thing, the more precise and through its eyes and hear through its ears as if you were
• Any reduction to one of the target’s ability scores of 6th level or higher, you can target one additional creature detailed the information you receive is. The information located where it is. On each of your turns as a bonus action,
• One effect reducing the target’s hit point maximum for each slot level above 5th. The creatures must be within \RXOHDUQLVDFFXUDWHEXWPLJKWEHFRXFKHGLQʳJXUDWLYH you can switch from using its senses to using your own, or
30ft of each other when you target them. language. For example, if you have a mysterious magic axe back again. While you are using its senses, you are blinded
on hand, the spell might yield this information: “Woe to the and deafened in regard to your own surroundings.
evildoer whose hand touches the axe, for even the haft slices
the hand of the evil ones. Only a true Child of Stone, lover
and beloved of Moradin, may awaken the true powers of the
axe, and only with the sacred word Rudnogg on the lips.”
Diamond dust worth A small, straight piece Incense and four ivory
at least 100GP of iron strips (450GP)
(consumed)
BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN
BARD BARD BARD BARD
PASSWALL CLERIC
MOUNTAIN
RAISE DEAD CLERIC
DRUID
REINCARNATE CLERIC
DRUID
SEEMING CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
5th level transmutation PALADIN 5th level necromancy PALADIN 5th level transmutation PALADIN 5th level illusion PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: 1 hour ROGUE Casting Time: 1 hour ROGUE Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 30ft WARLOCK Range: Touch WARLOCK Range: Touch WARLOCK Range: 30ft ARCHFEY
WIZARD WIZARD
WIZA RD WIZARD
WIZA RD WIZARD
Duration: 1 hour Duration: Instantaneous Duration: Instantaneous Duration: 8 hours
A passage appears at a point of your choice that you can You return a dead creature you touch to life, provided that You touch a dead humanoid or a piece of a dead humanoid. This spell allows you to change the appearance of any
see on a wooden, plaster, or stone surface (such as a wall, a it has been dead no longer than 10 days. If the creature’s Provided that the creature has been dead no longer than 10 number of creatures that you can see within range. You
FHLOLQJRUDʴRRUZLWKLQUDQJHDQGODVWVIRUWKHGXUDWLRQ soul is both willing and at liberty to rejoin the body, the days, the spell forms a new adult body for it and then calls give each target you choose a new, illusory appearance. An
You choose the opening’s dimensions: up to 5ft wide, 8ft creature returns to life with 1 hit point. This spell also the soul to enter that body. If the target’s soul isn’t free or unwilling target can make a Charisma saving throw, and if
tall, and 20ft deep. The passage creates no instability in a neutralizes any poisons and cures nonmagical diseases that willing to do so, the spell fails. The magic fashions a new it succeeds, it is unaffected by this spell. The spell disguises
structure surrounding it. When the opening disappears, any affected the creature at the time it died. This spell doesn’t, body for the creature to inhabit, which likely causes the physical appearance as well as clothing, armour, weapons,
creatures or objects still in the passage created by the spell however, remove magical diseases, curses, or similar effects; creature’s race to change. The DM rolls a d 100 and consults and equipment. You can make each creature seem 1 foot
are safely ejected to an unoccupied space nearest to the LIWKHVHDUHQȤWʳUVWUHPRYHGSULRUWRFDVWLQJWKHVSHOOWKH\ the following table to determine what form the creature shorter or taller and appear thin, fat, or in between. You
surface on which you cast the spell. take effect when the creature returns to life. The spell takes when restored to life, or the DM chooses a form. d100 can’t change a target’s body type, so you must choose a form
can’t return an undead creature to life. This spell closes all Race The reincarnated creature recalls its former life and that has the same basic arrangement of limbs. Otherwise,
mortal wounds, but it doesn’t restore missing body parts. If experiences. It retains the capabilities it had in its original the extent of the illusion is up to you. The spell lasts for the
the creature is lacking body parts or organs integral for its form, except it exchanges its original race for the new one duration, unless you use your action to dismiss it sooner.
survival—its head, for instance—the spell automatically fails. and changes its racial traits accordingly.
See PHB for more information.
See PHB for more information. See PHB for more information.
A small block of
granite
BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIANN
BARD BARD
TELEPORTATION CIRCLE CLERIC
DRUID
WALL OF FORCE CLERIC
DRUID
FIGHTER FIGHTER
MONK MONK
5th level conjuration PALADIN 5th level evocation PALADIN
RANGER RANGER
Casting Time: 1 minute ROGUE Casting Time: Action ROGUE
SORCERER SORCERER
Range: 10ft WARLOCK Range: 120ft WARLOCK
WIZARD WIZARD
Duration: 1 round Duration: © 10 minutes
As you cast the spell, you draw a 10ft diameter circle on An invisible wall of force springs into existence at a point
the ground inscribed with sigils that link your location you choose within range. The wall appears in any orientation
to a permanent teleportation circle of your choice whose you choose, as a horizontal or vertical barrier or at an angle.
sigil sequence you know and that is on the same plane of ,WFDQEHIUHHʴRDWLQJRUUHVWLQJRQDVROLGVXUIDFH<RXFDQ
existence as you. A shimmering portal opens within the form it into a hemispherical dome or a sphere with a radius
circle you drew and remains open until the end of your RIXSWRIWRU\RXFDQVKDSHDʴDWVXUIDFHPDGHXSRI
next turn. ten 10ft by- 10ft panels. Each panel must b e contiguous
with another panel. In any form, the wall is 1/4 inch thick. It
See PHB for more information. lasts for the duration. If the wall cuts through a creature’s
space when it appears, the creature is pushed to one side
of the wall (your choice which side). Nothing can physically
pass through the wall. It is immune to all damage and can’t
be dispelled by dispel magic. A disintegrate spell destroys
the wall instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the wall.
PLAYER’S PLAYER’S
VERBAL SOMATIC MATERIAL HANDBOOK 282 VERBAL SOMATIC MATERIAL HANDBOOK 285
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD BARD
BLADE BARRIER CLERIC
DRUID
CIRCLE OF DEATH CLERIC
DRUID
CONTINGENCY CLERIC
DRUID
DISINTEGRATE CLERIC
DRUID
FIGHTERR FIGHTER
R FIGHTER
R FIGHTER
R
MONK MONK MONK MONK
6th level evocation PALADINN 6th level necromancy PALADINN 6th level evocation PALADINN 6th level transmutation PALADINN
RANGER R RANGER R RANGER R RANGER R
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: 10 minutes ROGUE Casting Time: Action ROGUE
S ORCERERR SORCERER SORCERER R SORCERER
Range: 90ft W ARLOCK
WARLOCK CK Range: 150ft WARLOCK Range: Self WARL OCK
WARLOCKCK Range: 60ft WARLOCK
WARLOCK K
W RD
WIZA WIZARD WIZARD WIZARD
Duration: © 10 minutes Duration: Instantaneous Duration: 10 days Duration: Instantaneous
You create a vertical wall of whirling, razor-sharp blades A sphere of negative energy ripples out in a 60ft radius Choose a spell of 5th level or lower that you can cast, that has $WKLQJUHHQUD\VSULQJVIURP\RXUSRLQWLQJʳQJHUWRDWDUJHW
made of magical energy. The wall appears within range and sphere from a point within range. Each creature in that area a casting time of 1 action, and that can target you. You cast that you can see within range. The target can be a creature,
lasts for the duration. You can make a straight wall up to must make a Constitution saving throw. A target takes 8d6 that spell—called the contingent spell—as part of casting an object, or a creation of magical force, such as the wall
100ft long, 20ft high, and 5ft thick, or a ringed wall up to necrotic damage on a failed save, or half as much damage contingency, expending spell slots for both, but the contingent created by wall of force. A creature targeted by this spell
60ft in diameter, 20ft high, and 5ft thick. The wall provides on a successful one. spell doesn’t come into effect. Instead, it takes effect when a must make a Dexterity saving throw. On a failed save, the
three-quarters cover to creatures behind it, and its space is certain circumstance occurs. You describe that circumstance target takes 10d6 + 40 force damage. If this damage reduces
GLIʳFXOWWHUUDLQ:KHQDFUHDWXUHHQWHUVWKHZDOOȤVDUHDIRU At Higher Levels: When you cast this spell using a spell slot when you cast the two spells. For example, a contingency cast the target to 0 hit points, it is disintegrated. A disintegrated
WKHʳUVWWLPHRQDWXUQRUVWDUWVLWVWXUQWKHUHWKHFUHDWXUH of 7th level or higher, the damage increases by 2d6 for each with water breathing might stipulate that water breathing creature and everything it is wearing and carrying, except
must make a Dexterity saving throw. On a failed save, the slot level above 6th. comes into effect when you are engulfed in water or a similar PDJLFLWHPVDUHUHGXFHGWRDSLOHRIʳQHJUD\GXVW,IWKH
creature takes 6d10 slashing damage. On a successful save, liquid. The contingent spell takes effect immediately after the target is a Huge or larger object or creation of force, this
the creature takes half as much damage. FLUFXPVWDQFHLVPHWIRUWKHʳUVWWLPHZKHWKHURUQRW\RXZDQW spell disintegrates a 10ft-cube portion of it. A magic item is
it to and then contingency ends. The contingent spell takes unaffected by this spell.
effect only on you, even if it can normally target others. You can At Higher Levels: When you cast this spell using a spell slot
use only one contingency spell at a time. If you cast this spell of 7th level or higher, the damage increases by 3d6 for each
again, the effect of another contingency spell on you ends.
slot level above 6th.
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD DRAWMIJ’S BARD
CHAIN LIGHTNING CLERIC
DRUID
CONJURE FEY CLERIC
DRUID
CREATE UNDEAD CLERIC
DRUID INSTANT SUMMONS
CLERIC
DRUID
FIGHTER
R FIGHTER
R FIGHTER
R FIGHTER
R
MONK MONK MONK MONK
6th level evocation PALADINN 6th level conjuration PALADINN 6th level necromancy PALADINN 6th level conjuration (ritual) PALADINN
RANGER R RANGER R RANGER R RANGER R
Casting Time: Action ROGUE Casting Time: 1 minute ROGUE Casting Time: 1 minute ROGUE Casting Time: 1 minute ROGUE
SORCERER SORCERER R SORCERER R SORCERER R
Range: 150ft W ARLOCK
WARLOCKCK Range: 90ft WARLOCK Range: 10ft WARLOCK Range: Touch WARLOCK
WARLOCK K
WIZARD W RD
WIZA WIZARD WIZARD
Duration: Instantaneous Duration: © 1 hour Duration: Instantaneous Duration: Until dispelled
You create a bolt of lightning that arcs toward a target of You summon a fey creature of challenge rating 6 or lower, or You can cast this spell only at night. Choose up to three You touch an object weighing 10 pounds or less whose
your choice that you can see within range. Three bolts then a fey spirit that takes the form of a beast of challenge rating corpses of Medium or Small humanoids within range. Each longest dimension is 6ft or less. The spell leaves an
leap from that target to as many as three other targets, each 6 or lower. It appears in an unoccupied space that you can corpse becomes a ghoul under your control. (The DM has invisible mark on its surface and invisibly inscribes the
RIZKLFKPXVWEHZLWKLQIWRIWKHʳUVWWDUJHW$WDUJHWFDQ see within range. The fey creature disappears when it drops game statistics for these creatures.) As a bonus action on name of the item on the sapphire you use as the material
be a creature or an object and can be targeted by only one to 0 hit points or when the spell ends. The fey creature is each of your turns, you can mentally command any creature component. Each time you cast this spell, you must use a
of the bolts. A target must make a Dexterity saving throw. friendly to you and your companions for the duration. The you animated with this spell if the creature is within 120ft different sapphire. At any time thereafter, you can use your
The target takes 10d8 lightning damage on a failed save, or DM has the fey creature’s statistics. of you. action to speak the item’s name and crush the sapphire. The
half as much damage on a successful one. See PHB for more information. item instantly appears in your hand regardless of physical
See PHB for more information. or planar distances, and the spell ends. If another creature
At Higher Levels: When you cast this spell using a 7th level is holding or carrying the item, crushing the sapphire
At Higher Levels: When you cast this spell using a spell slot spell slot, you can animate or reassert control over four
of 7thOHYHORUKLJKHURQHDGGLWLRQDOEROWOHDSVIURPWKHʳUVW At Higher Levels: When you cast this spell using a spell slot doesn’t transport the item to you, but instead you learn who
ghouls. When you cast this spell using an 8th level spell the creature possessing the object is and roughly where
target to another target for each slot level above 6th. of 7th level or higher, the challenge rating increases by 1 for VORW\RXFDQDQLPDWHRUUHDVVHUWFRQWURORYHUʳYHJKRXOVRU
each slot level above 6th. that creature is located at that moment. Dispel magic or a
two ghasts or wights. When you cast this spell using a 9th similar effect successfully applied to the sapphire ends this
level spell slot, you can animate or reassert control over six spell’s effect.
ghouls, three ghasts or wights, or two mummies.
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD BARD
FIND THE PATH CLERIC
DRUID
FORBIDDANCE CLERIC
DRUID
GUARDS AND WARDS CLERIC
DRUID
HEAL CLERIC
DRUID
FIGHTERR FIGHTER
R FIGHTER
R FIGHTER
R
MONK MONK MONK MONK
6th level divination PALADINN 6th level abjuration (ritual) PALADINN 6th level abjuration PALADINN 6th level evocation PALADINN
RANGER R RANGER R RANGER R RANGER R
Casting Time: 1 minute ROGUE Casting Time: 10 minutes ROGUE Casting Time: 10 minutes ROGUE Casting Time: Action ROGUE
S ORCERERR SORCERER R SORCERER R SORCERER R
Range: Self W ARLOCK
WARLOCK CK Range: Touch W
WARL OCK
CK Range: Touch WARL OCK
WARLOCKCK Range: 60ft WARLOCK
WARLOCK K
W RD
WIZA W RD
WIZA WIZARD W RD
WIZA
Duration: © 1 day Duration: 1 day Duration: 24 hours Duration: Instantaneous
7KLVVSHOODOORZV\RXWRʳQGWKHVKRUWHVWPRVWGLUHFW You create a ward against magical travel that protects up to You create a ward that protects up to 2,500 square feet of Choose a creature that you can see within range. A surge of
SK\VLFDOURXWHWRDVSHFLʳFʳ[HGORFDWLRQWKDW\RXDUH VTXDUHIHHWRIʴRRUVSDFHWRDKHLJKWRIIWDERYH ʴRRUVSDFHDQDUHDIWVTXDUHRURQHKXQGUHGIWVTXDUHV positive energy washes through the creature, causing it to
familiar with on the same plane of existence. If you name WKHʴRRU)RUWKHGXUDWLRQFUHDWXUHVFDQȤWWHOHSRUWLQWRWKH RUWZHQW\ʳYHIWVTXDUHV7KHZDUGHGDUHDFDQEHXSWR regain 70 hit points. This spell also ends blindness, deafness,
a destination on another plane of existence, a destination area or use portals, such as those created by the gate spell, 20ft tall, and shaped as you desire. You can ward several and any diseases affecting the target. This spell has no
that moves (such as a mobile fortress), or a destination to enter the area. The spell proofs the area against planar stories of a stronghold by dividing the area among them, effect on constructs or undead.
WKDWLVQȤWVSHFLʳFVXFKDVȦDJUHHQGUDJRQȤVODLUȧWKHVSHOO travel, and therefore prevents creatures from accessing the as long as you can walk into each contiguous area while
fails. For the duration, as long as you are on the same area by way of the Astral Plane, Ethereal Plane, Feywild, you are casting the spell. When you cast this spell, you can At Higher Levels: When you cast this spell using a spell slot
plane of existence as the destination, you know how far Shadowfell, or the plane shift spell. In addition, the spell specify individuals that are unaffected by any or all of the of 7th level or higher, the amount of healing increases by 10
it is and in what direction it lies. While you are traveling damages types of creatures that you choose when you effects that you choose. for each slot level above 6th.
there, whenever you are presented with a choice of paths cast it.
along the way, you automatically determine which path is See PHB for more information.
the shortest and most direct route (but not necessarily the See PHB for more information.
safest route) to the destination.
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD BARD
MAGIC JAR CLERIC
DRUID
MOVE EARTH CLERIC
DRUID
OTTO’S IRRESISTIBLE DANCE CLERIC
DRUID
PROGRAMMED ILLUSION CLERIC
DRUID
FIGHTERR FIGHTER
R FIGHTER
R FIGHTER
R
MONK MONK MONK MONK
6th level necromancy PALADINN 6th level transmutation PALADINN 6th level enchantment PALADINN 6th level illusion PALADINN
RANGER R RANGER R RANGER R RANGER R
Casting Time: 1 minute ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE
S ORCERERR SORCERER SORCERER R SORCERER R
Range: Self W ARLOCK
WARLOCK CK Range: 120ft W
WARL OCK
CK Range: 30ft WARL OCK
WARLOCKCK Range: 120ft WARLOCK
WARLOCK K
WIZARD WIZARD WIZARD WIZARD
Duration: Until dispelled Duration: © 2 hours Duration: © 1 minute Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it Choose an area of terrain no larger than 40ft on a side Choose one creature that you can see within range. The You create an illusion of an object, a creature, or some other
and enters the container you used for the spell’s material within range. You can reshape dirt, sand, or clay in the area WDUJHWEHJLQVDFRPLFGDQFHLQSODFHVKXIʴLQJWDSSLQJ visible phenomenon within range that activates when a
component. While your soul inhabits the container, you are in any manner you choose for the duration. You can raise itsft, and capering for the duration. Creatures that can’t VSHFLʳFFRQGLWLRQRFFXUV7KHLOOXVLRQLVLPSHUFHSWLEOHXQWLO
aware of your surroundings as if you were in the container’s RUORZHUWKHDUHDȤVHOHYDWLRQFUHDWHRUʳOOLQDWUHQFKHUHFW be charmed are immune to this spell. A dancing creature then. It must be no larger than a 30ft cube, and you decide
space. You can’t move or use reactions. The only action RUʴDWWHQDZDOORUIRUPDSLOODU7KHH[WHQWRIDQ\VXFK must use all its movement to dance without leaving its when you cast the spell how the illusion behaves and what
you can take is to project your soul up to 100ft out of the changes can’t exceed half the area’s largest dimension. So, space and has disadvantage on Dexterity saving throws and sounds it makes. This scripted performance can last up
container, either returning to your living body (and ending if you affect a 40ft square, you can create a pillar up to 20ft attack rolls. While the target is affected by this spell, other to 5 minutes. When the condition you specify occurs, the
the spell) or attempting to possess a humanoids body. You high, raise or lower the square’s elevation by up to 20ft, dig creatures have advantage on attack rolls against it. As an illusion springs into existence and performs in the manner
can attempt to possess any humanoid within 100ft of you a trench up to 20ft deep, and so on. It takes 10 minutes for action, a dancing creature makes a Wisdom saving throw to \RXGHVFULEHG2QFHWKHLOOXVLRQʳQLVKHVSHUIRUPLQJLW
that you can see (creatures warded by a protection from evil these changes to complete. At the end of every 10 minutes regain control of itself. On a successful save, the spell ends. disappears and remains dormant for 10 minutes. After this
and good or magic circle spell can’t be possessed). you spend concentrating on the spell, you can choose a new time, the illusion can be activated again.
area of terrain to affect.
See PHB for more information. See PHB for more information.
See PHB for more information.
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD
TRANSPORT VIA PLANTS CLERIC
DRUID
WALL OF ICE CLERIC
DRUID
WIND WALK CLERIC
DRUID
FIGHTERR FIGHTER
R FIGHTER
R
MONK MONK MONK
6th level conjuration PALADINN 6th level evocation PALADINN 6th level transmutation PALADINN
RANGER R RANGER R RANGER R
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: 1 minute ROGUE
S ORCERERR SORCERER R SORCERER R
Range: 10ft W ARLOCK
WARLOCK CK Range: 120ft W
WARL OCK
CK Range: 30ft WARL OCK
WARLOCKCK
W RD
WIZA WIZARD W RD
WIZA
Duration: 1 round Duration: © 10 minutes Duration: 8 hours
This spell creates a magical link between a Large or larger You create a wall of ice as a hemispherical dome or a sphere You and up to ten willing creatures you can see within
inanimate plant within range and another plant, at any ZLWKDUDGLXVRIXSWRIW2U\RXFDQVKDSHDʴDWVXUIDFH range assume a gaseous form for the duration, appearing
distance, on the same plane of existence. You must have made up of ten 10ft square panels. Each panel must be as wisps of cloud. While in this cloud form, a creature has
seen or touched the destination plant at least once before. contiguous with another panel. In any form, the wall is 1 foot Dʴ\LQJVSHHGRIIWDQGKDVUHVLVWDQFHWRGDPDJHIURP
For the duration, any creature can step into the target thick and lasts for the duration. If the wall cuts through a nonmagical weapons. The only actions a creature can take
plant and exit from the destination plant by using 5ft of creature’s space when it appears, the creature within its area in this form are the Dash action or to revert to its normal
movement. is pushed to one side of the wall and must make a Dexterity form. Reverting takes 1 minute, during which time a creature
saving throw. On a failed save, the creature takes 10d6 cold is incapacitated and can’t move. Until the spell ends, a
damage, or half as much damage on a successful save. creature can revert to cloud form, which also requires the
See PHB for more information. 1-minute transformation. If a creature is in cloud form and
ʴ\LQJZKHQWKHHIIHFWHQGVWKHFUHDWXUHGHVFHQGVIWSHU
At Higher Levels: When you cast this spell using a spell round for 1 minute until it lands, which it does safely. If it
slot of 7th level or higher, the damage the wall deals when can’t land after 1 minute, the creature falls the remaining
it appears increases by 2d6, and the damage from passing distance.
through the sheet of frigid air increases by 1d6, for each slot
level above 6th.
BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIANN BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIAN N
BARD BARD BARD BARD
DELAYED BLAST FIREBALL CLERIC
DRUID
ETHEREALNESS CLERIC
DRUID
FIRE STORM CLERIC
DRUID
MIRAGE ARCANE CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
7th level evocation PALADIN 7th level transmutation PALADIN 7th level evocation PALADIN 7th level illusion PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: 10 minutes ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 150ft W
WARL OCKK Range: Self WARLOCK Range: 150ft W
WARL OCKK Range: Sight W
WARL OCKK
WIZARD WIZARD W RDD
WIZA WIZARD
Duration: © 1 minute Duration: Up to 8 hours Duration: Instantaneous Duration: 10 days
$EHDPRI\HOORZOLJKWʴDVKHVIURP\RXUSRLQWLQJʳQJHU You step into the border regions of the Ethereal Plane, in the $VWRUPPDGHXSRIVKHHWVRIURDULQJʴDPHDSSHDUVLQD You make terrain in an area up to 1 mile square look, sound,
then condenses to linger at a chosen point within range area where it overlaps with your current plane. You remain location you choose within range. The area of the storm smell, and even feel like some other sort of terrain. The
as a glowing bead for the duration. When the spell ends, in the Border Ethereal for the duration or until you use consists of up to ten 10ft cubes, which you can arrange as terrain’s general shape remains the same, however. Open
either because your concentration is broken or because you your action to dismiss the spell. During this time, you can you wish. Each cube must have at least one face adjacent ʳHOGVRUDURDGFRXOGEHPDGHWRUHVHPEOHDVZDPSKLOO
decide to end it, the bead blossoms with a low roar into an move in any direction. If you move up or down, every foot of to the face of another cube. Each creature in the area must FUHYDVVHRUVRPHRWKHUGLIʳFXOWRULPSDVVDEOHWHUUDLQ$
H[SORVLRQRIʴDPHWKDWVSUHDGVDURXQGFRUQHUV movement costs an extra foot. You can see and hear the plane PDNHD'H[WHULW\VDYLQJWKURZ,WWDNHVGʳUHGDPDJHRQ pond can be made to seem like a grassy meadow, a precipice
you originated from, but everything there looks gray, and you a failed save, or half as much damage on a successful one. like a gentle slope, or a rock-strewn gully like a wide and
See PHB for more information. can’t see anything more than 60ft away. While on the Ethereal 7KHʳUHGDPDJHVREMHFWVLQWKHDUHDDQGLJQLWHVʴDPPDEOH smooth road. Similarly, you can alter the appearance of
Plane, you can only affect and be affected by other creatures objects that aren’t being worn or carried. If you choose, structures, or add them where none are present. The spell
At Higher Levels: When you cast this spell using a spell slot on that plane. plant life in the area is unaffected by this spell. doesn’t disguise, conceal, or add creatures.
of 8th level or higher, the base damage increases by 1d6 for See PHB for more information.
each slot level above 7th. At Higher Levels: When you cast this spell using a spell slot of See PHB for more information.
8th level or higher, you can target up to three willing creatures
(including you) for each slot level above 7th. The creatures
must be within 10ft of you when you cast the spell.
MAGNIFICENT MANSION
CLERIC
DRUID
PLANE SHIFT CLERIC
DRUID
PROJECT IMAGE CLERIC
DRUID
RESURRECTION CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
7th level conjuration PALADIN 7th level conjuration PALADIN 7th level illusion PALADIN 7th level necromancy PALADIN
RANGER RANGER RANGER RANGER
Casting Time: 1 minute ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: 1 hour ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 300ft W
WARL OCKK Range: Touch WARLOCK Range: 500 miles W
WARL OCKK Range: Touch W
WARL OCKK
WIZARD WIZARD WIZARD W RDD
WIZA
Duration: 24 hours Duration: Instantaneous Duration: © 1 day \Duration: Instantaneous
You conjure an extradimensional dwelling in range that lasts You and up to eight willing creatures who link hands in a You create an illusory copy of yourself that lasts for the You touch a dead creature that has been dead for no more
for the duration. You choose where its one entrance is located. circle are transported to a different plane of existence. You duration. The copy can appear at any location within than a century, that didn’t die of old age, and that isn’t
The entrance shimmers faintly and is 5ft wide and 10ft tall. You can specify a target destination in general terms, such as the range that you have seen before, regardless of intervening undead. If its soul is free and willing, the target returns to
and any creature you designate when you cast the spell can City of Brass on the Elemental Plane of Fire or the palace obstacles. The illusion looks and sounds like you but is life with all its hit points. This spell neutralizes any poisons
enter the extradimensional dwelling as long as the portal re- of Dispater on the second level of the Nine Hells, and you intangible. If the illusion takes any damage, it disappears, DQGFXUHVQRUPDOGLVHDVHVDIʴLFWLQJWKHFUHDWXUHZKHQLW
mains open. You can open or close the portal if you are within appear in or near that destination. If you are trying to reach and the spell ends. You can use your action to move this died. It doesn’t, however, remove magical diseases, curses,
30ft of it. While closed, the portal is invisible. Beyond the portal the City of Brass, for example, you might arrive in its Street illusion up to twice your speed, and make it gesture, speak, and the like; if such effects aren’t removed prior to casting
LVDPDJQLʳFHQWIR\HUZLWKQXPHURXVFKDPEHUVEH\RQG7KH of Steel, before its Gate of Ashes, or looking at the city from and behave in whatever way you choose. It mimics your WKHVSHOOWKH\DIʴLFWWKHWDUJHWRQLWVUHWXUQWROLIH7KLV
DWPRVSKHUHLVFOHDQIUHVKDQGZDUP<RXFDQFUHDWHDQ\ʴRRU across the Sea of Fire, at the DM’s discretion. Alternatively, mannerisms perfectly. You can see through its eyes and hear spell closes all mortal wounds and restores any missing
plan you like, but the space can’t exceed 50 cubes, each cube if you know the sigil sequence of a teleportation circle on through its ears as if you were in its space. On your turn as a body parts. Coming back from the dead is an ordeal. The
being 10ft on each side. The place is furnished and decorated another plane of existence, this spell can take you to that bonus action, you can switch from using its senses to using target takes a - 4 penalty to all attack rolls, saving throws,
DV\RXFKRRVH,WFRQWDLQVVXIʳFLHQWIRRGWRVHUYHDQLQHFRXUVH circle. If the teleportation circle is too small to hold all your own, or back again. and ability checks.
banquet for up to 100 people. the creatures you transported, they appear in the closest
unoccupied spaces next to the circle. See PHB for more information See PHB for more information.
See PHB for more information.
See PHB for more information.
An ivory portal, a A forked, metal rod A small replica of you A diamond worth
piece of marble, and a worth at least 250GP made from materials at least 1000GP
silver spoon (15GP) worth 5GP (consumed) (consumed)
BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIAN N
BARD BARD BARD BARD
MORDENKAINEN’S SWORD CLERIC
DRUID
PRISMATIC SPRAY CLERIC
DRUID
REGENERATE CLERIC
DRUID
REVERSE GRAVITY CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
7th level evocation PALADIN 7th level evocation PALADIN 7th level transmutation PALADIN 7th level transmutation PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: 1 minute ROGUE Casting Time: Action ROGUE
SORCERER SORCERER SORCERER SORCERER
Range: 60ft W
WARL OCKK Range: Self (60ft cone) W
WARL OCKK Range: Touch W
WARL OCKK Range: 100ft W
WARL OCKK
WIZARD WIZARD W RDD
WIZA WIZARD
Duration: © 1 minute Duration: Instantaneous Duration: 1 hour Duration: © 1 minute
You create a sword-shaped plane of force that hovers within (LJKWPXOWLFRORXUHGUD\VRIOLJKWʴDVKIURP\RXUKDQG You touch a creature and stimulate its natural healing This spell reverses gravity in a 50ft radius, 100- foot high
range. It lasts for the duration. When the sword appears, you Each ray is a different colour and has a different power and ability. The target regains 4d8 + 15 hit points. For the cylinder centred on a point within range. All creatures and
make a melee spell attack against a target of your choice purpose. Each creature in a 60ft cone must make a Dexterity duration of the spell, the target regains 1 hit point at objects that aren’t somehow anchored to the ground in the
within 5ft of the sword. On a hit the target takes 3d10 force saving throw. For each target, roll a d8 to determine which the start of each of its turns (10 hit points each minute). area fall upward and reach the top of the area when you
damage. Until the spell ends, you can use a bonus action on colour ray affects it. 7KHWDUJHWȤVVHYHUHGERG\PHPEHUVʳQJHUVOHJVWDLOV cast this spell. A creature can make a Dexterity saving throw
each of your turns to move the sword up to 20 feet to a spot and so on), if any, are restored after 2 minutes. If you WRJUDERQWRDʳ[HGREMHFWLWFDQUHDFKWKXVDYRLGLQJWKH
you can see and repeat this attack against the same target See PHB for more information. have the severed part and hold it to the stump, the spell fall. If some solid object (such as a ceiling) is encountered
or a different one. instantaneously causes the limb to knit to the stump. in this fall, falling objects and creatures strike it just as
they would during a normal downward fall. If an object
or creature reaches the top of the area without striking
anything, it remains there, oscillating slightly, for the
duration. At the end of the duration, affected objects and
creatures fall back down.
PLAYER’S PLAYER’S
VERBAL SOMATIC MATERIAL HANDBOOK 274 VERBAL SOMATIC MATERIAL HANDBOOK 280
BBARBARIA
ARB ARIAN N BBARBARIA
ARB ARIAN N
BARD BARD
SIMULACRUM CLERIC
DRUID
TELEPORT CLERIC
DRUID
FIGHTER FIGHTER
MONK MONK
7th level illusion PALADIN 7th level conjuration PALADIN
RANGER RANGER
Casting Time: 12 hours ROGUE Casting Time: Action ROGUE
SORCERER SORCERER
Range: Touch W
WARL OCKK Range: 10ft W
WARL OCKK
WIZARD WIZARD
Duration: Until dispelled Duration: Instantaneous
You shape an illusory duplicate of one beast or humanoid This spell instantly transports you and up to eight willing
that is within range for the entire casting time of the creatures of your choice that you can see within range, or a
spell. The duplicate is a creature, partially real and formed single object that you can see within range, to a destination
from ice or snow, and it can take actions and otherwise be \RXVHOHFW,I\RXWDUJHWDQREMHFWLWPXVWEHDEOHWRʳW
affected as a normal creature. It appears to be the same as entirely inside a 10ft cube, and it can’t be held or carried
the original, but it has half the creature’s hit point maximum by an unwilling creature. The destination you choose
and is formed without any equipment. Otherwise, the illu- must be known to you, and it must be on the same plane
sion uses all the statistics of the creature it duplicates. The of existence as you. Your familiarity with the destination
simulacrum is friendly to you and creatures you designate. It determines whether you arrive there successfully. The DM
obeys your spoken commands, moving and acting in accord- rolls d100 and consults the table.
ance with your wishes and acting on your turn in combat.
See PHB for more information.
See PHB for more information.
Materials worth
1500GP (consumed).
See PHB.
PLAYER’S PLAYER’S
VERBAL SOMATIC MATERIAL HANDBOOK 276 VERBAL SOMATIC MATERIAL HANDBOOK 281
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD
BAR BARD
ANIMAL SHAPES CLERIC
DRUID
ANTIPATHY OR SYMPATHY CLERIC
DRUID
CONTROL WEATHER CLERIC
DRUID
DOMINATE MONSTER CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
8th level transmutation PALADIN 8th level enchantment PALADIN 8th Ievel transmutation PALADIN 8th level enchantment PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: 1 hour ROGUE Casting Time: 10 minutes ROGUE Casting Time: Action ROGUE
SORCERER R SORCERER R SORCERER R SORCERER
Range: 30ft W ARLOCKCK Range: 60ft W
WARL OCK
CK Range: Self (5-mile radius) WARLOCKCK Range: 60ft WARLOCK
WIZA
WIZARD
ZA RD WIZARD WIZARD WIZARD
Duration: © 24 hours Duration: 10 days Duration: © 8 hours Duration: © 1 hour
Your magic turns others into beasts. Choose any number This spell attracts or repels creatures type of your choice. You take control of the weather within 5 miles of you for the You attempt to beguile a creature that you can see within
of willing creatures that you can see within range. You The enchantment causes creatures of the kind you duration. You must be outdoors to cast this spell. Moving to a range. It must succeed on a Wisdom saving throw or be
transform each target into the form of a Large or smaller designated to feel an intense urge to leave the area and place where you don’t have a clear path to the sky ends the charmed by you for the duration. If you or creatures that
beast with a challenge rating of 4 or lower. On subsequent avoid the target. When such a creature can see the target spell early. When you cast the spell, you change the current DUHIULHQGO\WR\RXDUHʳJKWLQJLWLWKDVDGYDQWDJHRQWKH
turns, you can use your action to transform affected or comes within 60ft of it, the creature must succeed on a weather conditions, which are determined by the DM based saving throw. While the creature is charmed, you have a
creatures into new forms. Wisdom saving throw or become compelled or frightened. on the climate and season. You can change precipitation, telepathic link with it as long as the two of you are on the
The creature remains compelled or frightened while it can temperature, and wind. It takes 1d4 x 10 minutes for the new same plane of existence. You can use this telepathic link to
see the target or is within 60ft of it. If an affected creature conditions to take effect. Once they do so, you can change issue commands to the creature while you are conscious (no
See PHB for more information. ends its turn while not within 60ft of the target or able to the conditions again. When the spell ends, the weather action required), which it does its best to obey.
see it, the creature makes a Wisdom saving throw. A creature gradually returns to normal. When you change the weather
affected by the spell is allowed another Wisdom saving FRQGLWLRQVʳQGDFXUUHQWFRQGLWLRQRQWKHIROORZLQJWDEOHV
throw every 24 hours while the spell persists. A creature See PHB for more information.
that successfully saves against this effect is immune to it for and change its stage by one, up or down. When changing the
1 minute, after which time it can be affected again. wind, you can change its direction. At Higher Levels: When you cast this spell with a 9th level
spell slot, the duration is concentration, up to 8 hours.
See PHB for more information.
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD
BAR BARD
ANTIMAGIC FIELD CLERIC
DRUID
CLONE CLERIC
DRUID
DEMIPLANE CLERIC
DRUID
EARTHQUAKE CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
8th level abjuration PALADIN 8th level necromancy PALADIN 8th level conjuration PALADIN 8th level evocation PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: 1 hour ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE
SORCERER R SORCERER R SORCERER R SORCERER
Range: Self (10ft sphere) W ARLOCK
CK Range: Touch W
WARL OCK
CK Range: 60ft WARLOCK Range: 500ft WARLOCK CK
WIZARD WIZARD WIZARD WIZA
WIZARD
ZA RD
Duration: © 1 hour Duration: Instantaneous Duration: 1 hour Duration: © 1 minute
A 10ft radius invisible sphere of antimagic surrounds This spell grows an inert duplicate of a living creature <RXFUHDWHDVKDGRZ\GRRURQDʴDWVROLGVXUIDFHWKDW\RX You create a seismic disturbance at a point on the ground
you. This area is divorced from the magical energy that as a safeguard against death. This clone forms inside a can see within range. The door is large enough to allow that you can see within range. For the duration, an intense
suffuses the multiverse. Within the sphere, spells can’t be sealed vessel and grows to full size and maturity after 120 Medium creatures to pass through unhindered. When tremor rips through the ground in a 100ft-radius circle
cast, summoned creatures disappear, and even magic items days; you can also choose to have the clone be a younger opened, the door leads to a demiplane that appears to be an centred on that point and shakes creatures and structures in
become mundane. Until the spell ends, the sphere moves version of the same creature. It remains inert and endures empty room 30ft in each dimension, made of wood or stone. contact with the ground in that area.
with you, centred on you. Spells and other magical effects, LQGHʳQLWHO\DVORQJDVLWVYHVVHOUHPDLQVXQGLVWXUEHG$W When the spell ends, the door disappears, and any creatures
except those created by an artifact or a deity, are suppressed any time after the clone matures, if the original creature or objects inside the demiplane remain trapped there, as See PHB for more information.
in the sphere and can’t protrude into it. dies, its soul transfers to the clone, provided that the soul is the door also disappears from the other side. Each time you
free and willing to return. The clone is physically identical cast this spell, you can create a new demiplane, or have the
See PHB for more information. to the original and has the same personality, memories, and shadowy door connect to a demiplane you created with a
abilities, but none of the original’s equipment. The original previous casting of this spell. Additionally, if you know the
creature’s physical remains, if they still exist, become inert nature and contents of a demiplane created by a casting of
and can’t thereafter be restored to life, since the creature’s this spell by another creature, you can have the shadowy
soul is elsewhere. door connect to its demiplane instead.
BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N BARB ARIAN
BARBARIA N
BARD BARD BARD BARD
GLIBNESS CLERIC
DRUID
INCENDIARY CLOUD CLERIC
DRUID
MIND BLANK CLERIC
DRUID
SUNBURST CLERIC
DRUID
FIGHTER FIGHTER FIGHTER FIGHTER
MONK MONK MONK MONK
8th level transmutation PALADIN 8th level conjuration PALADIN 8th level abjuration PALADIN 8th level evocation PALADIN
RANGER RANGER RANGER RANGER
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE
SORCERER R SORCERER SORCERER R SORCERER
Range: Self WARLOCK Range: 150ft W
WARL OCK
CK Range: Touch WARLOCKCK Range: 150ft WARLOCKCK
WIZA
WIZARD
ZA RD WIZARD WIZARD WIZARD
Duration: 1 hour Duration: © 1 minute Duration: 24 hours Duration: Instantaneous
Until the spell ends, when you make a Charisma check, you A swirling cloud of smoke shot through with white-hot Until the spell ends, one willing creature you touch is %ULOOLDQWVXQOLJKWʴDVKHVLQDIWUDGLXVFHQWUHGRQD
can replace the number you roll with a 15. Additionally, no embers appears in a 20ft-radius sphere centred on a point immune to psychic damage, any effect that would sense point you choose within range. Each creature in that light
matter what you say, magic that would determine if you are within range. The cloud spreads around corners and is its emotions or read its thoughts, divination spells, and the must make a Constitution saving throw. On a failed save,
telling the truth indicates that you are being truthful. heavily obscured. It lasts for the duration or until a wind charmed condition. The spell even foils wish spells and a creature takes 12d6 radiant damage and is blinded for 1
of moderate or greater speed (at least 10 miles per hour) spells or effects of similar power used to affect the target’s minute. On a successful save, it takes half as much damage
disperses it. When the cloud appears, each creature in it mind or to gain information about the target. and isn’t blinded by this spell. Undead and oozes have
must make a Dexterity saving throw. A creature takes 10d8 disadvantage on this saving throw. A creature blinded by
ʳUHGDPDJHRQDIDLOHGVDYHRUKDOIDVPXFKGDPDJHRQD this spell makes another Constitution saving throw at the
successful one. A creature must also make this saving throw end of each of its turns. On a successful save, it is no longer
ZKHQLWHQWHUVWKHVSHOOȤVDUHDIRUWKHʳUVWWLPHRQDWXUQ blinded. This spell dispels any darkness in its area that was
or ends its turn there. The cloud moves 10ft directly away created by a spell.
from you in a direction that you choose at the start of each
of your turns.
BARB ARIAN
BA IA N BARB ARIAN
BA IA N BARB ARIAN
BA IA N BARB ARIAN
BA IAN
BARD BARD BARD BARD
FORESIGHT CLERIC
DRUID
IMPRISONMENT CLERIC
DRUID
METEOR SWARM CLERIC
DRUID
PRISMATIC WALL CLERIC
DRUID
FIGHTERR FIGHTER
R FIGHTER
R FIGHTER
R
MONK MONK MONK MONK
9th level divination PALADIN N 9th level abjuration PALADINN 9th level evocation PALADINN 9th level abjuration PALADINN
RANGER R RANGER R RANGER R RANGER R
Casting Time: 1 minute ROGUE Casting Time: 1 minute ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE
S ORCERER R SORCERER R SORCERER SORCERER R
Range: Touch WARLOCK Range: 30ft WARLOCK Range: 1 mile WARL OCK
WARLOCKCK Range: 60ft WARLOCK
WARLOCKCK
WIZARD WIZARD WIZARD WIZARD
Duration: 8 hours Duration: Until dispelled Duration: Instantaneous Duration: 10 minutes
You touch a willing creature and bestow a limited ability to You create a magical restraint to hold a creature that you %OD]LQJRUEVRIʳUHSOXPPHWWRWKHJURXQGDWIRXUGLIIHUHQW A shimmering, multicoloured plane of light forms a vertical
see into the immediate future. For the duration, the target can see within range. The target must succeed on a Wisdom points you can see within range. Each creature in a 40ft- opaque wall—up to 90ft long, 30ft high, and 1 inch thick—
can’t be surprised and has advantage on attack rolls, ability saving throw or be bound by the spell; if it succeeds, it is radius sphere centred on each point you choose must make centred on a point you can see within range. Alternatively,
checks, and saving throws. Additionally, other creatures immune to this spell if you cast it again. While affected by a Dexterity saving throw. The sphere spreads around corners. you can shape the wall into a sphere up to 30ft in diameter
have disadvantage on attack rolls against the target for the this spell, the creature doesn’t need to breathe, eat, or drink, $FUHDWXUHWDNHVGʳUHGDPDJHDQGGEOXGJHRQLQJ centred on a point you choose within range.
duration. This spell immediately ends if you cast it again and it doesn’t age. damage on a failed save, or half as much damage on a
before its duration ends. VXFFHVVIXORQH$FUHDWXUHLQWKHDUHDRIPRUHWKDQRQHʳHU\ See PHB for more information.
See PHB for more information. burst is affected only once. The spell damages objects in the
DUHDDQGLJQLWHVʴDPPDEOHREMHFWVWKDWDUHQȤWEHLQJZRUQ
or carried.
BARB ARIAN
BA IA N BARB ARIAN
BA IA N BARB ARIAN
BA IA N
BARD BARD BARD
STORM OF VENGEANCE CLERIC
DRUID
TRUE POLYMORPH CLERIC
DRUID
WEIRD CLERIC
DRUID
FIGHTERR FIGHTER
R FIGHTER
R
MONK MONK MONK
9th level conjuration PALADIN N 9th level transmutation PALADINN 9th level illusion PALADINN
RANGER R RANGER R RANGER R
Casting Time: Action ROGUE Casting Time: Action ROGUE Casting Time: Action ROGUE
S ORCERER R SORCERER R SORCERER R
Range: Sight W ARLOCK
WARLOCK CK Range: 30ft WARLOCK Range: 120ft WARL OCK
WARLOCKCK
WIZARD WIZARD WIZARD
Duration: © 1 minute Duration: © 1 hour Duration: © one minute
A churning storm cloud forms, centred on a point you can Choose one creature or nonmagical object that you can see Drawing on the deepest fears of a group of creatures, you
VHHDQGVSUHDGLQJWRDUDGLXVRIIW/LJKWQLQJʴDVKHV within range. You transform the creature into a different create illusory creatures in their minds, visible only to them.
in the area, thunder booms, and strong winds roar. Each creature, the creature into an object, or the object into Each creature in a 30ft radius sphere centred on a point
creature under the cloud (no more than 5,000ft beneath a creature (the object must be neither worn nor carried of your choice within range must make a Wisdom saving
the cloud) when it appears must make a Constitution by another creature). The transformation lasts for the throw. On a failed save, a creature becomes frightened for
saving throw. On a failed save, a creature takes 2d6 thunder duration, or until the target drops to 0 hit points or dies. the duration. The illusion calls on the creature’s deepest
damage and becomes deafened for 5 minutes. Each If you concentrate on this spell for the full duration, the fears, manifesting its worst nightmares as an implacable
round you maintain concentration on this spell, the storm transformation becomes permanent. threat. At the end of each of the frightened creature’s turns,
produces additional effects on your turn. it must succeed on a Wisdom saving throw or take 4d10
See PHB for more information. psychic damage. On a successful save, the spell ends for
See PHB for more information. that creature.
A drop of mercury, a
dollop of gum arabic,
and a wisp of smoke