Spells-Wizard-Default 5e

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ACID SPLASH BLADE WARD BOOMING BLADE

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action Self 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, M 1 round
You hurl a bubble of acid. Choose one creature You extend your hand and trace a sigil of warding a weapon
within range, or choose two creatures within in the air. Until the end of your next turn, you
range that are within 5 feet of each other. A have resistance against bludgeoning, piercing, As part of the action used to cast this spell, you
target must succeed on a Dexterity saving throw and slashing damage dealt by weapon attacks. must make a melee attack with a weapon against
or take 1d6 acid damage. one creature within the spell's range, otherwise
This spells damage increases by 1d6 when you the spell fails. On a hit, the target suffers the
reach 5th Level (2d6), 11th level (3d6) and 17th attack's normal effects, and it becomes sheathed
level (4d6). in booming energy until the start of your next
turn. If the target willingly moves before then, it
immediately takes 1d8 thunder damage, and the
spell ends.
This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals
an extra 1d8 thunder damage to the target, and
the damage the target takes for moving
increases to 2d8. Both damage rolls increase by
1d8 at 11th level and 17th level.

Wizard Conjuration cantrip Wizard Abjuration cantrip Wizard (SCAG) Evocation cantrip

CHILL TOUCH CONTROL FLAMES CREATE BONFIRE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round S Instantaneous or 1 hour V, S Concentration, up to 1
(see below) minute
You create a ghostly, skeletal hand in the space
of a creature within range. Make a ranged spell You choose nonmagical ame that you can see You create a bon re on ground that you can see
attack against the creature to assail it with the within range and that ts within a 5-foot cube. within range. Until the spells ends, the magic
chill of the grave. On a hit, the target takes 1d8 You affect it in one of the following ways: bon re lls a 5-foot cube. Any creature in the
necrotic damage, and it can't regain hit points • You instantaneously expand the ame 5 feet in bon re's space when you cast the spell must
until the start of your next turn. Until then, the one direction, provided that wood or other fuel succeed on a Dexterity saving throw or take 1d8
hand clings to the target. is present in the new location. re damage. A creature must also make the
If you hit an undead target, it also has • You instantaneously extinguish the ames saving throw when it enters the bon re's space
disadvantage on attack rolls against you until the within the cube. for the rst time on a turn or ends its turn there.
end of your next turn. • You double or halve the area of bright light and The bon re ignites ammable objects in its area
This spell's damage increases by 1d8 when you dim light cast by the ame, change its color, or that aren't being worn or carried.
reach 5th level (2d8), 11th level (3d8), and 17th both . The change lasts for 1 hour. The spell's damage increases by 1d8 when you
level (4d8). • You cause simple shapes-such as the vague reach 5th level (2d8), 11th level (3d8), and 17th
form of a creature, an inanimate object, or a level (4d8).
location- to appear within the ames and
animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have
up to three non-instantaneous effects created by
it active at a time, and you can dismiss such an
effect as an action.

Wizard Necromancy cantrip Wizard (XGE) Transmutation cantrip Wizard (XGE) Conjuration cantrip

DANCING LIGHTS FIRE BOLT FRIENDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous S, M Concentration, up to 1
minute minute
You hurl a mote of re at a creature or object
You create up to four torch-sized lights within within range. Make a ranged spell attack against For the duration, you have advantage on all
range, making them appear as torches, lanterns, the target. On a hit, the target takes 1d10 re Charisma checks directed at one creature of
or glowing orbs that hover in the air for the damage. A ammable object hit by this spell your choice that isn't hostile toward you. When
duration. You can also combine the four lights ignites if it isn't being worn or carried. the spell ends, the creature realizes that you
into one glowing vaguely humanoid form of This spell's damage increases by 1d10 when you used magic to in uence its mood and becomes
Medium size. Whichever form you choose, each reach 5th level (2d10), 11th level (3d10), and hostile toward you. A creature prone to violence
light sheds dim light in a 10-foot radius. 17th level (4d10). might attack you. Another creature might seek
As a bonus action on your turn, you can move the retribution in other ways (at the DM's
lights up to 60 feet to a new spot within range. A discretion), depending on the nature of your
light must be within 20 feet of another light interaction with it.
created by this spell, and a light winks out if it
exceeds the spell's range.

Wizard Evocation cantrip Wizard Evocation cantrip Wizard Enchantment cantrip

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FROSTBITE GREEN-FLAME BLADE GUST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 5 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, M 1 round V, S Instantaneous
You cause numbing frost to form on one creature a weapon You seize the air and compel it to create one of
that you can see within range. The target must the following effects at a point you can see
make a Constitution saving throw. On a failed As part of the action used to cast this spell, you within range:
save, the target takes 1d6 cold damage, and it must make a melee attack with a weapon against • One Medium or smaller creature that you
has disadvantage on the next weapon attack roll one creature within the spell's range, otherwise choose must succeed on a Strength saving throw
it makes before the end of its next turn. the spell fails. On a hit, the target suffers the or be pushed up to 5 feet away from you.
The spell's damage increases by 1d6 when you attack's normal effects, and green re leaps from • You create a small blast of air capable of
reach 5th level (2d6), 11th level (3d6), and 17th the target to a different creature of your choice moving one object that is neither held nor
level (4d6). that you can see within 5 feet of it. The second carried and that weighs no more than 5 pounds.
creature takes re damage equal to your The object is pushed up to 10 feet away from
spellcasting ability modi er. you. It isn't pushed with enough force to cause
This spell's damage increases when you reach damage.
higher levels. At 5th level, the melee attack deals • You create a harm less sensory effect using air,
an extra 1d8 re damage to the target, and the such as causing leaves to rustle, wind to slam
re damage to the second creature increases to shutters closed, or your clothing to ripple in a
1d8 + your spellcasting ability modi er. Both breeze.
damage rolls increase by 1d8 at 11th level and
17th level.

Wizard (XGE) Evocation cantrip Wizard (SCAG) Evocation cantrip Wizard (XGE) Transmutation cantrip

INFESTATION LIGHT LIGHTNING LURE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 15 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, M 1 hour V Instantaneous
a living ea a re y or phosphorescent moss You create a lash of lightning energy that strikes
at one creature of your choice that you can see
You cause a cloud of mites, eas, and other You touch one object that is no larger than 10 within range. The target must succeed on a
parasites to appear momentarily on one creature feet in any dimension. Until the spell ends, the Strength saving throw or be pulled up to 10 feet
you can see within range. The target must object sheds bright light in a 20-foot radius and in a straight line toward you and then take 1d8
succeed on a Constitution saving throw, or it dim light for an additional 20 feet. The light can lightning damage if it is within 5 feet of you.
takes 1d6 poison damage and moves 5 feet in a be colored as you like. Completely covering the The spell's damage increases by 1d8 when you
random direction if it can move and its speed is object with something opaque blocks the light. reach 5th level (2d8), 11th level (3d8), and 17th
at least 5 feet. Roll a d4 for the direction: 1, The spell ends if you cast it again or dismiss it as level (4d8).
north: 2, south: 3, east: or 4, west. This an action.
movement doesn't provoke opportunity attacks, If you target an object held or worn by a hostile
and if the direction rolled is blocked, the target creature, that creature must succeed on a
doesn't move. Dexterity saving throw to avoid the spell.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Wizard (XGE) Conjuration cantrip Wizard Evocation cantrip Wizard (SCAG) Evocation cantrip

MAGE HAND MENDING MESSAGE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 minute Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S, M Instantaneous V, S, M 1 round
A spectral, oating hand appears at a point you two lodestones a short piece of copper wire
choose within range. The hand lasts for the
duration or until you dismiss it as an action. The This spell repairs a single break or tear in an You point your nger toward a creature within
hand vanishes if it is ever more than 30 feet object you touch, such as broken chain link, two range and whisper a message. The target (and
away from you or if you cast this spell again. halves of a broken key, a torn clack, or a leaking only the target) hears the message and can reply
You can use your action to control the hand. You wineskin. As long as the break or tear is no larger in a whisper that only you can hear.
can use the hand to manipulate an object, open than 1 foot in any dimension, you mend it, You can cast this spell through solid objects if
an unlocked door or container, stow or retrieve leaving no trace of the former damage. you are familiar with the target and know it is
an item from an open container, or pour the This spell can physically repair a magic item or beyond the barrier. Magical silence, 1 foot of
contents out of a vial. You can move the hand up construct, but the spell can't restore magic to stone, 1 inch of common metal, a thin sheet of
to 30 feet each time you use it. such an object. lead, or 3 feet of wood blocks the spell. The spell
The hand can't attack, activate magical items, or doesn't have to follow a straight line and can
carry more than 10 pounds. travel freely around corners or through
openings.

Wizard Conjuration cantrip Wizard Transmutation cantrip Wizard Transmutation cantrip

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                    
           

0
MINOR ILLUSION [1/2] MINOR ILLUSION [2/2] MOLD EARTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 1 minute S, M 1 minute S Instantaneous or 1 hour
(see below)
A bit of eece A bit of eece
You choose a portion of dirt or stone that you can see
You create a sound or an image of an object within illusion becomes faint to the creature. within range and that ts within a 5-foot cube. You
range that lasts for the duration. The illusion also ends manipulate it in one of the following ways:
if you dismiss it as an action or cast this spell again. • If you target an area of loose earth, you can
If you create a sound, its volume can range from a instantaneously excavate it, move it along the ground,
whisper to a scream. It can be your voice, someone and deposit it up to 5 feet away. This movement
else's voice, a lion's roar, a beating of drums, or any doesn't involve enough force to cause damage.
other sound you choose. The sound continues • You cause shapes, colors, or both to appear on the
unabated throughout the duration, or you can make dirt or stone, spelling out words, creating images, or
discrete sounds at different times before the spell shaping patterns. The changes last for 1 hour.
ends. • If the dirt or stone you target is on the ground, you
If you create an image of an object - such as a chair, cause it to become dif cult terrain. Alternatively, you
muddy footprints, or a small chest - it must be no can cause the ground to become normal terrain if it is
larger than a 5-foot cube. The image can't create already dif cult terrain . This change lasts for 1 hour.
sound, light, smell, or any other sensory effect. If you cast this spell multiple times, you can have no
Physical interaction with the image reveals it to be an more than two of its non-instantaneous effects active
illusion, because things can pass through it. at a time, and you can dismiss such an effect as an
If a creature uses its action to examine the sound or action.
image, the creature can determine that it is an illusion
with a successful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the

Wizard Illusion cantrip Wizard Illusion cantrip Wizard (XGE) Transmutation cantrip

POISON SPRAY PRESTIDIGITATION RAY OF FROST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 10 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Up to 1 hour V, S Instantaneous
You extend your hand toward a creature you can This spell is a minor magical trick that novice A frigid beam of blue-white light streaks toward
see within range and project a puff of noxious spellcasters use for practice. You create one of the a creature within range. Make a ranged spell
gas from your palm. The creature must succeed following magical effects within range. attack against the target. On a hit, it takes 1d8
on a Constitution saving throw or take 1d12 • You create an instantaneous, harmless sensory cold damage, and its speed is reduced by 10 feet
effect, such as a shower of sparks, a puff of wind, faint
poison damage. musical notes, or an odd odor. until the start of your next turn.
This spell's damage increases by 1d12 when you • You instantaneously light or snuff out a candle, a The spell's damage increases by 1d8 when you
reach 5th level (2d12), 11th level (3d12), and 17 torch, or a small camp re. reach 5th level (2d8), 11th level (3d8), and 17th
level (4d12). • You instantaneously clean or soil an object no larger level (4d8).
than 1 cubic foot.
• You chill, warm, or avor up to 1 cubic foot of
nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear
on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image
that can t in your hand and that lasts until the end of
your next turn.
If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.

Wizard Conjuration cantrip Wizard Transmutation cantrip Wizard Evocation cantrip

SHAPE WATER SHOCKING GRASP SWORD BURST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Instantaneous V Instantaneous
(see below)
Lightning springs from your hand to deliver a You create a momentary circle of spectral blades
You choose an area of water that you can see shock to a creature you try to touch. Make a that sweep around you. Each creature within
within range and that ts within a 5-foot cube. melee spell attack against the target. You have range, other than you, must succeed on a
You manipulate it in one of the following ways: advantage on the attack roll if the target is Dexterity saving throw or take 1d6 force
• You instantaneously move or otherwise wearing armor made of metal. On a hit, the damage.
change the ow of the water as you direct, up to target takes 1d8 lightning damage, and it can't The spell's damage increases by 1d6 when you
5 feet in any direction. This movement doesn't take reactions until the start of its next turn. reach 5th level (2d6), 11th level (3d6), and 17th
have enough force to cause damage. The spell's damage increases by 1d8 when you level (4d6).
• You cause the water to form into simple shapes reach 5th level (2d8), 11th level (3d8), and 17th
and animate at your direction. This change lasts level (4d8).
for 1 hour.
• You change the water's color or opacity. The
water must be changed in the same way
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have
no more than two of its non-instantaneous
effects active at a time, and you can dismiss such
an effect as an action.

Wizard (XGE) Transmutation cantrip Wizard Evocation cantrip Wizard (SCAG) Conjuration cantrip

/
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0

0
        

/
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  

  

  

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           
0

0
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0

0
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  


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0

0
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0

0
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  


           
  
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           

0
THUNDERCLAP TOLL THE DEAD TRUE STRIKE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S Instantaneous S Concentration, up to 1
round
You create a burst of thunderous sound that can You point at one creature you can see within
be heard up to 100 feet away. Each creature range, and the sound of a dolorous bell lls the You extend your hand and point a nger at a
within range, other than you, must make a air around it for a moment. The target must target in range. Your magic grants you a brief
Constitution saving throw or take 1d6 thunder succeed on a Wisdom saving throw or take ld8 insight into the target's defenses. On your next
damage. necrotic damage. If the target is missing any of turn, you gain advantage on your rst attack roll
The spell's damage increases by 1d6 when you its hit points, it instead takes 1d12 necrotic against the target, provided that this spell hasn't
reach 5th level (2d6), 11th level (3d6), and 17th damage. ended.
level (4d6). The spell's damage increases by one die when
you reach 5th level (2d8 or 2d12), 11th level
(3d8 or 3d12), and 17th level (4d8 or 4d12).

Wizard (XGE) Evocation cantrip Wizard (XGE) Necromancy cantrip Wizard Divination cantrip

ABSORB ELEMENTS ALARM (RITUAL) BURNING HANDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take Self 1 minute 30 feet 1 action Self (15-foot cone)
when you take acid, cold,
re, lightning, or thunder COMPONENTS DURATION COMPONENTS DURATION
damage V, S, M 8 hours V, S Instantaneous
COMPONENTS DURATION a tiny bell and a piece of ne silver wire As you hold your hands with thumbs touching
S 1 round and ngers spread, a thin sheet of ames shoots
You set an alarm against unwanted intrusion. forth from your outstretched ngertips. Each
The spell captures some of the incoming energy, Choose a door, a window, or an area within range creature in a 15-foot cone must make a
lessening its effect on you and storing it for your that is no larger than a 20-foot cube. Until the Dexterity saving throw. A creature takes 3d6 re
next melee attack. You have resistance to the spell ends, an alarm alerts you whenever a tiny or damage on a failed save, or half as much damage
triggering damage type until the start of your larger creature touches or enters the warded on a successful one.
next turn. Also, the rst time you hit with a area. When you cast the spell, you can designate The re ignites any ammable objects in the area
melee attack on your next turn, the target takes creatures that won't set off the alarm. You also that aren't being worn or carried.
an extra 1d6 damage of the triggering type, and choose whether the alarm is mental or audible. At Higher Levels: When you cast this spell
the spell ends. A mental alarm alerts you with a ping in your using a spell slot of 2nd level or higher, the
At Higher Levels: When you cast this spell mind if you are within 1 mile of the warded area. damage increases by 1d6 for each slot level
using a spell slot of 2nd level or higher, the extra This ping awakens you if you are sleeping. above 1st.
damage increases by 1d6 for each slot level An audible alarm produces the sound of a hand
above 1st. bell for 10 seconds within 60 feet.

Wizard (XGE) 1st level Abjuration Wizard 1st level Abjuration Wizard 1st level Evocation

CATAPULT CAUSE FEAR CHARM PERSON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V Concentration, up to 1 V, S 1 hour
minute
Choose one object weighing 1 to 5 pounds You attempt to charm a humanoid you can see
within range that isn't being worn or carried. The You awaken the sense of mortality in one within range. It must make a Wisdom saving
object ies in a straight line up to 90 feet in a creature you can see within range. A construct throw, and does so with advantage if you or your
direction you choose before falling to the or an undead is immune to this effect. The target companions are ghting it. If it fails the saving
ground, stopping early if it impacts against a must succeed on a Wisdom saving throw or throw, it is charmed by you until the spell ends or
solid surface. If the object would strike a become frightened of you until the spell ends. until you or your companions do anything
creature, that creature must make a Dexterity The frightened target can repeat the saving harmful to it. The charmed creature regards you
saving throw. On a failed save, the object strikes throw at the end of each of its turns, ending the as a friendly acquaintance. When the spell ends,
the target and stops moving. When the object effect on itself on a success. the creature knows it was charmed by you.
strikes something, the object and what it strikes At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
each take 3d8 bludgeoning damage. using a spell slot of 2nd level or higher, you can using a spell slot of 2nd level or higher, you can
At Higher Levels: When you cast this spell target one additional creature for each slot level target one additional creature for each slot level
using a spell slot of 2nd level or higher, the above 1st. The creatures must be within 30 feet above 1st. The creatures must be within 30 feet
maximum weight of objects that you can target of each other when you target them. of each other when you target them.
with this spell increases by 5 pounds, and the
damage increases by 1d8, for each slot level
above 1st.

Wizard (XGE) 1st level Transmutation Wizard (XGE) 1st level Necromancy Wizard 1st level Enchantment

/
        
        
0

1
        

/
        
                 
              
  

  

  

  
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           
0

1
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        
0

1
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  


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  
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0

1
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        
0

1
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     
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              
  


           
  
                 
                 
                    
           

1
CHROMATIC ORB COLOR SPRAY COMPREHEND LANGUAGES (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Self (15-foot cone) 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 round V, S, M 1 hour
a diamond worth at least 50 gp a pinch of powder or sand that is colored red, yellow, a pinch of soot and salt
and blue
You hurl a 4-inch-diameter sphere of energy at a For the duration, you understand the literal
creature that you can see within range. You A dazzling array of ashing, colored light springs meaning of any spoken language that you hear.
choose acid, cold, re, lightning, poison, or from your hand. Roll 6d10, the total is how many You also understand any spoken language that
thunder for the type of orb you create, and then hit points of creatures this spell can effect. you hear. You also understand any written
make a ranged spell attack against the target. If Creatures in a 15-foot cone originating from you language that you see, but you must be touching
the attack hits, the creature takes 3d8 damage of are affected in ascending order of their current the surface of which the words are written. It
the type you chose. hit points (ignoring unconscious creatures and takes about 1 minute to read one page of text.
At Higher Levels: When you cast this spell creatures that can't see). This spell doesn't decode secret messages in a
using a spell slot of or higher, the damage Starting with the creature that has the lowest text or glyph, such as an arcane sigil, that isn't
increases by 1d8 for each slot level above 1st. current hit points, each creature affected by this part of a written language.
At Higher Levels: When you cast this spell spell is blinded until the spell ends. Subtract each
using a spell slot of 2nd level or higher, the creature's hit points from the total before
damage increases by 1d8 for each slot level moving on to the creature with the next lowest
above 1st. hit points. A creature's hit points must be equal
to or less than the remaining total for the
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.

Wizard 1st level Evocation Wizard 1st level Illusion Wizard 1st level Divination

DETECT MAGIC (RITUAL) DISGUISE SELF EARTH TREMOR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 hour V, S Instantaneous
minutes
You make yourself, including your clothing, armor, You cause a tremor in the ground within range.
For the duration, you sense the presence of weapons, and other belongings on your person, look Each creature other than you in that area must
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your make a Dexterity saving throw. On a failed save,
this way, you can use your action to see a faint action to dismiss it. You can seem 1 foot shorter or a creature takes 1d6 bludgeoning damage and is
aura around any visible creature or object in the taller and can appear thin, fat, or in between. You can't
change your body type, so you must adopt a form that knocked prone. If the ground in that area is loose
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise, earth or stone, it becomes dif cult terrain until
magic, if any. the extent of the illusion is up to you. cleared, with each 5-foot-diameter portion
The spell can penetrate most barriers, but is The changes wrought by this spell fail to hold up to requiring at least 1 minute to clear by hand.
blocked by 1 foot of stone, 1 inch of common physical inspection. For example, if you use this spell At Higher Levels: When you cast this spell
metal, a thin sheet of lead, or 3 feet of wood or to add a hat to your out t, objects pass through the using a spell slot of 2nd level or higher, the
dirt. hat, and anyone who touches it would feel nothing or damage increases by 1d6 for each slot level
would feel your head and hair. If you use this spell to above 1st.
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

Wizard 1st level Divination Wizard 1st level Illusion Wizard (XGE) 1st level Evocation

EXPEDITIOUS RETREAT FALSE LIFE FEATHER FALL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action Self 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M 1 hour V, M 1 minute
minutes
a small amount of alcohol or distilled spirits a white feather or the heart of a hen
This spell allows you to move at an incredible
pace. When you cast this spell, and then as a Bolstering yourself with a necromantic facsimile Reaction - When you or a creature within 60 feet
bonus action on each of your turns until the spell of life, you gain 1d4+4 temporary hit points for of you falls Choose up to ve falling creatures
ends, you can take the Dash action. the duration. within range. A falling creature's rate of descent
At Higher Levels: When you cast this spell slows to 60 feet per round until the spell ends. If
using a spell slot of 2nd level or higher, you gain 5 the creature lands before the spell ends, it takes
additional temporary hit points for each slot no falling damage and can land on its feet, and
level above 1st. the spell ends for that creature.

Wizard 1st level Transmutation Wizard 1st level Necromancy Wizard 1st level Transmutation

/
        
        
1

1
        

/
        
                 
              
  

  

  

  
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  
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                    
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1

1
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1

1
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  


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  
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           
1

1
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1

1
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  


           
  
                 
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                    
           

1
FIND FAMILIAR (RITUAL) [1/2] FIND FAMILIAR (RITUAL) [2/2] FOG CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 10 feet 1 hour 10 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S Concentration, up to 1
hour
10 gp worth of charcoal, incense, and herbs that 10 gp worth of charcoal, incense, and herbs that
must be consumed by re in a brass brazier must be consumed by re in a brass brazier You create a 20-foot-radius sphere of fog
centered on a point within range. The sphere
You gain the service of a familiar, a spirit that takes an are deaf and blind with regard to your own senses. spreads around corners, and its area is heavily
animal form you choose - bat, cat, crab, frog (toad), As an action, you can temporarily dismiss your obscured. It lasts for the duration or until a wind
hawk, lizard, octopus, owl, poisonous snake, sh familiar. It disappears into a pocket dimension where of moderate or greater speed (at least 10 miles
(quipper), rat, raven, sea horse, spider, or weasel. it awaits you summons. Alternatively, you can dismiss per hour) disperses it.
Appearing in an unoccupied space within range, the it forever. As an action while it is temporarily
familiar has the statistics of the chosen form, though it dismissed, you can cause it to reappear in any At Higher Levels: When you cast this spell
is a celestial, fey or end (your choice) instead of a unoccupied space within 30 feet of you. using a spell slot of 2nd level or higher, the radius
beast. You can't have more than one familiar at a time. If you of the fog increases by 20 feet for each slot level
Your familiar acts independently of you, but it always cast this spell while you already have a familiar, you above 1st.
obeys your commands. In combat, it rolls its own instead cause it to adopt a new form. Choose one of
initiative and acts on its own turn. A familiar can't the forms from the above list. Your familiar transforms
attack, but it can take other actions as normal. into the chosen creature.
When the familiar drops to 0 hit points, it disappears, Finally, when you cast a spell with a range of touch,
leaving behind no physical form. It reappears after you your familiar can deliver the spell as if it had cast the
cast this spell again. spell. Your familiar must be within 100 feet of you, and
While your familiar is within 100 feet of you, you can it must use its reaction to deliver the spell when you
communicate with it telepathically. Additionally, as an cast it. If the spell requires an attack roll, you use your
action, you can see through your familiar's eyes and attack modi er for the roll.
hear what it hears until the start of your next turn,
gaining the bene ts of any special senses that the
familiar has. During this time, you

Wizard 1st level Conjuration Wizard 1st level Conjuration Wizard 1st level Conjuration

GREASE ICE KNIFE IDENTIFY (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute S, M Instantaneous V, S, M Instantaneous
a bit of pork rind or butter a drop of water or piece of ice a pearl worth at least 100 gp and an owl feather
Slick grease covers the ground in a 10-foot You create a shard of ice and ing it at one You choose one object that you must touch
square centered on a point within range and creature within range. Make a ranged spell throughout the casting of the spell. If it is a magic
turns it into dif cult terrain for the duration. attack against the target. On a hit, the target item or some other magic-imbued object, you
When the grease appears, each creature takes 1d10 piercing damage. Hit or miss, the learn its properties and how to use them,
standing in its area must succeed on a Dexterity shard then explodes. The target and each whether it requires attunement to use, and how
saving throw or fall prone. A creature that enters creature within 5 feet of it must succeed on a many charges it has, if any. You learn whether
the area or ends its turn there must also succeed Dexterity saving throw or take 2d6 cold damage. any spells are affecting the item and what they
on a Dexterity saving throw or fall prone. At Higher Levels: When you cast this spell are. If the item was created by a spell, you learn
using aspell slot of 2nd level or higher, the cold which spell created it.
damage increases by 1d6 for each slot level If you instead touch a creature throughout the
above 1st. casting, you learn what spells, if any, are
currently affecting it.

Wizard 1st level Conjuration Wizard (XGE) 1st level Conjuration Wizard 1st level Divination

ILLUSORY SCRIPT (RITUAL) JUMP LONGSTRIDER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 10 days V, S, M 1 minute V, S, M 1 hour
a lead-based ink worth at least 10 gp, which the a grasshopper's hind leg a pinch of dirt
spell consumes You touch a creature. The creature's jump You touch a creature. The target's speed
You write on parchment, paper, or some other distance is tripled until the spell ends. increases by 10 feet until the spell ends.
suitable writing material and imbue it with a At Higher Levels: When you cast this spell
potent illusion that lasts for the duration. using a spell slot of 2nd level or higher, you can
To you and any creatures you designate when target one additional creature for each slot level
you cast the spell, the writing appears normal, above 1st.
written in your hand, and conveys whatever
meaning you intended when you wrote the text.
To all others, the writing appears as if it were
written in an unknown or magical script that is
unintelligible. Alternatively, you can cause the
writing to appear to be an entirely different
message, written in a different hand and
language, though the language must be one you
know.
Should the spell be dispelled, the original script
and the illusion both disappear.
A creature with truesight can read the hidden
message.

Wizard 1st level Illusion Wizard 1st level Transmutation Wizard 1st level Transmutation

/
        
        
1

1
        

/
        
                 
              
  

  

  

  
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1

1
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1

1
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  


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           

1
MAGE ARMOR MAGIC MISSILE PROTECTION FROM EVIL AND GOOD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S, M Concentration, up to 10
minutes
a piece of cured leather You create three glowing darts of magical force.
Each dart hits a creature of your choice that you holy water or powdered silver and iron, which the
You touch a willing creature who isn't wearing can see within range. A dart deals 1d4+1 force spell consumes
armor, and a protective magical force surrounds damage to its target. The darts all strike
it until the spell ends. The target's base AC simultaneously and you can direct them to hit Until the spell ends, one willing creature you
becomes 13 + its Dexterity modi er. The spell one creature or several. touch is protected against certain types of
ends it if the target dons armor or if you dismiss At Higher Levels: When you cast this spell creatures - aberrations, celestials, elementals,
the spell as an action. using a spell slot of 2nd level or higher, the spell fey, ends, and undead.
creates one more dart for each slot above 1st. The protection grants several bene ts.
Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.

Wizard 1st level Abjuration Wizard 1st level Evocation Wizard 1st level Abjuration

RAY OF SICKNESS SHIELD SILENT IMAGE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 reaction Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, S, M Concentration, up to 10
minute
A ray of sickening greenish energy lashes out An invisible barrier of magical force appears and
toward a creature within range. Make a ranged protects you. Until the start of your next turn, a bit of eece
spell attack against the target. On a hit, the you have a +5 bonus to AC, including against the
target takes 2d8 poison damage and must make triggering attack, and you take no damage from You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a 15-
a Constitution saving throw. On a failed save, it is magic missile. foot cube. The image appears at a spot within range
also poisoned until the end of your next turn. and lasts for the duration. The image is purely visual, it
At Higher Levels: When you cast this spell isn't accompanied by sound, smell, or other sensory
using a spell slot of 2nd level or higher, the effects.
damage increases by 1d8 for each slot level You can use your action to cause the image to move to
above 1st. any spot within range. As the image changes location,
you can alter its appearance so that its movements
appear natural for the image. For example, if you
create an image of a creature and move it, you can
alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can
determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image.

Wizard 1st level Necromancy Wizard 1st level Abjuration Wizard 1st level Illusion

SLEEP SNARE [1/2] SNARE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute S, M 8 hours S, M 8 hours
a pinch of nd sand, rose petals, or a cricket 25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes
This spell sends creatures into a magical slumber. Roll As you cast this spell, you use the rope to create a creature is restrained by it.
5d8, the total is how many hit points of creatures this circle with a 5-foot radius on the ground or the oor.
spell can affect. Creatures within 20 feet of a point When you nish casting, the rope disappears and the
you choose within range are affected in ascending circle becomes a magic trap.
order of their current hit points (ignoring unconscious This trap is nearly invisible, requiring a successful
creatures). Intelligence (Investigation) check against your spell
Starting with the creature that has the lowest current save DC to be discerned.
hit points, each creature affected by this spell falls The trap triggers when a Small, Medium, or Large
unconscious until the spell ends, the sleeper takes creature moves onto the ground or the oor in the
damage, or someone uses an action to shake or slap spell's radius. That creature must succeed on a
the sleeper awake. Subtract each creature's hit points Dexterity saving throw or be magically hoisted into
from the total before moving on to the creature with the air, leaving it hanging upside down 3 feet above
the next lowest hit points. A creature's hit points must the ground or the oor. The creature is restrained
be equal to or less than the remaining total for that there until the spell ends.
creature to be affected. A restrained creature can make a Dexterity saving
Undead and creatures immune to being charmed throw at the end of each of its turns, ending the effect
aren't affected by this spell. on itself on a success. Alternatively, the creature or
At Higher Levels: When you cast this spell using a someone else who can reach it can use an action to
spell slot of 2nd level or higher, roll an additional 2d8 make an Intelligence (Arcana) check against your spell
for each slot level above 1st. save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no

Wizard 1st level Enchantment Wizard (XGE) 1st level Abjuration Wizard (XGE) 1st level Abjuration

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           

1
TASHA'S HIDEOUS LAUGHTER TENSER'S FLOATING DISK (RITUAL) THUNDERWAVE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 1 hour V, S Instantaneous
minute
a drop of mercury A wave of thunderous force sweeps out from
tiny tarts and a feather that waved in the air you. Each creature in a 15-foot cube originating
This spell creates a circular, horizontal plane of force, from you must make a Constitution saving
A creature of your choice that you can see within 3 feet in diameter and 1 inch thick, that oats 3 feet throw. On a failed save, a creature takes 2d8
range perceives everything as hilariously funny above the ground in an unoccupied space of your
choice that you can see within range. The disk remains thunder damage and is pushed 10 feet away
and falls into ts of laugher if this spell affects it. for the duration, and can hold up to 500 pounds. If from you. On a successful save, the creature
The target must succeed on a Wisdom saving more weight is placed on it, the spell ends, and takes half as much damage and isn't pushed.
throw of fall prone, becoming incapacitated and everything on the disk falls to the ground. In addition, unsecured objects that are
unable to stand up for the duration. A creature The disk is immobile while you are within 20 feet of it. completely within the area of effect are
with an Intelligence score of 4 or less isn't If you move more than 20 feet away from it, the disk automatically pushed 10 feet away from you by
affected. follows you so that it remains within 20 feet of you. It the spell's effect, and the spell emits a
At the end of each of its turns, and each time it can more across uneven terrain, up or down stairs, thunderous boom audible out to 300 feet.
takes damage, the target can make another slopes and the like, but it can't cross an elevation
change of 10 feet or more. For example, the disk can't At Higher Levels: When you cast this spell
Wisdom saving throw. The target has advantage using a spell slot of 2nd level or higher, the
on the saving throw if it's triggered by damage. move across a 10-foot-deep pit, nor could it leave such
a pit if it was created at the bottom. damage increases by 1d8 for each slot level
On a success, the spell ends. If you move more than 100 feet from the disk above 1st.
(typically because it can't move around an obstacle to
follow you), the spell ends.

Wizard 1st level Enchantment Wizard 1st level Conjuration Wizard 1st level Evocation

UNSEEN SERVANT (RITUAL) WITCH BOLT AGANAZZAR'S SCORCHER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V, S, M Instantaneous
minute
a piece of string and a bit of wood a red dragon's scale
a twig from a tree that has been struck by lightning
This spell creates an invisible, mindless, shapeless A line of roaring ame 30 feet long and 5 feet
force that performs simple tasks at your command A beam of crackling, blue energy lances out wide emanates from you in a direction you
until the spell ends. The servant springs into existence toward a creature within range, forming a choose. Each creature in the line must make a
in an unoccupied space on the ground within range. It sustained arc of lightning between you and the Dexterity saving throw. A creature takes 3d8 re
has AC 10, 1 hit point, and a Strength of 2, and it can't target. Make a ranged spell attack against that
attack. If it drops to 0 hit points, the spell ends. damage on a failed save, or half as much damage
Once on each of your turns as a bonus action, you can creature. On a hit, the target takes 1d12 on a successful one.
mentally command the servant to move up to 15 feet lightning damage, and on each of your turns for At Higher Levels: When you cast this spell
and interact with an object. The servant can perform the duration, you can use your action to deal using a spell slot of 3rd level or higher, the
simple tasks that a human servant could do, such as 1d12 lightning damage to the target damage increases by 1d8 for each slot level
fetching things, cleaning, mending, folding clothes, automatically. The spell ends if you use your above 2nd.
lighting res, serving food, and pouring wine. Once action to do anything else. The spell also ends if
you give the command, the servant performs the task the target is ever outside the spell's range or if it
to the best of its ability until it completes the task, has total cover from you.
then waits for your next command.
If you command the servant to perform a task that At Higher Levels: When you cast this spell
would move it more than 60 feet away from you, the using a spell slot of 2nd level or higher, the initial
spell ends. damage increases by 1d12 for each slot level
above 1st.

Wizard 1st level Conjuration Wizard 1st level Evocation Wizard (XGE) 2nd level Evocation

ALTER SELF [1/2] ALTER SELF [2/2] ARCANE LOCK


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Until dispelled
hour hour
gold dust worth at least 25 gp, which the spell
You assume a different form. When you cast the spell, bludgeoning, piercing, or slashing damage, as consumes
choose one of the following options, the effects of appropriate to the natural weapon you chose,
which last for the duration of the spell. While the spell and you are pro cient with you unarmed strikes. You touch a closed door, window, gate, chest, or
lasts, you can end one option as an action to gain the Finally, the natural weapon is magic and you other entryway, and it becomes locked for the
bene ts of a different one.
Aquatic Adaptation: You adapt your body to an have a +1 bonus to the attack and damage rolls duration. You and the creatures you designate
aquatic environment, sprouting gills, and growing you make using it. when you cast this spell can open the object
webbing between your ngers. You can breathe normally. You can also set a password that, when
underwater and gain a swimming speed equal to your spoken within 5 feet of the object, suppresses
walking speed. this spell for 1 minute. Otherwise, it is
Change Appearance: You transform your impassable until it is broken or the spell is
appearance. You decide what you look like, including dispelled or suppressed. Casting knock on the
your height, weight, facial features, sound of your object suppresses arcane lock for 10 minutes.
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as While affected by this spell, the object is more
a member of another race, though none of your dif cult to break or force open. The DC to break
statistics change. You also don't appear as a creature it or pick any locks on it increases by 10.
of a different size than you, and your basic shape stays
the same, if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the
duration of the spell, you can use your action to
change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6

Wizard 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Abjuration

/
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/
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  

  

  

  
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           
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        
        
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     
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              
  


           
  
                 
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                    
           
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        
1

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     
     
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  


           
  
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                    
           

2
BLINDNESS/DEAFNESS BLUR CLOUD OF DAGGERS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 minute V Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
You can blind or deafen a foe. Choose one
creature that you can see within range to make a Your body becomes blurred, shifting and a sliver of glass
Constitution saving throw. If it fails, the target is wavering to all who can see you. For the
either blinded or deafened (your choice) for the duration, any creature has disadvantage on You ll the air with spinning daggers in a cube 5
duration. At the end of each of its turns, the attack rolls against you. An attacker is immune feet on each side, centered on a point you choose
target can make a Constitution saving throw. On to this effect if it doesn't rely on sight, as with within range. A creature takes 4d4 slashing
a success, the spell ends. blindsight, or can see through illusions, as with damage when it enters the spell's area for the
At Higher Levels: When you cast this spell truesight. rst time on a turn or starts its turn there.
using a spell slot of 3rd level or higher, you can At Higher Levels: when you cast this spell
target one additional creature for each slot level using a spell slot of 3rd level or higher, the
above 2nd. damage increases by 2d4 for each slot level
above 2nd.

Wizard 2nd level Necromancy Wizard 2nd level Illusion Wizard 2nd level Conjuration

CONTINUAL FLAME CROWN OF MADNESS DARKNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S Concentration, up to 1 V, M Concentration, up to 10
minute minutes
ruby dust worth 50 gp, which the spell consumes
One humanoid of your choice that you can see bat fur and a drop of pitch or piece of coal
A ame, equivalent in brightness to a torch, within range must succeed on a Wisdom saving
springs forth from an object that you touch. The throw or become charmed by you for the Magical darkness spreads from a point you
effect looks like a regular ame, but it creates no duration. While the target is charmed in this way, choose within range to ll a 15-foot radius
heat and doesn't use oxygen. A continual ame a twisted crown of jagged iron appears on its sphere for the duration. The darkness spreads
can be covered or hidden but not smothered or head, and a madness glows in its eyes. around corners. A creature with darkvision can't
quenched. The charmed target must use its action before see through this darkness, and nonmagical light
moving on each of its turns to make a melee can't illuminate it.
attack against a creature other than itself that If the point you choose is on an object you are
you mentally choose. The target can act normally holding or one that isn't being worn or carried,
on its turn if you choose no creature or if none the darkness emanates from the object and
are within its reach. moves with it. Completely covering the source of
On your subsequent turns, you must use your the darkness with an opaque object, such as a
action to maintain control over the target, or the bowl or a helm, blocks the darkness.
spell ends. Also, the target can make a Wisdom If any of this spell's area overlaps with an area of
saving throw at the end of each of its turns. On a light created by a spell of or lower, the spell that
success, the spell ends. created the light is dispelled.

Wizard 2nd level Evocation Wizard 2nd level Enchantment Wizard 2nd level Evocation

DARKVISION DETECT THOUGHTS [1/2] DETECT THOUGHTS [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
either a pinch of dried carrot or an agate
a copper piece a copper piece
You touch a willing creature to grant it the ability
to see in the dark. For the duration, that creature For the duration, you can read the thoughts of certain make an Intelligence check contested by your
has darkvision out to a range of 60 feet. creatures. When you cast the spell and as your action Intelligence check if it succeeds, the spell ends.
on each turn until the spell ends, you can focus your Questions verbally directed at the target
mind on any one creature that you can see within 30 creature naturally shape the course of its
feet of you. If the creature you choose has an
Intelligence of 3 or lower or doesn't speak any thoughts, so this spell is particularly effective as
language, the creature is unaffected. part of an interrogation.
You initially learn the surface thoughts of the creature You can also use this spell to detect the presence
- what is most on its mind in that moment. As an of thinking creatures you can't see. When you
action, you can either shift your attention to another cast the spell or as your action during the
creature's thoughts or attempt to probe deeper into duration, you can search for thoughts within 30
the same creature's mind. If you probe deeper, the feet of you. The spell can penetrate barriers, but
target must make a Wisdom saving throw. If it fails, 2 feet of rock, 2 inches of any metal other than
you gain insight into its reasoning (if any), its
emotional state, and something that looms large in its lead, or a thin sheet of lead blocks you. You can't
mind (such as something it worries over, loves, or detect a creature with an Intelligence of 3 or
hates). If it succeeds, the spell ends. Either way, the lower or one that doesn't speak any language.
target knows that you are probing into its mind, and Once you detect the presence of a creature in
unless you shift your attention to another creature's this way, you can read its thoughts for the rest of
thoughts, the creature can use its action on its turn to the duration as described above, even if you
can't see it, but it must still be within range.

Wizard 2nd level Transmutation Wizard 2nd level Divination Wizard 2nd level Divination

/
        
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        

/
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  

  

  

  
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           
2

2
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        
2

2
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     
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  


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  
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2

2
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        
2

2
     
     
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  


           
  
                 
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           

2
DRAGON'S BREATH DUST DEVIL EARTHBIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action 60 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Concentration, up to 1
minute minute minute
a hot pepper a pinch of dust Choose one creature you can see within range.
Yellow strips of magical energy loop around the
You touch one willing creature and imbue it with Choose an unoccupied 5-foot cube of air that you can creature. The target must succeed on a Strength
the power to spew magical energy from its see within range. An elemental force that resembles a saving throw, or its ying speed (if any) is
mouth, provided it has one. Choose acid, cold, dust devil appears in the cube and lasts for the spell's
duration. reduced to 0 feet for the spell's duration. An
re, lightning, or poison. Until the spell ends, the Any creature that ends its turn within 5 feet of the airborne creature affected by this spell safely
creature can use an action to exhale energy of dust devil must make a Strength saving throw. On a descends at 60 feet per round until it reaches the
the chosen type in a 15-foot cone. Each creature failed save, the creature takes 1d8 bludgeoning ground or the spell ends.
in that area must make a Dexterity saving throw, damage and is pushed 10 feet away from the dust
taking 3d6 damage of the chosen type on a failed devil. On a successful save, the creature takes half as
save, or half as much damage on a successful much damage and isn't pushed.
one. As a bonus action, you can move the dust devil up to
At Higher Levels: When you cast this spell us 30 feet in any direction. If the dust devil moves over
ing a spell slot of 3rd level or higher, the damage sand, dust, loose dirt, or light gravel, it sucks up the
material and forms a 10-foot-radius cloud of debris
increases by 1d6 for each slot level above 2nd. around itself that lasts until the start of your next turn.
The cloud heavily obscures its area.
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.

Wizard (XGE) 2nd level Transmutation Wizard (XGE) 2nd level Conjuration Wizard (XGE) 2nd level Transmutation

ENLARGE/REDUCE [1/2] ENLARGE/REDUCE [2/2] FLAMING SPHERE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a pinch of powdered iron a pinch of powdered iron a bit of tallow, a pinch of brimstone, and a dusting of
You cause a creature or an object you can see within target's size is halved in all dimensions, and its powdered iron
range to grow larger or smaller for the duration. weight is reduced to one-eighth of normal. This A 5-foot-diameter sphere of re appears in an
Choose either a creature or an object that is neither reduction decreases its size by one category - unoccupied space of your choice within range and
worn nor carried. If the target is unwilling, it can make from Medium to Small, for example. Until the lasts for the duration. Any creature that ends its turn
a Constitution saving throw. On a success, the spell within 5 feet of the sphere must make a Dexterity
has no effect. spell ends, the target also has disadvantage on
Strength checks and Strength saving throws. The saving throw. The creature takes 2d6 re damage on a
If the target is a creature, everything it is wearing and failed save, or half as much damage on a successful
carrying changes size with it. Any item dropped by an target's weapons also shrink to match its new one.
affected creature returns to normal size at once. size. While these weapons are reduced, the As a bonus action, you can move the sphere up to 30
Enlarge. The target's size doubles in all dimensions, target's attacks with them deal 1d4 less damage feet. If you ram the sphere into a creature, that
and its weight is multiplied by eight. This growth (this can't reduce the damage below 1). creature must make the saving throw against the
increases its size by one category - from Medium to sphere's damage, and the sphere stops moving this
Large, for example. If there isn't enough room for the turn.
target to double its size, the creature or object attains When you move the sphere, you can direct it over
the maximum possible size in the space available. Until barriers up to 5 feet tall and jump it across pits up to
the spell ends, the target also has advantage on 10 feet wide. The sphere ignites ammable objects
Strength checks and Strength saving throws. The not being worn or carried, and it sheds bright light in a
target's weapons also grow to match its new size. 20-foot radius and dim light for an additional 20 feet.
While these weapons are enlarged, the target's attack At Higher Levels: When you cast this spell using a
with them deal 1d4 extra damage. spell slot of 3rd level or higher, the damage increases
Reduce. The by 1d6 for each slot level above 2nd.

Wizard 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Conjuration

GENTLE REPOSE (RITUAL) GUST OF WIND HOLD PERSON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self (60-foot line) 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a pinch of salt and one copper piece placed on each
of the corpse's eyes, which must remain there for the a legume seed a small, straight piece of iron
duration A line of strong wind 60 feet long and 10 feet Choose a humanoid that you can see within
You touch a corpse or other remains. For the wide blasts from you in a direction you choose range. The target must succeed on a Wisdom
duration, the target is protected from decay and for the spell's duration. Each creature that starts saving throw or be paralyzed for the duration. At
can't become undead. its turn in the line must succeed on a Strength the end of each of its turns, the target can make
The spell also effectively extends the time limit saving throw or be pushed 15 feet away from another Wisdom saving throw. On a success, the
on raising the target from the dead, since days you in a direction following the line. spell ends on the target.
spent under the in uence of this spell don't Any creature in the line must spend 2 feet of At Higher Levels: When you cast this spell
count against the time limit of spells such as raise movement for every 1 foot it moves when using a spell slot of 3rd level or higher, you can
dead. moving closer to you. target on additional humanoid for each slot level
The gust disperses gas or vapor, and it above 2nd. The humanoids must be within 30
extinguishes candles, torches, and similar feet of each other when you target them.
unprotected ames in the area. It causes
protected ames, such as those of lanterns, to
dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each of your turns before
the spell ends, you can change the direction in
which the line blasts from you.

Wizard 2nd level Necromancy Wizard 2nd level Evocation Wizard 2nd level Enchantment

/
        
        
2

2
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
INVISIBILITY KNOCK LEVITATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S, M Concentration, up to 10
hour minutes
Choose an object that you can see within range.
an eyelash encased in gum arabic The object can be a door, a box, a chest, a set of either a small leather loop or a piece of golden wire
manacles, a padlock, or another object that bent into a cup shape with a long shank on one end
A creature you touch becomes invisible until the contains a mundane or magical means that
spell ends. Anything the target is wearing or prevents access. One creature or object of your choice that you
carrying is invisible as long as it is on the target's A target that is held shut by a mundane lock or can see within range rises vertically, up to 20
person. The spell ends for a target that attacks or that is stuck or barred becomes unlocked, feet, and remains suspended there for the
casts a spell. unstuck, or unbarred. If the object has multiple duration. The spell can levitate a target that
At Higher Levels: When you cast this spell locks, only one of them is unlocked. weighs up to 500 pounds. An unwilling creature
using a spell slot of 3rd level or higher, you can If you choose a target that is held shut with that succeeds on a Constitution saving throw is
target one additional creature for each slot level arcane lock, that spell is suppressed for 10 unaffected.
above 2nd. minutes, during which time the target can be The target can move only by pushing or pulling
opened and shut normally. against a xed object or surface within reach
When you cast the spell, a loud knock, audible (such as a wall or a ceiling), which allows it to
from as far away as 300 feet, emanates from the move as if it were climbing. You can change the
target object. target's altitude by up to 20 feet in either
direction on your turn. If you are the target, you
can move up or down as part of your move.
Otherwise, you can use your action to move the
target, which must remain within the spell's
range.
When the spell ends, the target oats gently to
the ground if it is still aloft.

Wizard 2nd level Illusion Wizard 2nd level Transmutation Wizard 2nd level Transmutation

LOCATE OBJECT MAGIC MOUTH (RITUAL) [1/2] MAGIC MOUTH (RITUAL) [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 minute 30 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Until dispelled V, S, M Until dispelled
minutes
a small bit of honeycomb and jade dust worth at a small bit of honeycomb and jade dust worth at
a forked twig least 10 gp, which the spell consumes least 10 gp, which the spell consumes
Describe or name an object that is familiar to You implant a message within an object in range, a 30 feet of the object. For example, you could
you. You sense the direction to the object's message that is uttered when a trigger condition is instruct the mouth to speak when any creature
location, as long as that object is within 1,000 met. Choose an object that you can see and that isn't moves within 30 feet of the object or when a
feet of you. If the object is in motion, you know being worn or carried by another creature. Then silver bell rings within 30 feet of it.
the direction of its movement. speak the message, which must be 25 words or less,
The spell can locate a speci c object known to though it can be delivered over as long as 10 minutes.
Finally, determine the circumstance that will trigger
you, as long as you have seen it up close - within the spell to deliver your message.
30 feet - at least once. Alternatively, the spell can When that circumstance occurs, a magical mouth
locate the nearest object of a particular kind, appears on the object and recites the message in your
such as a certain kind of apparel, jewelry, voice and at the same volume you spoke. If the object
furniture, tool, or weapon. you chose has a mouth or something that looks like a
This spell can't locate an object if any thickness mouth (for example, the mouth of a statue), the
of lead, even a thin sheet, blocks a direct path magical mouth appears there so that words appear to
between you and the object. come from the object's mouth. When you cast this
spell, you can have the spell end after it delivers its
message, or it can remain and repeats its message
whenever the trigger occurs.
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual
or audible conditions that occur within

Wizard 2nd level Divination Wizard 2nd level Illusion Wizard 2nd level Illusion

MAGIC WEAPON MAXIMILIAN'S EARTHEN GRASP MELF'S ACID ARROW


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action 30 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous
hour minute
powdered rhubarb leaf and an adder's stomach
You touch a nonmagical weapon. Until the spell a miniature hand sculpted from clay
ends, that weapon becomes a magic weapon A shimmering green arrow streaks toward a
with a +1 bonus to attack rolls and damage rolls. You choose a 5-foot-square unoccupied space on the target within range and bursts in a spray of acid.
At Higher Levels: When you cast this spell ground that you can see within range. A Medium hand Make a ranged spell attack against the target. On
made from compacted soil rises there and reaches for a hit, the target takes 4d4 acid damage
using a spell slot of 4th level or higher, the bonus one creature you can see within 5 feet of it. The target
increases to +2. When you use a spell slot of 6th must make a Strength saving throw. On a failed save, immediately and 2d4 acid damage at the end of
level or higher, the bonus increases to +3. the target takes 2d6 bludgeoning damage and is its next turn. On a miss, the arrow splashes the
restrained for the spell's duration. target with acid for half as much of the initial
As an action, you can cause the hand to crush the damage and no damage at the end of its next
restrained target, which must make a Strength saving turn.
throw. The target takes 2d6 bludgeoning damage on a At Higher Levels: When you cast this spell
failed save, or half as much damage on a successful using a spell slot of 3rd level or higher, the
one. damage (both initial and later) increases by 1d4
To break out, the restrained target can use its action
to make a Strength check against your spell save DC. for each slot level above 2nd.
On a success, the target escapes and is no longer
restrained by the hand.
As an action, you can cause the hand to reach for a
different creature or to move to a different
unoccupied space within range. The hand releases a
restrained target if you do either.

Wizard 2nd level Transmutation Wizard (XGE) 2nd level Transmutation Wizard 2nd level Evocation

/
        
        
2

2
        

/
        
                 
              
  

  

  

  
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  
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                 
                    
           
2

2
        
        
2

2
     
     
     
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              
  


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  
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                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
MIND SPIKE MIRROR IMAGE MISTY STEP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 V, S 1 minute V Instantaneous
hour
Three illusory duplicates of yourself appear in your Brie y surrounded by silvery mist, you teleport
You reach into the mind of one creature you can space. Until the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you
see within range. The target must make a you and mimic your actions, shifting position so it's can see.
Wisdom saving throw, taking 3d8 psychic impossible to track which image is real. You can use
damage on a failed save, or half as much damage your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during
on a successful one. On a failed save, you also the spell's duration, roll a d20 to determine whether
always know the target's location until the spell the attack instead targets one of your duplicates.
ends, but only while the two of you are on the If you have three duplicates, you must roll a 6 or
same plane of existence. While you have this higher to change the attack's target to a duplicate.
knowledge, the target can't become hidden from With two duplicates, you must roll an 8 or higher. With
you, and if it's invisible, it gains no bene t from one duplicate, you must roll an 11 or higher.
that condition against you. A duplicate's AC equals 10 + your Dexterity modi er.
At Higher Levels: When you cast this spell If an attack hits a duplicate, the duplicate is destroyed.
A duplicate can be destroyed only by an attack that
using a spell slot of 3rd level or higher, the hits it. It ignores all other damage and effects. The
damage increases by 1d6 for each slot level spell ends when all three duplicates are destroyed.
above 2nd. A creature is unaffected by this spell if it can't see, if it
relies on senses other than sight, such as blindsight, or
if it can perceive illusions as false, as with truesight.

Wizard (XGE) 2nd level Divination Wizard 2nd level Illusion Wizard 2nd level Conjuration

NYSTUL'S MAGIC AURA [1/2] NYSTUL'S MAGIC AURA [2/2] PHANTASMAL FORCE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Concentration, up to 1
minute
a small square of silk a small square of silk
a bit of eece
You place an illusion on a creature or an object you detect creature types, such as a paladin's Divine
touch so that divination spells reveal false information Sense or the trigger of a symbol spell. You choose You craft an illusion that takes root in the mind of a
about it. The target can be a willing creature or an a creature type and other spells and magical creature that you can see within range. The target
object that isn't being carried or worn by another effects treat the target as if it were a creature of must make an Intelligence saving throw. On a failed
creature. save, you create a phantasmal object, creature, or
When you cast the spell, choose one or both of the that type or of that alignment. other visible phenomenon of your choice that is no
following effects. The effect lasts for the duration. If larger than a 10-foot cube and that is perceivable only
you cast this spell on the same creature or object to the target for the duration. This spell has no effect
every day for 30 days, placing the same effect on it on undead or constructs.
each time, the illusion lasts until it is dispelled. The phantasm includes sound, temperature, and other
False Aura: You change the way the target appears stimuli, also evident only to the creature.
to spells and magical effects, such as detect magic, The target can use its action to examine the phantasm
that detect magical auras. You can make a nonmagical with an Intelligence (Investigation) check against your
object appear magical, a magical object appear spell save DC. If the check succeeds, the target
nonmagical, or change the object's magical aura so realizes that the phantasm is an illusion, and the spell
that it appears to belong to a speci c school of magic ends.
that you choose. When you use this effect on an While a target is affected by the spell, the target
object, you can make the false magic apparent to any treats the phantasm as if it were real. The target
creature that handles the item. rationalizes any illogical outcomes from interacting
Mask: You change the way the target appears to with the phantasm. For example, a target attempting
spells and magical effects that to walk across a phantasmal bridge that spans a chasm
falls once it steps onto the bridge. If the target

Wizard 2nd level Illusion Wizard 2nd level Illusion Wizard 2nd level Illusion

PHANTASMAL FORCE [2/2] PYROTECHNICS RAY OF ENFEEBLEMENT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S Concentration, up to 1
minute minute
Choose an area of nonmagical ame that you can
a bit of eece see and that can t within a 5-foot cube within A black beam of enervating energy springs from
range. You can extinguish the re in that area, your nger toward a creature within range.
survives the fall, it still believes that the bridge and you create either reworks or smoke when Make a ranged spell attack against the target. On
exists and comes up with some other explanation you do so. a hit, the target deals only half damage with
for its fall - it was pushed, it slipped, or a strong Fireworks: The target explodes with a dazzling weapon attacks that use Strength until the spell
wind might have knocked it off. display of colors. Each creature within 10 feet of ends.
An affected target is so convinced of the the target must succeed on a Constitution saving At the end of each of the target's turns, it can
phantasm's reality that it can even take damage throw or become blinded until the end of your make a Constitution saving throw against the
from the illusion. A phantasm created to appear next turn. spell. On a success, the spell ends.
as a creature can attack the target. Similarly, a Smoke: Thick black smoke spreads out from the
phantasm created to appear as re, a pool of target in a 20-foot radius, moving around
acid, or lava can burn the target. Each round on corners. The area of the smoke is heavily
your turn, the phantasm can deal 1d6 psychic obscured. The smoke persists for 1 minute or
damage to the target if it is in the phantasm's until a strong wind disperses it.
area or within 5 feet of the phantasm, provided
that the illusion is of a creature or hazard that
could logically deal damage, such as by attacking.
The target perceives the damage as a type
appropriate to the illusion.

Wizard 2nd level Illusion Wizard (XGE) 2nd level Transmutation Wizard 2nd level Necromancy

/
        
        
2

2
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
ROPE TRICK SCORCHING RAY SEE INVISIBILITY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Instantaneous V, S, M 1 hour
powdered corn extract and a twisted loop of You create three rays of re and hurl them at A pinch of Talc and a small sprinkling of powdered
parchment targets within range. You can hurl them at one silver
target or several.
You touch a length of rope that is up to 60 feet Make a ranged spell attack for each ray. On a hit, For the duration, you see invisible creatures and
long. One end of the rope then rises into the air the target takes 2d6 re damage. objects as if they were visible, and you can see
until the whole rope hangs perpendicular to the At Higher Levels: When you cast this spell into the Ethereal Plane. Ethereal creatures and
ground. At the upper end of the rope, an invisible using a spell slot of 3rd level or higher, you create objects appear ghostly and translucent.
entrance opens to an extradimensional space one additional ray for each slot level above 2nd.
that lasts until the spell ends.
The extradimensional space can be reached by
climbing to the top of the rope. The space can
hold as many as eight Medium or smaller
creatures. The rope can be pulled into the space,
making the rope disappear from view outside the
space.
Attacks and spells can't cross through the
entrance into or out of the extradimensional
space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on
the rope.
Anything inside the extradimensional space
drops out when the spell ends.

Wizard 2nd level Transmutation Wizard 2nd level Evocation Wizard 2nd level Divination

SHADOW BLADE SHATTER SKYWRITE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action Sight
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S Concentration, up to 1
minute hour
a chip of mica
You weave together threads of shadow to create a You cause up to ten words to form in a part of
sword of solidi ed gloom in your hand. This magic A sudden loud ringing noise, painfully intense, the sky you can see. The words appear to be
sword lasts until the spell ends. It counts as a simple erupts from a point of your choice within range. made of cloud and remain in place for the spell's
melee weapon with which you are pro cient. It deals Each creature in a 10-foot-radius sphere duration. The words dissipate when the spell
2d8 psychic damage on a hit and has the nesse, light, centered on that point must make a Constitution
and thrown properties (range 20/60). In addition, ends. A strong wind can disperse the clouds and
when you use the sword to attack a target that is in saving throw. A creature takes 3d8 thunder end the spell early.
dim light or darkness, you make the attack roll with damage on a failed save, or half as much damage
advantage. on a successful one. A creature made of
If you drop the weapon or throw it, it dissipates at the inorganic material such as stone, crystal, or
end of the turn. Thereafter, while the spell persists, metal has disadvantage on this saving throw.
you can use a bonus action to cause the sword to A nonmagical object that isn't being worn or
reappear in your hand. carried also takes the damage if it's in the spell's
At Higher Levels: When you cast this spell using a area.
3rd- or 4th-level spell slot, the damage increases to
3d8. When you cast it using a 5th- or 6th-level spell At Higher Levels: When you cast this spell
slot, the damage increases to 4d8. When you cast it using a spell slot of or higher, the damage
using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 2nd.
increases to 5d8.

Wizard (XGE) 2nd level Illusion Wizard 2nd level Evocation Wizard (XGE) 2nd level Transmutation

SNILLOC'S SNOWBALL SWARM SPIDER CLIMB SUGGESTION [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, M Concentration, up to 8
hour hours
a piece of ice or a small white rock chip
a drop of bitumen and a spider a snake's tongue and either a bit of honeycomb or a
A urry of magic snowballs erupts from a point drop of sweet oil
you choose within range. Each creature in a 5- Until the spell ends, one willing creature you
foot-radius sphere centered on that point must touch gains the ability to move up, down, and You suggest a course of activity (limited to a sentence
make a Dexterity saving throw. A creature takes across vertical surfaces and upside down along or two) and magically in uence a creature you can see
3d6 cold damage on a failed save, or half as much ceilings, while leaving its hands free. The target within range that can hear and understand you.
damage on a successful one. also gains a climbing speed equal to its walking Creatures that can't be charmed are immune to this
speed. effect. The suggestion must be worded in such a
At Higher Levels: When you cast this spell manner as to make the course of action sound
using a spell slot of 3rd level or higher, the reasonable. Asking the creature to stab itself, throw
damage increases by 1d6 for each slot level itself onto a spear, immolate itself, or do some other
above 2nd. obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you
described to the best of its ability. The suggested
course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter
time, the spell ends when the subject nishes what it
was asked to do.
You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a knight give her warhorse to the
rst beggar she meets. If the condition isn't met
before the spell expires, the activity isn't

Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation Wizard 2nd level Enchantment

/
        
        
2

2
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
SUGGESTION [2/2] WARDING WIND WEB
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 8 V Concentration, up to 10 V, S, M Concentration, up to 1
hours minutes hour
a snake's tongue and either a bit of honeycomb or a A strong wind (20 miles per hour) blows around a bit of spider web
drop of sweet oil you in a 10-foot radius and moves with you,
remaining centered on you. The wind lasts for You conjure a mass of thick, sticky webbing at a point
performed. the spell's duration. of your choice within range. The webs ll a 20-foot
If you or any of your companions damage the cube from that point for the duration. The webs are
The wind has the following effects: dif cult terrain and lightly obscure their area.
target, the spell ends. • It deafens you and other creatures in its area. If the webs aren't anchored between two solid masses
• It extinguishes unprotected ames in its area (such as walls or trees) or layered across a oor, wall,
that are torch-sized or smaller. or ceiling, the conjured web collapses on itself, and the
• It hedges out vapor, gas, and fog that can be spell ends at the start of your next turn. Webs layered
dispersed by strong wind. over a at surface have a depth of 5 feet.
• The area is dif cult terrain for creatures other Each creature that starts its turn in the webs or that
than you. enters them during its turn must make a Dexterity
saving throw. On a failed save, the creature is
• The attack rolls of ranged weapon attacks have restrained as long as it remains in the webs or until it
disadvantage if the attacks pass in or out of the breaks free.
wind. A creature restrained by the webs can use its actions
to make a Strength check against your spell save DC. If
it succeeds, it is no longer restrained.
The webs are ammable. Any 5-foot cube of webs
exposed to re burns away in 1 round, dealing 2d4 re
damage to any creature that starts its turn in the re.

Wizard 2nd level Enchantment Wizard (XGE) 2nd level Evocation Wizard 2nd level Conjuration

ANIMATE DEAD [1/2] ANIMATE DEAD [2/2] BESTOW CURSE [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S Concentration, up to 1
minute
a drop of blood, a piece of esh, and a pinch of bone a drop of blood, a piece of esh, and a pinch of bone
dust dust You touch a creature, and that creature must succeed
on a Wisdom saving throw or become cursed for the
This spell creates an undead servant. Choose a pile of any command you've given it. To maintain the duration of the spell. When you cast this spell, choose
bones or a corpse of a Medium or Small humanoid control of the creature for another 24 hours, you the nature of the curse from the following options.
within range. Your spell imbues the target with a foul • Choose one ability score. While cursed, the target
must cast this spell on the creature again before has disadvantage on ability checks and saving throws
mimicry of life, raising it as an undead creature. The the current 24-hour period ends. This use of the
target becomes a skeleton if you chose bones or a made with that ability score.
zombie if you chose a corpse (the DM has the spell reasserts your control over up to four • While cursed, the target has disadvantage on attack
creature's game statistics). creatures you have animated with this spell, rolls against you.
On each of your turns, you can use a bonus action to rather than animating a new one. • While cursed, the target must make a Wisdom
mentally command any creature you made with this At Higher Levels: When you cast this spell saving throw at the start of each of its turns. If it fails,
spell if the creature is within 60 feet of you (if you using a spell slot of 4th level or higher, you it wastes its action that turn doing nothing.
control multiple creatures, you can command any or animate or reassert control over two additional • While the target is cursed, your attacks and spells
all of them at the same time, issuing the same deal an extra 1d8 necrotic damage to the target.
undead creatures for each slot above 3rd. Each A remove curse spell ends this effect. At the DM's
command to each one). You decide what action the of the creatures must come from a different
creature will take and where it will move during its option, you may choose an alternative curse effect,
next turn, or you can issue a general command, such as corpse or pile of bones. but it should be no more powerful than those
to guard a particular chamber or corridor. If you issue described above. The DM has nal say on such a
no commands, the creature only defends itself against curse's effect.
hostile creatures. Once given an order, the creature At Higher Levels: If you cast this spell using a spell
continues to follow it until its task is complete. slot of 4th level or higher, the duration is
The creature is under your control for 24 hours, after concentration, up to 10 minutes. If you use a spell slot
which it stops obeying of 5th level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the duration is 24
hours. If you use a 9th

Wizard 3rd level Necromancy Wizard 3rd level Necromancy Wizard 3rd level Necromancy

BESTOW CURSE [2/2] BLINK CATNAP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 minute S, M 10 minutes
minute
Roll a d20 at the end of each of your turns for the a pinch of sand
level spell slot, the spell lasts until it is dispelled. duration of the spell. On a roll of 11 or higher, you
Using a spell slot of 5th level or higher grants a vanish from your current plane of existence and You make a calming gesture, and up to three
duration that doesn't require concentration. appear in the Ethereal Plane (the spell fails and the willing creatures of your choice that you can see
casting is wasted if you were already on that plane). At within range fall unconscious for the spell's
the start of you next turn, and when the spell ends if duration. The spell ends on a target early if it
you are on the Ethereal Plane, you return to an
unoccupied space of your choice that you can see takes damage or someone uses an action to
within 10 feet of the space you vanished from. If no shake or slap it awake. If a target remains
unoccupied space is available within that range, you unconscious for the full duration, that target
appear in the nearest unoccupied space (chosen at gains the bene t of a short rest, and it can't be
random if more than one space is equally near). You affected by this spell again until it nishes a long
can dismiss this spell as an action. rest.
While on the Ethereal Plane, you can see and hear the At Higher Levels: When you cast this spell
plane you originated from, which is cast in shades of using a spell slot of 4th level or higher, you can
gray, and you can't see anything more than 60 feet
away. You can only affect and be affected by other target one additional willing creature for each
creatures on the Ethereal Plane. Creature that aren't slot level above 3rd.
there can't perceive you or interact with you, unless
they have the ability to do so.

Wizard 3rd level Necromancy Wizard 3rd level Transmutation Wizard (XGE) 3rd level Enchantment

/
        
        
2

3
        

/
        
                 
              
  

  

  

  
           
  
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                 
                    
           
2

3
        
        
2

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

3
        
        
2

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
CLAIRVOYANCE [1/2] CLAIRVOYANCE [2/2] COUNTERSPELL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 1 mile 10 minutes 1 mile 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 S Instantaneous
minutes minutes
You attempt to interrupt a creature in the
a focus worth at least 100 gp, either a jeweled horn a focus worth at least 100 gp, either a jeweled horn process of casting a spell. If the creature is
for hearing or a glass eye for scrying for hearing or a glass eye for scrying casting a spell of 3rd level or lower, its spell fails
and has no effect. If it is casting a spell of 4th
You create an invisible sensor within range in a st. level or higher, make an ability check using your
location familiar to you (a place you have visited or A creature that can see the sensor (such as a spellcasting ability. The DC equals 10 + the
seen before) or in an obvious location that is creature bene tting from see invisibility or
unfamiliar to you (such as behind a door, around a spell's level. On a success, the creature's spell
corner, or in a grove of trees). The sensor remains in truesight) sees a luminous, intangible orb about fails and has no effect.
place for the duration, and it can't be attacked or the size of your st. At Higher Levels: When you cast this spell
otherwise interacted with. When you cast the spell, using a spell slot of 4th level or higher, the
you choose seeing or hearing. You can use the chosen interrupted spell has no effect if its level is less
sense through the sensor as if you were in its space. As than or equal to the level of the spell slot you
your action, you can switch between seeing and used.
hearing. A creature that can see the sensor (such as a
creature bene tting from see invisibility or truesight)
sees a luminous, intangible orb about the size of your
st.
When you cast the spell, you choose seeing or hearing.
You can use the chosen sense through the sensor as if
you were in its space. As your action, you can switch
between seeing and hearing. A creature that can see
the sensor (such as a creature bene tting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your

Wizard 3rd level Divination Wizard 3rd level Divination Wizard 3rd level Abjuration

DISPEL MAGIC ENEMIES ABOUND ERUPTING EARTH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S, M Instantaneous
minute
Choose any creature, object, or magical effect a piece of obsidian
within range. Any spell of 3rd level or lower on You reach into the mind of one creature you can
the target ends. For each spell of 4th level or see and force it to make an Intelligence saving Choose a point you can see on the ground within
higher on the target, make an ability check using throw. A creature automatically succeeds if it is range. A fountain of churned earth and stone
your spellcasting ability. The DC equals 10 + the immune to being frightened. On a failed save, the erupts in a 20-foot cube centered on that point.
spell's level. On a successful check, the spell target loses the ability to distinguish friend from Each creature in that area must make a Dexterity
ends. foe, regarding all creatures it can see as enemies saving throw. A creature takes 3d12
At Higher Levels: When you cast this spell until the spell ends. Each time the target takes bludgeoning damage on a failed save, or half as
using a spell slot of 4th level or higher, you damage, it can repeat the saving throw, ending much damage on a successful one. Additionally,
automatically end the effects of a spell on the the effect on itself on a success. the ground in that area becomes dif cult terrain
target if the spell's level is equal to or less than Whenever the affected creature chooses until cleared. Each 5-foot-square portion of the
the level of the spell slot you used. another creature as a target, it must choose the area requires at least 1 minute to clear by hand.
target at random from among the creatures it At Higher Levels: When you cast this spell
can see within range of the attack, spell, or other using a spell slot of 4th level or higher, the
ability it's using. lf an enemy provokes an damage increases by 1d12 for each slot level
opportunity attack from the affected creature, above 3rd.
the creature must make that attack if it is able to.

Wizard 3rd level Abjuration Wizard (XGE) 3rd level Enchantment Wizard (XGE) 3rd level Transmutation

FEAR FEIGN DEATH (RITUAL) FIREBALL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot cone) 1 action Touch 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 1 hour V, S, M Instantaneous
minute
a pinch of graveyard dirt a tiny ball of bat guano and sulfur
a white feather or the heart of a hen
You touch a willing creature and put it into a A bright streak ashes from your pointing nger
You project a phantasmal image of a creature's cataleptic state that is indistinguishable from to a point you choose within range then
worst fears. Each creature in a 30-foot cone death. blossoms with a low roar into an explosion of
must succeed on a Wisdom saving throw or drop For the spell's duration, or until you use an action ame. Each creature in a 20-foot radius must
whatever it is holding and become frightened for to touch the target and dismiss the spell, the make a Dexterity saving throw. A target takes
the duration. target appears dead to all outward inspection 8d6 re damage on a failed save, or half as much
While frightened by this spell, a creature must and to spells used to determine the target's damage on a successful one.
take the Dash action and move away from you by status. The target is blinded and incapacitated, The re spreads around corners. It ignites
the safest available route on each of its turns, and its speed drops to 0. The target has ammable objects in the area that aren't being
unless there is nowhere to move. If the creature resistance to all damage except psychic damage. worn or carried.
ends its turn in a location where it doesn't have If the target is diseased or poisoned when you At Higher Levels: When you cast this spell
line of sight to you, the creature can make a cast the spell, or becomes diseased or poisoned using a spell slot of 4th level or higher, the
Wisdom saving throw. On a successful save, the while under the spell's effect, the disease and damage increases by 1d6 for each slot level
spell ends for that creature. poison have no effect until the spell ends. above 3rd.

Wizard 3rd level Illusion Wizard 3rd level Necromancy Wizard 3rd level Evocation

/
        
        
3

3
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


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  
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                    
           

3
FLAME ARROWS FLY GASEOUS FORM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 1
hour minutes hour
You touch a quiver containing arrows or bolts. a wing feather from any bird a bit of gauze and a wisp of smoke
When a target is hit by a ranged weapon attack
using a piece of ammunition drawn from the You touch a willing creature. The target gains a You transform a willing creature you touch, along with
quiver, the target takes an extra 1d6 re damage. ying speed of 60 feet for the duration. When everything it's wearing and carrying, into a misty cloud
the spell ends, the target falls if it is still aloft, for the duration. The spell ends if the creature drops
The spell's magic ends on the piece of to 0 hit points. An incorporeal creature isn't affected.
ammunition when it hits or misses, and the spell unless it can stop the fall. While in this form, the target's only method of
ends when twelve pieces of ammunition have At Higher Levels: When you cast this spell movement is a ying speed of 10 feet. The target can
been drawn from the quiver. using a spell slot of 4th level or higher, you can enter and occupy the space of another creature. The
At Higher Levels: When you cast this spell target one additional creature for each slot level target has resistance to nonmagical damage, and it has
using a spell slot of 4th level or higher, the above 3rd. advantage on Strength, Dexterity, and Constitution
number of pieces of ammunition you can affect saving throws. The target can pass through small
with this spell increases by two for each slot level holes, narrow openings, and even mere cracks, though
it treats liquids as though they were solid surfaces.
above 3rd. The target can't fall and remains hovering in the air
even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk
or manipulate objects, and any objects it was carrying
or holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.

Wizard (XGE) 3rd level Transmutation Wizard 3rd level Transmutation Wizard 3rd level Transmutation

GLYPH OF WARDING [1/3] GLYPH OF WARDING [2/3] GLYPH OF WARDING [3/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 hour Touch 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S, M Until dispelled or
triggered triggered triggered
incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200
gp, which the spell consumes gp, which the spell consumes gp, which the spell consumes
When you cast this spell, you inscribe a glyph that object, the most common triggers include opening Spell Glyph: You can store a prepared spell of or
harms other creatures, either upon a surface (such as that object, approaching within a certain distance of lower in the glyph by casting it as part of creating the
a table or a section of oor or wall) or within an object the object, or seeing or reading the glyph. Once a glyph. The spell must target a single creature or an
that can be closed (such as a book, a scroll, or a glyph is triggered, this spell ends. area. The spell being stored has no immediate effect
treasure chest) to conceal the glyph. If you choose a You can further re ne the trigger so the spell activates when cast in this way. When the glyph is triggered, the
surface, the glyph can cover an area of the surface no only under certain circumstances or according to stored spell is cast. If the spell has a target, it targets
larger than 10 feet in diameter. If you choose an physical characteristics (such as height or weight), the creature that triggered the glyph. If the spell
object, that object must remain in its place, if the creature kind (for example, the ward could be set to affects an area, the area is centered on that creature.
object is moved more than 10 feet from where you affect aberrations or drow), or alignment. You can also If the spell summons hostile creatures or creates
cast this spell, the glyph is broken and the spell ends set conditions for creatures that don't trigger the harmful objects or traps, they appear as close as
without being triggered. glyph, such as those who say a certain password. possible to the intruder and attack it. If the spell
The glyph is nearly invisible and requires a successful When you inscribe the glyph, choose explosive runes requires concentration, it lasts until the end of its full
Intelligence (Investigation) check against your spell or a spell glyph. duration.
save DC to be found. Explosive Runes: When triggered, the glyph erupts At Higher Levels: When you cast this spell using a
You decide what triggers the glyph when you cast the with magical energy in a 20-foot-radius sphere spell slot of 4th level or higher, the damage of an
spell. For glyphs inscribed on a surface, the most centered on the glyph. The sphere spreads around explosive runes glyph increases by 1d8 for each slot
typical triggers include touching or standing on the corners. Each creature in the aura must make a level above 3rd. If you create a spell glyph, you can
glyph, removing another object covering the glyph, Dexterity saving throw. A creature takes 5d8 acid, store any spell of up to the same level as the slot you
approaching within a certain distance of the glyph, or cold, re, lightning, or thunder damage on a failed use for the glyph of warding.
manipulating the object on which the glyph is saving throw (your choice when you create the glyph),
inscribed. For glyphs inscribed within an or half as much damage on a successful one.

Wizard 3rd level Abjuration Wizard 3rd level Abjuration Wizard 3rd level Abjuration

HASTE HYPNOTIC PATTERN LEOMUND'S TINY HUT (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 minute Self (10-foot-radius
hemisphere)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 S, M Concentration, up to 1 COMPONENTS DURATION
minute minute V, S, M 8 hours
a shaving of licorice root a glowing stick of incense or a crystal vial lled with a small crystal bead
phosphorescent material
Choose a willing creature that you can see within A 10-foot-radius immobile dome of force springs
range. Until the spell ends, the target's speed is You create a twisting pattern of colors that into existence around and above you and
doubled, it gains a +2 bonus to AC, it has weaves through the air inside a 30-foot cube remains stationary for the duration. The spell
advantage on Dexterity saving throws, and it within range. The pattern appears for a moment ends if you leave its area.
gains an additional action on each of its turns. and vanishes. Each creature in the area who sees Nine creatures of Medium size or smaller can t
That action can be used only to take the Attack the pattern must make a Wisdom saving throw. inside the dome with you. The spell fails if its
(one weapon attack only), Dash, Disengage, On a failed save, the creature becomes charmed area includes a larger creature or more than nine
Hide, or Use an Object action. for the duration. While charmed by this spell, the creatures. Creatures and objects within the
When the spell ends, the target can't move or creature is incapacitated and has a speed of 0. dome when you cast this spell can move through
take actions until after its next turn, as a wave of The spell ends for an affected creature if it takes it freely. All other creatures and objects are
lethargy sweeps over it. any damage or if someone else uses an action to barred from passing through it. Spells and other
shake the creature out of its stupor. magical effects can't extend through the dome or
be cast through it. The atmosphere inside the
space is comfortable and dry, regardless of the
weather outside.
Until the spell ends, you can command the
interior to become dimly lit or dark. The dome is
opaque from the outside, of any color you
choose, but it is transparent from the inside.

Wizard 3rd level Transmutation Wizard 3rd level Illusion Wizard 3rd level Evocation

/
        
        
3

3
        

/
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  

  

  

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3

3
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3

3
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  


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3

3
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3

3
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  


           
  
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           

3
LIFE TRANSFERENCE LIGHTNING BOLT MAGIC CIRCLE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (100-foot line) 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M 1 hour
You sacri ce some of your health to mend a bit of fur and a rod of amber, crystal, or glass holy water or powdered silver and iron worth at
another creature's injuries. You take 4d8 least 100 gp, which the spell consumes
necrotic damage, and one creature of your A stroke of lightning forming a line of 100 feet
choice that you can see within range regains a long and 5 feet wide blasts out from you in a You create a 10-foot-radius, 20-foot-tall cylinder of
number of hit points equal to twice the necrotic direction you choose. Each creature in the line magical energy centered on a point on the ground that
damage you take. AtHigher Levels. When you must make a Dexterity saving throw. A creature you can see within range. Glowing runes appear
takes 8d6 lightning damage on a failed save, or wherever the cylinder intersects with the oor or
cast this spell using a spell slot of 4th level or other surface.
higher, the damage increases by 1d8 for each half as much damage on a successful one. Choose one or more of the following types of
slot level above 3rd. The lightning ignites ammable objects in the creatures - celestials, elementals, fey, ends, or
area that aren't being worn or carried. undead. The circle affects a creature of the chosen
At Higher Levels: When you cast this spell type in the following ways.
using a spell slot of 4th level or higher, the • The creature can't willingly enter the cylinder by
damage increases by 1d6 for each slot above nonmagical means. If the creature tries to use
3rd. teleportation or interplanar travel to do so, it must
rst succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls
against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature. When you
cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature
of the speci ed type from leaving the cylinder and
protecting targets outside it.
At Higher Levels: When you cast this spell

Wizard (XGE) 3rd level Necromancy Wizard 3rd level Evocation Wizard 3rd level Abjuration

MAGIC CIRCLE [2/2] MAJOR IMAGE [1/2] MAJOR IMAGE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
holy water or powdered silver and iron worth at
least 100 gp, which the spell consumes a bit of eece a bit of eece
using a spell slot of 4th level or higher, the You create the image of an object, a creature, or some reveals it to be an illusion, because things can
duration increases by 1 hour for each slot level other visible phenomenon that is no larger than a 20- pass through it. A creature that uses its action to
foot cube. The image appears at a spot that you can examine the image can determine that it is an
above 3rd. see within range and lasts for the duration. It seems
completely real, including sounds, smells, and illusion with a successful Intelligence
temperature appropriate to the thing depicted. You (Investigation) check against your spell save DC.
can't create suf cient heat or cold to cause damage, a If a creature discerns the illusion for what it is,
sound loud enough to deal thunder damage or deafen the creature can see through the image, and its
a creature, or a smell that might sicken a creature (like other sensory qualities become faint to the
a troglodyte's stench). creature.
As long as you are within range of the illusion, you can At Higher Levels: When you cast this spell
use your action to cause the image to move to any using a spell slot of 6th level or higher, the spell
other spot within range. As the image changes lasts until dispelled, without requiring your
location, you can alter its appearance so that its
movements appear natural for the image. For concentration.
example, if you create an image of a creature and
move it, you can alter the image so that it appears to
be walking. Similarly, you can cause the illusion to
make different sounds at different times, even making
it carry on a conversation, for example.
Physical interaction with the image

Wizard 3rd level Abjuration Wizard 3rd level Illusion Wizard 3rd level Illusion

MELF'S MINUTE METEORS NONDETECTION PHANTOM STEED (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M 8 hours V, S 1 hour
minutes
a pinch of diamond dust worth 25 gp sprinkled over A Large quasi-real, horse-like creature appears
niter, sulfur, and pine tar formed into a bead the target, which the spell consumes on the ground in an unoccupied space of your
choice within range. You decide the creature's
You create six tiny meteors in your space. They For the duration, you hide a target that you appearance, but it is equipped with a saddle, bit,
oat in the air and orbit you for the spell's touch from divination magic. The target can be a and bridle. Any of the equipment created by the
duration. When you cast the spell-and as a bonus willing creature or a place or an object no larger spell vanishes in a puff of smoke if it is carried
action on each of your turns thereafter-you can than 10 feet in any dimension. The target can't more than 10 feet away from the steed.
expend one or two of the meteors, sending them be targeted by any divination magic or perceived For the duration, you or a creature you choose
streaking toward a point or points you choose through magical scrying sensors. can ride the steed. The creature uses the
within 120 feet of you. Once a meteor reaches statistics for a riding horse, except it has a speed
its destination or impacts against a solid surface, of 100 feet and can travel 10 miles in an hour, or
the meteor explodes. Each creature within 5 feet 13 miles at a fast pace. When the spell ends, the
of the point where the meteor explodes must steed gradually fades, giving the rider 1 minute
make a Dexterity saving throw. A creature takes to dismount. The spell ends if you use an action
2d6 re damage on a failed save, or half as much to dismiss it or if the steed takes any damage.
damage on a successful one.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
number of meteors created increases by two for
each slot level above 3rd.

Wizard (XGE) 3rd level Evocation Wizard 3rd level Abjuration Wizard 3rd level Illusion

/
        
        
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        

/
        
                 
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  

  

  

  
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3

3
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3

3
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  


           
  
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                    
           
3

3
        
        
3

3
     
     
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  


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  
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                    
           

3
PROTECTION FROM ENERGY REMOVE CURSE SENDING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Unlimited
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous V, S, M 1 round
hour
At your touch, all curses affecting one creature A short piece of ne copper wire
For the duration, the willing creature you touch or object end. If the object is a cursed magic item,
has resistance to one damage type of your its curse remains, but the spell breaks its owner's You send a short message of twenty- ve words
choice: acid, cold, re, lightning, or thunder. attunement to the object so it can be removed or or less to a creature with you are familiar. The
discarded. creature hears the message in its mind,
recognizes you as the sender if it knows you, and
can answer in a like manner immediately. The
spell enables creatures with Intelligence scores
of at least 1 to understand the meaning of your
message.
You can send the message across any distance
and even to other planes of existence, but if the
target is on a different plane than you, there is a
5 percent chance that the message doesn't
arrive.

Wizard 3rd level Abjuration Wizard 3rd level Abjuration Wizard 3rd level Evocation

SLEET STORM SLOW STINKING CLOUD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 120 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a pinch of dust and a few drops of water a drop of molasses a rotten egg or several skunk cabbage leaves
Until the spell ends, freezing rain and sleet fall in You alter time around up to six creatures of your You create a 20-foot-radius sphere of yellow,
a 20-foot-tall cylinder with a 40-foot radius choice in a 40-foot cube within range. Each target nauseating gas centered on a point within range.
centered on a point you choose within range. must succeed on a Wisdom saving throw or be The cloud spreads around corners, and its area is
The area is heavily obscured, and exposed ames affected by this spell for the duration. heavily obscured. The cloud lingers in the air for
An affected target's speed is halved, it takes a -2
in the area are doused. penalty to AC and Dexterity saving throws, and it can't the duration.
The ground in the area is covered with slick ice, use reactions. On its turn, it can use either an action or Each creature that is completely within the cloud
making it dif cult terrain. When a creature a bonus action, not both. Regardless of the creature's at the start of its turn must make a Constitution
enters the spell's area for the rst time on a turn abilities or magic items, it can't make more than one saving throw against poison. On a failed save, the
or starts its turn there, it must make a Dexterity melee or ranged attack during its turn. creature spends its action that turn retching and
saving throw. On a failed save, it falls prone. If the creature attempts to cast a spell with a casting reeling. Creatures that don't need to breathe or
If a creature is concentrating in the spell's area, time of 1 action, roll a d20. On an 11 or higher, the are immune to poison automatically succeed on
the creature must make a successful spell doesn't take effect until the creature's next turn, this saving throw.
and the creature must use its action on that turn to
Constitution saving throw against your spell complete the spell. If it can't, the spell is wasted. A moderate wind (at least 10 miles per hour)
save DC or lose concentration. A creature affected by this spell makes another disperses the cloud after 4 rounds. A strong wind
Wisdom saving throw at the end of its turn. On a (at least 20 miles per hour) disperses it after 1
successful save, the effect ends for it. round.

Wizard 3rd level Conjuration Wizard 3rd level Transmutation Wizard 3rd level Conjuration

SUMMON LESSER DEMONS [1/2] SUMMON LESSER DEMONS [2/2] THUNDER STEP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Instantaneous
hour hour
You teleport yourself to an unoccupied space you can
a vial of blood from a humanoid killed within the a vial of blood from a humanoid killed within the see within range. Immediately after you disappear, a
past 24 hours past 24 hours thunderous boom sounds, and each creature within
10 feet of the space you left must make a Constitution
You utter foul words, summoning demons from the spell ends. saving throw, taking 3d10 thunder damage on a failed
chaos of the Abyss. Roll a d6 to determine what At Higher Levels: When you cast this spell save, or half as much damage on a successful one. The
appears. 1-2: Two demons of challenge rating 1 or thunder can be heard from up to 300 feet away.
using a spell slot of 6th or 7th level, you summon You can bring along objects as long as their weight
lower. 3-4: Four demons of challenge rating 1/2 or twice as many demons. If you cast it using a spell
lower. 5-6: Eight demons ofchallenge rating 1/4 or doesn't exceed what you can carry. You can also
lower. slot of 8th or 9th level, you summon three times teleport one willing creature of your size or smaller
The DM chooses the demons, such as manes or as many demons. who is carrying gear up to its carrying capacity. The
dretches, and you choose the unoccupied spaces you creature must be within 5 feet of you when you cast
can see within range where they appear. A summoned this spell, and there must be an unoccupied space
demon disappears when it drops to 0 hit points or within 5 feet of your destination space for the
when the spell ends. creature to appear in. Otherwise, the creature is left
The demons are hostile to all creatures, including you. behind.
Roll initiative for the summoned demons as a group, At Higher Levels: When you cast this spell using a
which has its own turns. The demons pursue and spell slot of 4th level or higher, the damage increases
attack the nearest non-demons to the best of their by 1d10 for each slot level above 3rd.
ability.
As part of casting the spell, you can form a circle on
the ground with the blood used as a material
component. The circle is large enough to encompass
your space. While the spell lasts, the summoned
demons can't cross the circle or harm it, and they can't
target anyone within it. Using the material component
in this manner consumes it when the
Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Conjuration

/
        
        
3

3
        

/
        
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  

  

  

  
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           
3

3
        
        
3

3
     
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              
  


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  
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                 
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           
3

3
        
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3

3
     
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     
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  


           
  
                 
                 
                    
           

3
TIDAL WAVE TINY SERVANT [1/2] TINY SERVANT [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 8 hours V, S 8 hours
a drop of water You touch one Tiny, nonmagical object that isn't each slot level above 3rd.
attached to another object or a surface and isn't being
You conjure up a wave of water that crashes carried by another creature. The target animates and
down on an area within range. The area can be sprouts little arms and legs, becoming a creature
up to 30 feet long, up to 10 feet wide, and up to under your control until the spell ends or the creature
10 feet tall. Each creature in that area must drops to 0 hit points. See the stat block (XGE p169) for
its statistics.
make a Dexterity saving throw. On a failed save, As a bonus action, you can mentally command the
a creature takes 4d8 bludgeoning damage and is creature if it is within 120 feet of you. (If you control
knocked prone. On a successful save, a creature multiple creatures with this spell, you can command
takes half as much damage and isn't knocked any or all of them at the same time, issuing the same
prone. The water then spreads out across the command to each one.) You decide what action the
ground in all directions, extinguishing creature will take and where it will move during its
unprotected ames in its area and within 30 feet next turn, or you can issue a simple, general command,
of it, and then it vanishes. such as to fetch a key, stand watch, or stack some
books. If you issue no commands, the servant does
nothing other than defend itself against hostile
creatures. Once given an order, the servant continues
to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to
its original form, and any remaining damage carries
over to that form.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, you can animate two
additional objects for

Wizard (XGE) 3rd level Conjuration Wizard (XGE) 3rd level Transmutation Wizard (XGE) 3rd level Transmutation

TONGUES VAMPIRIC TOUCH WALL OF SAND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 hour V, S Concentration, up to 1 V, S, M Concentration, up to 10
minute minutes
a small clay model of a ziggurat
The touch of your shadow-wreathed hand can a handful of sand
This spell grants the creature you touch the siphon force from others to heal your wounds.
ability to understand any spoken language it Make a melee spell attack against a creature You create a wall of swirling sand on the ground
hears. Moreover, when the target speaks, any within your reach. On a hit, the target takes 3d6 at a point you can see within range. You can
creature that knows at least one language and necrotic damage, and you regain hit points equal make the wall up to 30 feet long, 10 feet high,
can hear the target understands what it says. to half the amount of necrotic damage dealt. and 10 feet thick, and it vanishes when the spell
Until the spell ends, you can make the attack ends. It blocks line of sight but not movement. A
again on each of your turns as an action. creature is blinded while in the wall's space and
At Higher Levels: When you cast this spell must spend 3 feet of movement for every 1 foot
using a spell slot of 4th level or higher, the it moves there.
damage increases by 1d6 for each slot level
above 3rd.

Wizard 3rd level Divination Wizard 3rd level Necromancy Wizard (XGE) 3rd level Evocation

WALL OF WATER WATER BREATHING (RITUAL) ARCANE EYE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M 24 hours V, S, M Concentration, up to 1
minutes hour
a short reed or piece of straw
a drop of water a bit of bat fur
This spell grants up to ten willing creatures you
You create a wall of water on the ground at a can see within range the ability to breathe You create an invisible, magical eye within range
point you can see within range. You can make the underwater until the spell ends. Affected that hovers in the air for the duration.
wall up to 30 feet long, 10 feet high, and 1 foot creatures also retain their normal mode of You mentally receive visual information from the
thick, or you can make a ringed wall up to 20 feet respiration. eye, which has normal vision and darkvision out
in diameter, 20 feet high, and 1 foot thick. The to 30 feet. The eye can look in every direction.
wall vanishes when the spell ends. The wall's As an action, you can move the eye up to 30 feet
space is dif cult terrain. in any direction. There is no limit to how far away
Any ranged weapon attack that enters the wall's from you the eye can move, but it can't enter
space has disadvantage on the attack roll, and another plane of existence. A solid barrier blocks
re damage is halved if the re effect passes the eye's movement, but the eye can pass
through the wall to reach its target. Spells that through an opening as small as 1 inch in
deal cold damage that pass through the wall diameter.
cause the area of the wall they pass through to
freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has
AC 5 and 15 hit points. Reducing a frozen section
to 0 hit points destroys it. When a section is
destroyed, the wall's water doesn't ll it.

Wizard (XGE) 3rd level Evocation Wizard 3rd level Transmutation Wizard 4th level Divination

/
        
        
3

3
        

/
        
                 
              
  

  

  

  
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                    
           
3

3
        
        
3

3
     
     
     
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              
  


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  
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           
3

3
        
        
3

4
     
     
     
     
     
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  


           
  
                 
                 
                    
           

4
BANISHMENT BLIGHT CHARM MONSTER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S 1 hour
minute
Necromantic energy washes over a creature of You attempt to charm a creature you can see
an item distasteful to the target your choice that you can see within range, within range. It must make a Wisdom saving
draining moisture and vitality from it. The target throw, and it does so with advantage if you or
You attempt to send one creature that you can see must make a Constitution saving throw. The your companions are ghting it. If it fails the
within range to another plane of existence. The target
must succeed on a Charisma saving throw or be target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell
banished. save, or half as much damage on a successful ends or until you or your companions do
If the target is native to the plane of existence you're one. This spell has no effect on undead or anything harmful to it. The charmed creature is
on, you banish the target to a harmless demiplane. constructs. friendly to you. When the spell ends, the
While there, the target is incapacitated. The target If you target a plant creature or a magical plant, creature knows it was charmed by you.
remains there until the spell ends, at which point the it makes the saving throw with disadvantage, At Higher Levels: When you cast this spell
target reappears in the space it left or in the nearest and the spell deals maximum damage to it. using a spell slot of 5th level or higher, you can
unoccupied space if that space is occupied. If you target a nonmagical plant that isn't a target one additional creature for each slot level
If the target is native to a different plane of existence
than the one you're on, the target is banished with a creature, such as a tree or shrub, it doesn't make above 4th. The creatures must be within 30 feet
faint popping noise, returning to its home plane. If the a saving throw, it simply withers and dies. of each other when you target them.
spell ends before 1 minute has passed, the target At Higher Levels: When you cast this spell
reappears in the space it left or in the nearest using a spell slot of 5th level or higher, the
unoccupied space if that space is occupied. Otherwise, damage increases by 1d8 for each slot level
the target doesn't return. above 4th.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.

Wizard 4th level Abjuration Wizard 4th level Necromancy Wizard (XGE) 4th level Enchantment

CONFUSION [1/2] CONFUSION [2/2] CONJURE MINOR ELEMENTALS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute hour
three nut shells three nut shells You summon elementals that appear in unoccupied
spaces that you can see within range. You choose one
This spell assaults and twists creatures' minds, target. the following options for what appears.
spawning delusions and provoking uncontrolled At Higher Levels: When you cast this spell • One elemental of challenge rating 2 or lower
actions. Each creature in a 10-foot-radius sphere using a spell slot of 5th level or higher, the radius • Two elementals of challenge rating 1 or lower
centered on a point you choose within range must of the sphere increases by 5 feet for each slot • Four elementals of challenge rating 1/2 or lower
succeed on a Wisdom saving throw when you cast this • Eight elementals of challenge rating 1/4 or lower.
spell or be affected by it. above 4th. An elemental summoned by this spell disappears
An affected target can't take reactions and must roll a when it drops to 0 hit points or when the spell ends.
d10 at the start of each of its turns to determine its The summoned creatures are friendly to you and your
behavior for that turn. companions. Roll initiative for the summoned
1: The creature uses all its movement to move in a creatures as a group, which has its own turns. They
random direction. To determine the direction, roll a d8 obey any verbal commands that you issue to them (no
and assign a direction to each die face. The creature action required by you). If you don't issue any
doesn't take an action this turn. commands to them, they defend themselves from
2-6: The creature doesn't move or take actions this hostile creatures, but otherwise take no actions.
turn. The DM has the creatures' statistics.
7-8: The creature uses its action to make a melee At Higher Levels: When you cast this spell using
attack against a randomly determined creature within certain higher-level spell slots, you choose one of the
its reach. If there is no creature within its reach, the summoning options above, and more creatures appear
creature does nothing this turn. - twice as many with a 6th-level slot and three times as
9-10: The creature can act and move normally. At the many with an 8th-level slot .
end of its turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for that

Wizard 4th level Enchantment Wizard 4th level Enchantment Wizard 4th level Conjuration

CONTROL WATER [1/3] CONTROL WATER [2/3] CONTROL WATER [3/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes minutes
a drop of water and a pinch of dust a drop of water and a pinch of dust a drop of water and a pinch of dust
Until the spell ends, you control any freestanding water in the area to move apart and create a trench. Any creature or object in the water and within
water inside an area you choose that is a cube up to The trench extends across the spell's area, and the 25 feet of the vortex is pulled 10 feet toward it.
100 feet on a side. You can choose from any of the separated water forms a wall to either side. The A creature can swim away from the vortex by
following effects when you cast this spell. As an action trench remains until the spell ends or you choose a making a Strength (Athletics) check against your
on your turn, you can repeat the same effect or choose different effect. The water then slowly lls in the
a different one. trench over the course of the next round until the spell save DC.
Flood: You cause the water level of all standing water normal water level is restored. When a creature enters the vortex for the rst
in the area to rise by as much as 20 feet. If the area Redirect Flow: You cause owing water in the area time on a turn or starts its turn there, it must
includes a shore, the ooding water spills over onto to move in a direction you choose, even if the water make a Strength saving throw. On a failed save,
dry land. has to ow over obstacles, up walls, or in other the creature takes 2d8 bludgeoning damage and
If you choose an area in a large body of water, you unlikely directions. The water in the area moves as is caught in the vortex until the spell ends. On a
instead create a 20-foot tall wave that travels from you direct it, but once it moves beyond the spell's area, successful save, the creature takes half damage,
one side of the area to the other and then crashes it resumes its ow based on the terrain conditions. and isn't caught in the vortex. A creature caught
down. Any Huge or smaller vehicles in the wave's path The water continues to move in the direction you
are carried with it to the other side. Any Huge or chose until the spell ends or you choose a different in the vortex can use its action to try to swim
smaller vehicles struck by the wave have a 25 percent effect. away from the vortex as described above, but
chance of capsizing. Whirlpool: This effect requires a body of water at has disadvantage on the Strength (Athletics)
The water level remains elevated until the spell ends least 50 feet square and 25 feet deep. You cause a check to do so.
or you choose a different effect. If this effect produced whirlpool to form in the center of the area. The The rst time each turn that an object enters the
a wave, the wave repeats on the start of your next turn whirlpool forms a vortex that is 5 feet wide at the vortex, the object takes 2d8 bludgeoning
while the ood effect lasts. base, up to 50 feet wide at the top, and 25 feet tall. damage, this damage occurs each round it
Part Water: You cause remains in the vortex.

Wizard 4th level Transmutation Wizard 4th level Transmutation Wizard 4th level Transmutation

/
        
        
4

4
        

/
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  

  

  

  
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  
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           
4

4
        
        
4

4
     
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  


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  
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           
4

4
        
        
4

4
     
     
     
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     
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  


           
  
                 
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                    
           

4
DIMENSION DOOR ELEMENTAL BANE EVARD'S BLACK TENTACLES
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 90 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
You teleport yourself from your current location
to any other spot within range. You arrive at Choose one creature you can see within range, a piece of tentacle from a giant octopus or a giant
exactly the spot desired. It can be a place you can and choose one of the following damage types - squid
see, one you can visualize, or one you can acid, cold, re, lightning, or thunder. The target
describe by stating distance and direction, such must succeed on a Constitution saving throw or Squirming, ebony tentacles ll a 20-foot square
as 200 feet straight downward or upward to the be affected by the spell for its duration. The rst on ground that you can see within range. For the
northwest at a 45-degree angle, 300 feet. time each turn the affected target takes damage duration, these tentacles turn the ground in the
You can bring along objects as long as their of the chosen type, the target takes an extra 2d6 area into dif cult terrain.
weight doesn't exceed what you can carry. You damage of that type. Moreover, the target loses When a creature enters the affected area for the
can also bring one willing creature of your size or any resistance to that damage type until the spell rst time on a turn or starts its turn there, the
smaller who is carrying gear up to its carrying ends. creature must succeed on a Dexterity saving
capacity. The creature must be within 5 feet of At Higher Levels: When you cast this spell throw or take 3d6 bludgeoning damage and be
you when you cast this spell. using a spell slot of 5th level or higher, you can restrained by the tentacles until the spell ends. A
If you would arrive in a place already occupied by target one additional creature for each slot level creature that starts its turn in the area and is
an object or a creature, you and any creature above 4th. The creatures must be within 30 feet already restrained by the tentacles takes 3d6
traveling with you each take 4d6 force damage, of each other when you target them. bludgeoning damage.
and the spell fails to teleport you. A creature restrained by the tentacles can use its
action to make a Strength or Dexterity check (its
choice) against your spell save DC. On a success,
it frees itself.

Wizard 4th level Conjuration Wizard (XGE) 4th level Transmutation Wizard 4th level Conjuration

FABRICATE FIRE SHIELD GREATER INVISIBILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 120 feet 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 10 minutes V, S Concentration, up to 1
minute
You convert raw materials into products of the same a bit of phosphorous or a re y
material. For example, you can fabricate a wooden You or a creature you touch becomes invisible
bridge from a clump of trees, a rope from a patch of Thin and wispy ames wreathe your body for the until the spell ends. Anything the target is
hemp, and clothes from ax or wool. duration, shedding bright light in a 10-foot wearing or carrying is invisible as long as it is on
Choose raw materials that you can see within range. radius and dim light for an additional 10 feet. You the target's person.
You can fabricate a Large or smaller object (contained can end the spell early by using an action to
within a 10-foot cube, or eight connected 5-foot
cubes), given a suf cient quantity of raw material. If dismiss it.
you are working with metal, stone, or another mineral The ames provide you with a warm shield or a
substance, however, the fabricated object can be no chill shield, as you choose. The warm shield
larger than Medium (contained within a single 5-foot grants you resistance to cold damage, and the
cube). The quality of objects made by the spell is chill shield grants you resistance to re damage.
commensurate with the quality of the raw materials. In addition, whenever a creature within 5 feet of
Creatures or magic items can't be created or you hits you with a melee attack, the shield
transmuted by this spell. You also can't use it to create erupts with ame. The attacker takes 2d8 re
items that ordinarily require a high degree of
craftsmanship, such as jewelry, weapons, glass, or damage from a warm shield, or 2d8 cold damage
armor, unless you have pro ciency with the type of from a cold shield.
artisan's tools used to craft such objects.

Wizard 4th level Evocation Wizard 4th level Evocation Wizard 4th level Illusion

HALLUCINATORY TERRAIN ICE STORM LEOMUND'S SECRET CHEST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 300 feet 1 action 300 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Instantaneous V, S, M Instantaneous
a stone, a twig, and a bit of green plant a pinch of dust and a few drops of water an exquisite chest, 3 feet by 2 feet by 2 feet,
You make natural terrain in a 150-foot cube in A hail of rock-hard ice pounds to the ground in a constructed from rare materials worth at least
range look, sound, and smell like some other sort 20-foot-radius, 40-foot-high cylinder centered 5,000 gp, and a Tiny replica made from the same
of natural terrain. Thus, open elds or a road can on a point within range. Each creature in the materials worth at least 50 gp
be made to resemble a swamp, hill, crevasse, or cylinder must make a Dexterity saving throw. A You hide a chest, and all its contents, on the
some other dif cult or impassable terrain. A creature takes 2d8 bludgeoning damage and 4d6 Ethereal Plane. You must touch the chest and the
pond can be made to seem like a grassy meadow, cold damage on a failed save, or half as much miniature replica that serves as a material
a precipice like a gentle slope, or a rock-strewn damage on a successful one. component for the spell. The chest can contain
gully like a wide and smooth road. Manufactured Hailstones turn the storm's area of effect into up to 12 cubic feet of nonliving material (3 feet
structures, equipment, and creatures within the dif cult terrain until the end of your next turn. by 2 feet by 2 feet).
area aren't changed in appearance. At Higher Levels: When you cast this spell While the chest remains on the Ethereal Plane,
The tactile characteristics of the terrain are using a spell slot of 5th level or higher, the you can use an action and touch the replica to
unchanged, so creatures entering the area are bludgeoning damage increases by 1d8 for each recall the chest. It appears in an unoccupied
likely to see through the illusion. If the difference slot level above 4th. space on the ground within 5 feet of you. You can
isn't obvious by touch, a creature carefully send the chest back to the Ethereal Plane by
examining the illusion can attempt an using an action and touching both the chest and
Intelligence (Investigation) check against your the replica.
spell save DC to disbelieve it. A creature who After 60 days, there is a cumulative 5 percent
discerns the illusion for what it is, sees it as a chance per day that the spell's effect ends. This
vague image superimposed on the terrain. effect ends if you cast this spell again, if the
smaller replica chest is destroyed, or if you
choose to end the spell as an action. If the spell
ends and the larger chest is on the Ethereal
Pl it i i t i bl l t
Wizard 4th level Illusion Wizard 4th level Evocation Wizard 4th level Conjuration

/
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              
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  

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  
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              
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  
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                 
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           
  
                 
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                    
           

4
LOCATE CREATURE MORDENKAINEN'S FAITHFUL HOUND MORDENKAINEN'S PRIVATE SANCTUM
CASTING TIME RANGE CASTING TIME RANGE [1/2]
1 action Self 1 action 30 feet
CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION 10 minutes 120 feet
V, S, M Concentration, up to 1 V, S, M 8 hours
hour COMPONENTS DURATION
a tiny silver whistle, a piece of bone, and a thread V, S, M 24 hours
a bit of fur from a bloodhound
You conjure a phantom watchdog in an
Describe or name a creature that is familiar to unoccupied space that you can see within range, a thin sheet of lead, a piece of opaque glass, a wad of
you. You sense the direction to the creature's where it remains for the duration, until you cotton or cloth, and powdered chrysolite
location, as long as that creature is within 1,000 dismiss it as an action, or until you move more You make an area within range magically secure. The
feet of you. If the creature is moving, you know than 100 feet away from it. area is a cube that can be as small as 5 feet to as large
the direction of its movement. The hound is invisible to all creatures except you as 100 feet on each side. The spell lasts for the
The spell can locate a speci c creature known to and can't be harmed. When a Small or larger duration or until you use an action to dismiss it.
you, or the nearest creature of a speci c kind creature comes within 30 feet of it without rst When you cast the spell, you decide what sort of
(such as a human or a unicorn), so long as you speaking the password that you specify when security the spell provides, choosing any or all of the
have seen such a creature up close - within 30 you cast this spell, the hound starts barking following properties.
feet - at least once. If the creature you described • Sound can't pass through the barrier at the edge of
loudly. The hound sees invisible creatures and the warded area.
or named is in a different form, such as being can see into the Ethereal Plane. It ignores • The barrier of the warded area appears dark and
under the effects of a polymorph spell, this spell illusions. foggy, preventing vision (including darkvision) through
doesn't locate the creature. At the start of each of your turns, the hound it.
This spell can't locate a creature if running water attempts to bite one creature within 5 feet of it • Sensors created by divination spells can't appear
at least 10 feet wide blocks a direct path that is hostile to you. The hound's attack bonus is inside the protected area or pass through the barrier
between you and the creature. equal to your spellcasting ability modi er + your at its perimeter.
pro ciency bonus. On a hit, it deals 4d8 piercing • Creatures in the area can't be targeted by divination
spells.
damage. • Nothing can teleport into or out of the warded area.
• Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a
year makes this effect permanent.
At Higher Levels: When you cast this spell using a
Wizard 4th level Divination Wizard 4th level Conjuration Wizard 4th level Abjuration

MORDENKAINEN'S PRIVATE SANCTUM OTILUKE'S RESILIENT SPHERE PHANTASMAL KILLER


[2/2] CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet
CASTING TIME RANGE
10 minutes 120 feet COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1
COMPONENTS DURATION minute minute
V, S, M 24 hours You tap into the nightmares of a creature you
a hemispherical piece of clear crystal and a
a thin sheet of lead, a piece of opaque glass, a wad of matching hemispherical piece of gum arabic can see within range and create an illusory
manifestation of its deepest fears, visible only to
cotton or cloth, and powdered chrysolite A sphere of shimmering force encloses a creature or that creature. The target must make a Wisdom
object of Large size or smaller within range. An saving throw. On a failed save, the target
increase the size of the cube by 100 feet for each unwilling creature must make a Dexterity saving
slot level beyond 4th. Thus you could protect a throw. On a failed save, the creature is enclosed for becomes frightened for the duration. At the end
cube that can be up to 200 feet on one side by the duration. of each of the target's turns before the spell
using a spell slot of 5th level. Nothing, not physical objects, energy, or other spell ends, the target must succeed on a Wisdom
effects, can pass through the barrier, in or out, though saving throw or take 4d10 psychic damage. On a
a creature in the sphere can breathe there. The sphere successful save, the spell ends.
is immune to all damage, and a creature or object At Higher Levels: When you cast this spell
inside can't be damaged by attacks or effects using a spell slot of 5th level or higher, the
originating from outside, nor can a creature inside the damage increases by 1d10 for each slot level
sphere damage anything outside it. above 4th.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed
creature can use its action to push against the sphere's
walls and thus roll the sphere at up to half the
creature's speed. Similarly, the globe can be picked up
and moved by other creatures. A disintegrate spell
targeting the globe destroys it without harming
anything inside it.

Wizard 4th level Abjuration Wizard 4th level Evocation Wizard 4th level Illusion

POLYMORPH [1/2] POLYMORPH [2/2] SICKENING RADIANCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 10
hour hour minutes
a caterpillar cocoon a caterpillar cocoon Dim, greenish light spreads within a 30-foot-
radius sphere centered on a point you choose
This spell transforms a creature with at least 1 hit The creature is limited in the actions it can within range. The light spreads around corners,
point that you can see within range into a new form. perform by the nature of its new form, and it and it lasts until the spell ends.
An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other action
throw to avoid the effect. A shapechanger When a creature moves into the spell's area for
automatically succeeds on this saving throw. that requires hands or speech. the rst time on a turn or starts its turn there,
The transformation lasts for the duration, or until the The target's gear melds into the new form. The that creature must succeed on a Constitution
target drops to 0 hit points or dies. The new form can creature can't activate, use, wield, or otherwise saving throw or take 4d10 radiant damage, and it
be any beast whose challenge rating is equal to or less bene t from any of its equipment. suffers one level of exhaustion and emits a dim,
than the target's (or the target's level, if it doesn't have greenish light in a 5-foot radius. This light makes
a challenge rating). The target's game statistics, it impossible for the creature to bene t from
including mental ability scores, are replaced by the being invisible. The light and any levels of
statistics of the chosen beast. It retains its alignment
and personality. exhaustion caused by this spell go away when
The target assumes the hit points of its new form. the spell ends.
When it reverts to its normal form, the creature
returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it
isn't knocked unconscious.

Wizard 4th level Transmutation Wizard 4th level Transmutation Wizard (XGE) 4th level Evocation

/
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/
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              
  

  

  

  
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  
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                 
                    
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        
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              
  


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  
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                 
                    
           
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4

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     
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     
     
     
     
              
  


           
  
                 
                 
                    
           

4
STONE SHAPE STONESKIN STORM SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S Concentration, up to 1
hour minute
soft clay, which must be worked into roughly the
desired shape of the stone object diamond dust worth 100 gp, which the spell A 20-foot-radius sphere of whirling air springs into
consumes existence centered on a point you choose within
You touch a stone object of Medium size or range. The sphere remains for the spell's duration.
smaller or a section of stone no more than 5 feet This spell turns the esh of a willing creature you Each creature in the sphere when it appears or that
touch as hard as stone. Until the spell ends, the ends its turn there must succeed on a Strength saving
in any dimension and form it into any shape that throw or take 2d6 bludgeoning damage. The sphere's
suits your purpose. So, for example, you could target has resistance to nonmagical bludgeoning, space is dif cult terrain.
shape a large rock into a weapon, idol, or coffer, piercing, and slashing damage. Until the spell ends, you can use a bonus action on
or make a small passage through a wall, as long each ofyour turns to cause a bolt of lightning to leap
as the wall is less than 5 feet thick. You could also from the center of the sphere toward one creature
shape a stone door or its frame to seal the door you choose within 60 feet of the center. Make a
shut. The object you create can have up to two ranged spell attack. You have advantage on the attack
hinges and a latch, but ner mechanical detail roll if the target is in the sphere. On a hit, the target
takes 4d6 lightning damage.
isn't possible. Creatures within 30 feet of the sphere have
disadvantage on Wisdom (Perception) checks made to
listen.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the damage for each of
its effects increases by 1d6 for each slot level above
4th.

Wizard 4th level Transmutation Wizard 4th level Abjuration Wizard (XGE) 4th level Evocation

SUMMON GREATER DEMON [1/2] SUMMON GREATER DEMON [2/2] VITRIOLIC SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Instantaneous
hour hour
a drop of giant slug bile
a vial of blood from a humanoid killed within the a vial of blood from a humanoid killed within the
past 24 hours past 24 hours You point at a location within range, and a
glowing 1-foot ball of emerald acid streaks there
You utter foul words, summoning one demon from the of its ability. If you stop concentrating on the and explodes in a 20-foot radius sphere. Each
chaos of the Abyss. You choose the demon's type, spell before it reaches its full duration, an creature in that area must make a Dexterity
which must be one of challenge rating 5 or lower, such uncontrolled demon doesn't disappear for 1d6 saving throw. On a failed save, a creature takes
as a shadow demon or a barlgura. The demon appears rounds if it still has hit points. 10d4 acid damage and 5d4 acid damage at the
in an unoccupied space you can see within range, and
the demon disappears when it drops to 0 hit points or As part of casting the spell, you can form a circle end of its next turn. On a successful save, a
when the spell ends. on the ground with the blood used as a material creature takes half the initial damage and no
Roll initiative for the demon, which has its own turns. component. The circle is large enough to damage at the end of its next turn.
When you summon it and on each of your turns encompass your space. While the spell lasts, the At Higher Levels. When you cast this spell
thereafter, you can issue a verbal command to it summoned demon can't cross the circle or harm using a spell slot of 5th level or higher, the initial
(requfring no action on your part), telling it what it it, and it can't target anyone within it. Using the damage increases by 2d4 for each slot level
must do on its next turn. If you issue no command, it material component in this manner consumes it above 4th.
spends its turn attacking any creature within reach when the spell ends.
that has attacked it.
At the end of each of the demon's turns, it makes a At Higher Levels: When you cast this spell
Charisma saving throw. The demon has disadvantage using a spell slot of 5th level or higher, the
on this saving throw if you say its true name. On a challenge rating increases by 1 for each slot level
failed save, the demon continues to obey you. On a above 4th.
successful save, your control of the demon ends for
the rest of the duration, and the demon spends its
turns pursuing and attacking the nearest non-demons
to the best

Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Evocation

WALL OF FIRE WATERY SPHERE [1/2] WATERY SPHERE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 90 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a small piece of phosphorus a droplet of water a droplet of water
You create a wall of re on a solid surface within You conjure up a sphere of water with a 5-foot radius action, you can move the sphere up to 30 feet in
range. You can make the wall up to 60 feet long, 20 on a point you can see within range. The sphere can a straight line. If it moves over a pit, a cliff, or
feet high, and 1 foot think, or a ringed wall up to 20 hover but no more than 10 feet off the ground. The other drop-off, it safely descends until it is
feet in diameter, 20 feet high, and 1 foot think. The sphere remains for the spell's duration. hovering 10 feel above the ground. Any creature
wall is opaque and lasts for the duration. Any creature in the sphere's space must make a
When the wall appears, each creature within its area Strength saving throw. On a successful save, a restrained by the sphere moves with it. You can
must make a Dexterity saving throw. On a failed save, creature is ejected from that space to the nearest ram the sphere into creatures, forcing them to
a creature takes 5d8 re damage, or half as much unoccupied space of the creature's choice outside the make the saving throw.
damage on a successful save. sphere. A Huge or larger creature succeeds on the When the spell ends, the sphere falls to the
One side of the wall, selected by you when you cast saving throw automatically, and a Large or smaller ground and extinguishes all normal ames within
this spell, deals 5d8 re damage to each creature that creature can choose to fail it. On a failed save, a 30 feet of it. Any creature restrained by the
ends its turn within 10 feet of that side or inside the creature is restrained by the sphere and is engulfed by sphere is knocked prone in the space where it
wall. A creature takes the same damage when it enters the water. At the end of each of its turns, a restrained falls. The water then vanishes.
the wall for the rst time on a turn or ends its turn target can repeat the saving throw, ending the effect
there. The other side of the wall deals no damage. on itself on a success.
At Higher Levels: When you cast this spell using a The sphere can restrain as many as four Medium or
spell slot of 5th level or higher, the damage increases smaller creatures or one Large creature. If the sphere
by 1d8 for each slot level above 4th. restrains a creature that causes it to exceed this
capacity, a random creature that was already
restrained by the sphere falls out of it and lands prone
in a space within 5 feet of it.
As an

Wizard 4th level Evocation Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Conjuration

/
        
        
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4
        

/
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  

  

  

  
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  
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           
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4

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  


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4

4
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4

4
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  


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  
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           

4
ANIMATE OBJECTS [1/2] ANIMATE OBJECTS [2/2] BIGBY'S HAND [1/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
Objects come to life at your command. Choose up to objects lack legs or other appendages it can use for an eggshell and a snakeskin glove
ten nonmagical objects within range that are not being locomotion, it instead has a ying speed of 30 feet and
worn or carried. Medium targets count as two objects, can hover. If the object is securely attached to a You create a Large hand of shimmering, translucent
Large targets count as four objects, Huge targets surface or larger object, such as a chain bolted to a force in an unoccupied space that you can see within
count as eight objects. You can't animate any object wall, its speed is 0. It has blindsight with a radius of 30 range. The hand lasts for the spell's duration, and it
larger than Huge. Each target animates and becomes a feet and is blind beyond that distance. When the moves at your command, mimicking the movements of
creature under your control until the spell ends or animated object drops to 0 hit points, it reverts to its your own hand.
until reduced to 0 hit points. original object form, and any remaining damage The hand is an object that has AC 20 and hit points
As a bonus action, you can mentally command any carries over to its original object form. equal to your hit point maximum. If it drops to 0 hit
creature you made with this spell if the creature is If you command an object to attack, it can make a points, the spell ends. It has a Strength of 26 (+8) and a
within 500 feet of you (if you control multiple single melee attack against a creature within 5 feet of Dexterity of 10 (+0). The hand doesn't ll its space.
creatures, you can command any or all of them at the it. It makes a slam attack with an attack bonus and When you cast the spell and as a bonus action on your
same time, issuing the same command to each one). bludgeoning damage determine by its size. The DM subsequent turns, you can move the hand up to 60
You decide what action the creature will take and might rule that a speci c object in icts slashing or feet and then cause one of the following effects with
where it will move during its next turn, or you can piercing damage based on its form. it.
issue a general command, such as to guard a particular Animated Object Statistics Clenched Fist. The hand strikes one creature or
chamber or corridor. If you issue no commands, the Size. . , HP, AC, Hit, Damage,Str,Dex object within 5 feet of it. Make a melee spell attack for
creature only defends itself against hostile creatures. Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18 the hand using your game statistics. On a hit, the
Once given an order, the creature continues to follow Small , 25, 16, +6 , 1d8 + 2. , 6 , 14 target takes 4d8 force damage.
it until its task is complete. Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12 Forceful Hand. The hand attempts to push a
An animated object is a construct with AC, hit points, Large , 50, 10, +6 , 2d10 +2,14, 10 creature within 5 feet of it in a direction you choose.
attacks, Strength, and Dexterity determine by its size. Huge. , 80, 10, +8 , 2d12 +4,18 , 6 Make a check with the hand's Strength contested by
Its Constitution is 10 and its Intelligence and Wisdom At Higher Levels: If you cast this spell using a spell the Strength (Athletics) check of the target. If the
are 3, and its Charisma is 1. Its speed is 30 feet, if the slot of 6th level or higher, you can animate two target is Medium or
additional objects for each slot level above 5th.

Wizard 5th level Transmutation Wizard 5th level Transmutation Wizard 5th level Evocation

BIGBY'S HAND [2/3] BIGBY'S HAND [3/3] CLOUDKILL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 10
minute minute minutes
an eggshell and a snakeskin glove an eggshell and a snakeskin glove You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose
smaller, you have advantage on the check. If you is higher than the hand's Strength score, the within range. The fog spreads around corners. It lasts
succeed, the hand pushes the target up to 5 feet plus a target can move toward you through the hand's for the duration or until strong wind disperses the fog,
number of feet equal to ve times your spellcasting space, but that space is dif cult terrain for the ending the spell. Its area is heavily obscured.
ability modi er. The hand moves with the target to target. When a creature enters the spell's area for the rst
remain within 5 feet of it. time on a turn or starts its turn there, that creature
Grasping Hand. The hand attempts to grapple a At Higher Levels: When you cast this spell must make a Constitution saving throw. The creature
Huge or smaller creature within 5 feet of it. You use using a spell slot of 6th level or higher, the takes 5d8 poison damage on a failed save, or half as
the hand's Strength score to resolve the grapple. If the damage from the clenched st option increases much damage on a successful one. Creatures are
target is Medium or smaller, you have advantage on by 2d8 and the damage from the grasping hand affected even if they hold their breath or don't need to
the check. While the hand is grappling the target, you increases by 2d6 for each slot level above 5th. breathe.
can use a bonus action to have the hand crush it. The fog moves 10 feet away from you at the start of
When you do so, the target takes bludgeoning damage each of your turns, rolling along the surface of the
equal to 2d6 + your spellcasting ability modi er. ground. The vapors, being heavier than air, sink to the
Interposing Hand. The hand interposes itself lowest level of the land, even pouring down openings.
between you and a creature you choose until you give At Higher Levels: When you cast this spell using a
the hand a different command. The hand moves to spell slot of 6th level or higher, the damage increases
stay between you and the target, providing you with by 1d8 for each slot level above 5th.
half cover against the target. The target can't move
through the hand's space if its Strength score is less
than or equal to the hand's Strength score. If its
Strength score

Wizard 5th level Evocation Wizard 5th level Evocation Wizard 5th level Conjuration

CONE OF COLD CONJURE ELEMENTAL [1/2] CONJURE ELEMENTAL [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot cone) 1 minute 90 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour
a small crystal or glass cone
burning incense for air, soft clay for earth, sulfur and burning incense for air, soft clay for earth, sulfur and
A blast of cold air erupts from your hands. Each phosphorus for re, or water and sand for water phosphorus for re, or water and sand for water
creature in a 60-foot cone must make a
Constitution saving throw. A creature takes 8d8 You call forth an elemental servant. Choose an area of summoned it.
cold damage on a failed save, or half as much air, earth, re, or water that lls a 10-foot cube within The DM has the elemental's statistics.
damage on a successful one. range. An elemental of challenge rating 5 or lower At Higher Levels: When you cast this spell
A creature killed by this spell becomes a frozen appropriate to the area you chose appears in an using a spell slot of 6th level or higher, the
unoccupied space within 10 feet of it. For example, a
statue until it thaws. re elemental emerges from a bon re, and an earth challenge rating increases by 1 for each slot level
At Higher Levels: When you cast this spell elemental rises up from the ground. The elemental above 5th.
using a spell slot of 6th level or higher, the disappears when it drops to 0 hit points or when the
damage increases by 1d8 for each slot level spell ends.
above 5th. The elemental is friendly to you and your companions
for the duration. Roll initiative for the elemental,
which has its own turns. It obeys any verbal
commands that you issue to it (no action required by
you). If you don't issue any commands to the
elemental, it defends itself from hostile creatures but
otherwise takes no actions.
If your concentration is broken, the elemental doesn't
disappear. Instead, you lose control of the elemental, it
becomes hostile toward you and your companions,
and it might attack. An uncontrolled elemental can't
be dismissed by you, and it disappears 1 hour after you

Wizard 5th level Evocation Wizard 5th level Conjuration Wizard 5th level Conjuration

/
        
        
5

5
        

/
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              
  

  

  

  
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           
5

5
        
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5

5
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     
     
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              
  


           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
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              
  


           
  
                 
                 
                    
           

5
CONTACT OTHER PLANE (RITUAL) CONTROL WINDS [1/2] CONTROL WINDS [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 minute V, S Concentration, up to 1 V, S Concentration, up to 1
hour hour
You mentally contact a demigod, the spirit of a
long-dead sage, or some other mysterious entity You take control of the air in a 100-foot cube that you Updraft: You cause a sustained updraft within
from another plane. Contacting this extraplanar can see within range. Choose one of the following the cube, rising upward from the cube's bottom
intelligence can strain or even break your mind. effects when you cast the spell. The effect lasts for the side. Creatures that end a fall within the cube
spell's duration, unless you use your action on a later take only half damage from the fall. When a
When you cast this spell, make a DC 15 turn to switch to a different effect. You can also use
Intelligence saving throw. On a failure, you take your action to temporarily halt the effect or to restart creature in the cube makes a vertical jump, the
6d6 psychic damage and are insane until you one you've halted. creature can jump up to 10 feet higher than
nish a long rest. While insane, you can't take Gusts: A wind picks up within the cube, continually normal.
actions, can't understand what other creatures blowing in a horizontal direction you designate. You
say, can't read, and speak only in gibberish. A choose the intensity of the wind: calm, moderate, or
greater restoration spell cast on you ends this strong. If the wind is moderate or strong, ranged
effect. weapon attacks that enter or leave the cube or pass
through it have disadvantage on their attack rolls. If
On a successful save, you can ask the entity up to the wind is strong, any creature moving against the
ve questions. You must ask your questions wind must spend 1 extra foot of movement for each
before the spell ends. The DM answers each foot moved.
question with one word, such as yes, no, maybe, Downdraft: You cause a sustained blast of strong
never, irrelevant, unclear (if the entity doesn't wind to blow downward from the top of the cube.
know the answer to the question). If a one-word Ranged weapon attacks that pass through the cube or
answer would be misleading, the DM might that are made against targets within it have
instead offer a short phrase as an answer. disadvantage on their attack rolls . A creature must
make a Strength saving throw if it ies into the cube
for the rst time on a turn or starts its turn there
ying. On a failed save, the creature is knocked prone.

Wizard 5th level Divination Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Transmutation

CREATION DANSE MACABRE [1/2] DANSE MACABRE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Special V, S Concentration, up to 1 V, S Concentration, up to 1
hour hour
a tiny piece of matter of the same type of the item
you plan to create Threads of dark power leap from your ngers to level above 5th.
pierce up to ve Small or Medium corpses you can see
You pull wisps of shadow material from the within range. Each corpse immediately stands up and
Shadowfell to create a nonliving object of vegetable becomes undead. You decide whether it is a zombie or
matter within range - soft goods, rope, wood, or a skeleton (the statistics for zombies and skeletons are
something similar. You can also use this spell to create in the Monster Manual), and it gains a bonus to its
mineral objects such as stone, crystal, or metal. The attack and damage rolls equal to your spellcasting
object created must be no larger than a 5-foot cube, ability modi er.
and the object must be of a form and material that you You can use a bonus action to mentally command the
have seen before. creatures you make with this spell , issuing the same
The duration depends on the object's material. If the command to all of them. To receive the command, a
object is composed of multiple materials, use the creature must be within 60 feet of you. You decide
shortest duration. what action the creatures will take and where they
Duration: Vegetable matter - 1 day. Stone/crystal - 12 will move during their next turn, or you can issue a
hours. Precious metals - 1 hour. Gems - 10 minutes. general command, such as to guard a chamber or
Adamantine/Mithral - 1 minute. passageway against your foes. If you issue no
Using any material created by this spell as another commands, the creatures do nothing except defend
spell's material component causes that spell to fail. themselves against hostile creatures. Once given an
At Higher Levels: When you cast this spell using a order, the creatures continue to follow it until their
spell slot of 6th level or higher, the cube increases by 5 task is complete.
feet for each slot level above 5th. The creatures are under your control until the spell
ends, after which they become inanimate once more.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, you animate up to two
additional corpses for each slot

Wizard 5th level Illusion Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Necromancy

DAWN DOMINATE PERSON [1/2] DOMINATE PERSON [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute minute
a sunburst pendant worth at least 100gp You attempt to beguile a humanoid that you can see throw succeeds, the spell ends.
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell
The Light of dawn shines down on a location you throw or be charmed by you for the duration. If you or using a 6th-level spell slot, the duration is
specify within range. Until the spell ends, a 30- creatures that are friendly to you are ghting it, it has concentration, up to 10 minutes. When you use a
foot-radius, 40-foot-high cylinder of bright light advantage on the saving throw.
While the target is charmed, you have a telepathic link 7th-level spell slot, the duration is concentration,
glimmers there. This light is sunlight. with it as long as the two of you are on the same plane up to 1 hour. When you use a spell slot of 8th
When the cylinder appears, each creature in it of existence. You can use this telepathic link to issue level or higher, the duration is concentration, up
must make a Constitution saving throw, taking commands to the creature while you are conscious (no to 8 hours.
4d10 radiant damage on a failed save, or half as action required), which it does its best to obey. You
much damage on a successful one. A creature can specify a simple and general course of action, such
must also make this saving throw whenever it as Attack that creature, Run over there, or Fetch that
ends its turn in the cylinder. object. If the creature completes the order and
If you're within 60 feet of the cylinder, you can doesn't receive further direction from you, it defends
move it up to 60 feet as a bonus action on your and preserves itself to the best of its ability.
You can use your action to take total and precise
turn. control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn't do anything that you don't allow it to do.
During this time you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving

Wizard (XGE) 5th level Evocation Wizard 5th level Enchantment Wizard 5th level Enchantment

/
        
        
5

5
        

/
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  

  

  

  
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           
5

5
        
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5

5
     
     
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  


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  
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                    
           
5

5
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        
5

5
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     
     
     
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  


           
  
                 
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                    
           

5
DREAM [1/2] DREAM [2/2] ENERVATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Special 1 minute Special 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M 8 hours V, S Concentration, up to 1
minute
a handful of sand, a dab of ink, and a writing quill a handful of sand, a dab of ink, and a writing quill
plucked from a sleeping bird plucked from a sleeping bird A tendril of inky darkness reaches out from you,
touching a creature you can see within range to
This spell shapes a creature's dreams. Choose a target's dreams. drain life from it. The target must make a
creature known to you as the target of this spell. The You can make the messenger appear monstrous Dexterity saving throw. On a successful save, the
target must be on the same plane of existence as you. and terrifying to the target. If you do, the target takes 2d8 necrotic damage, and the spell
Creatures that don't sleep, such as elves, can't be messenger can deliver a message of no more ends . On a failed save, the target takes 4d8
contacted by this spell. You, or a willing creature you
touch, enters a trance state, acting as a messenger. than ten words and then the target must make a necrotic damage, and until the spell ends, you
While in the trance, the messenger is aware of his or Wisdom saving throw. On a failed save, echoes of can use your action on each of your turns to
her surroundings, but can't take actions or move. the phantasmal monstrosity spawn a nightmare automatically deal 4d8 necrotic damage to the
If the target is asleep, the messenger appears in the that lasts the duration of the target's sleep and target. The spell ends if you use your action to do
target's dreams and can converse with the target as prevents the target from gaining any bene t anything else, if the target is ever outside the
long as it remains asleep, through the duration of the from that rest. In addition, when the target spell's range, or if the target has total cover from
spell. The messenger can also shape the environment wakes up, it takes 3d6 psychic damage. you.
of the dream, creating landscapes, objects, and other If you have a body part, lock of hair, clipping from Whenever the spell deals damage to a target,
images. The messenger can emerge from the trance at
any time, ending the effect of the spell early. The a nail, or similar portion of the target's body, the you regain hit points equal to half the amount of
target recalls the dream perfectly upon waking. If the target makes its saving throw with disadvantage. necrotic damage the target takes.
target is awake when you cast the spell, the At Higher Levels: When you cast this spell
messenger knows it, and can either end the trance using a spell slot of 6th level or higher, the
(and the spell) or wait for the target to fall asleep, at damage increases by 1d8 for each slot level
which point the messenger appears in the above 5th.

Wizard 5th level Illusion Wizard 5th level Illusion Wizard (XGE) 5th level Necromancy

FAR STEP GEAS HOLD MONSTER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 minute 60 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V 30 days V, S, M Concentration, up to 1
minute minute
You place a magical command on a creature that you
You teleport up to 60 feet to an unoccupied can see within range, forcing it to carry out some a small, straight piece of iron
space you can see. On each of your turns before service or refrain from some action or course of
the spell ends, you can use a bonus action to activity as you decide. If the creature can understand Choose a creature that you can see within range.
teleport in this way again. you, it must succeed on a Wisdom saving throw or The target must succeed on a Wisdom saving
become charmed by you for the duration. While the throw or be paralyzed for the duration. This spell
creature is charmed by you, it takes 5d10 psychic has no effect on undead. At the end of each of its
damage each time it acts in a manner directly counter
to your instructions, but no more than once each day. turns, the target can make another Wisdom
A creature that can't understand you is unaffected by saving throw. On a success, the spell ends on the
the spell. target.
You can issue any command you choose, short of an At Higher Levels: When you cast this spell
activity that would result in certain death. Should you using a spell slot of 6th level or higher, you can
issue a suicidal command, the spell ends. target on additional creature for each slot level
You can end the spell early by using an action to above 5th. The creatures must be within 30 feet
dismiss it. A remove curse, greater restoration, or of each other when you target them.
wish spell also ends it.
At Higher Levels: When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of the spell
lasts until it is ended by one of the spells mentioned
above.

Wizard (XGE) 5th level Conjuration Wizard 5th level Enchantment Wizard 5th level Enchantment

IMMOLATION INFERNAL CALLING [1/3] INFERNAL CALLING [2/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 minute 90 feet 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour hour
Flames wreathe one creature you can see within a ruby worth at least 999 gp a ruby worth at least 999 gp
range. The target must make a Dexterity saving
throw. It takes 8d6 re damage on a failed save, Uttering a dark incantation, you summon a devil from Persuasion) check contested by its Wisdom (Insight)
or half as much damage on a successful one. On a the Nine Hells. You choose the devil's type, which check. You make the check with advantage if you say
must be one of challenge rating 6 or lower, such as a the devil's true name. Ifyour check fails, the devil
failed save, the target also burns for the spell's barbed devil or a bearded devil. The devil appears in becomes immune to your verbal commands for the
duration. The burning target sheds bright light in an unoccupied space that you can see within range. duration of the spell , though it can still carry out your
a 30-foot radius and dim light for an additional The devil disappears when it drops to 0 hit points or commands if it chooses. If your check succeeds, the
30 feet. At the end of each of its turns, the target when the spell ends. devil carries out your command- such as attack my
repeats the saving throw. It takes 4d6 re The devil is unfriendly toward you and your enemies, explore the room ahead, or bear this
damage on a failed save, and the spell ends on a companions. Roll initiative for the devil, which has its message to the queen- until it completes the activity,
successful one. These magical ames can't be own turns. It is under the Dungeon Master's control at which point it returns to you to report having done
extinguished by nonmagical means. and acts according to its nature on each of its turns, so.
which might result in its attacking you if it thinks it can If your concentration ends before the spell reaches its
If damage from this spell kills a target, the target prevail, or trying to tempt you to undertake an evil act full duration, the devil doesn't disappear if it has
is turned to ash. in exchange for limited service. The DM has the become immune to your verbal commands. Instead, it
creature's statistics. acts in whatever manner it chooses for 3d6 minutes,
On each of your turns, you can try to issue a verbal and then it disappears.
command to the devil (no action required by you). It If you possess an individual devil's talisman, you can
obeys the command if the likely outcome is in summon that devil if it is of the appropriate challenge
accordance with its desires, especially if the result rating plus 1, and it obeys all your commands, with no
would draw you toward evil. Otherwise, you must Charisma checks required.
make a Charisma (Deception, Intimidation, or At Higher Levels: When you cast this spell using a
spell slot of 6th level

Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Conjuration

/
        
        
5

5
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
                 
              
  


           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

5
INFERNAL CALLING [3/3] LEGEND LORE MISLEAD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 90 feet 10 minutes Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous S Concentration, up to 1
hour hour
incense worth at least 250 gp, which the spell
a ruby worth at least 999 gp consumes, and four ivory strips worth at least 50 gp You become invisible at the same time that an
each illusory double of you appears where you are
or higher, the challenge rating increases by 1 for standing. The double lasts for the duration, but
each slot level above 5th. Name or describe a person, place, or object. The the invisibility ends if you attack or cast a spell.
spell brings to your mind a brief summary of the You can use your action to move your illusory
signi cant lore about the thing you named. The double up to twice your speed and make it
lore might consist of current tales, forgotten gesture, speak, and behave in whatever way you
stories, or even secret lore that has never been choose.
widely known. If the thing you named isn't of You can see through its eyes and hear through its
legendary importance, you gain no information. ears as if you were located where it is. On each of
The more information you already have about your turns as a bonus action, you can switch
the thing, the more precise and detailed the from using its senses to using your own, or back
information you receive is. again. While you are using its senses, you are
The information you learn is accurate but might blinded and deafened in regard to your own
be couched in gurative language. For example, surroundings.
if you have a mysterious magic axe on hand, the
spell might yield this information - Woe to the
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.
Wizard (XGE) 5th level Conjuration Wizard 5th level Divination Wizard 5th level Illusion

MODIFY MEMORY [1/2] MODIFY MEMORY [2/2] NEGATIVE ENERGY FLOOD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, M Instantaneous
minute minute
a broken bone and a square of black silk
You attempt to reshape another creature's memories. take hold when the spell ends.
One creature that you can see must make a Wisdom A modi ed memory doesn't necessarily affect You send ribbons of negative energy at one
saving throw. If you are ghting the creature, it has how a creature behaves, particularly if the creature you can see within range. Unless the
advantage on the saving throw. On a failed save, the memory contradicts the creature's natural target is undead, it mus t make a Constitution
target becomes charmed by you for the duration. The saving throw, taking 5d12 necrotic damage on a
charmed target is incapacitated and unaware of its inclinations, alignment, or beliefs. An illogical
surroundings, though it can still hear you. If it takes modi ed memory, such as implanting a memory failed save, or half as much damage on a
any damage or is targeted by another spell, this spell of how much the creature enjoyed dousing itself successful one. A target killed by this damage
ends, and none of the target's memories are modi ed. in acid, is dismissed, perhaps as a bad dream. The rises up as a zombie at the start of your next
While this charm lasts, you can affect the target's DM might deem a modi ed memory too turn. The zombie pursues whatever creature it
memory of an event that it experienced within the last nonsensical to affect a creature in a signi cant can see that is closest to it. Statistics for the
24 hours and that lasted no more than 10 minutes. manner. zombie are in the Monster Manual.
You can permanently eliminate all memory of the A remove curse or greater restoration spell cast on If you target an undead with this spell, the target
event, allow the target to recall the event with perfect doesn't make a saving throw. Instead, roll 5d12.
clarity and exacting detail, change its memory of the the target restores the creature's true memory.
details of the event, or create a memory of some other At Higher Levels: If you cast this spell using a The target gains half the total as temporary hit
event. spell slot of 6th level or higher, you can alter the points.
You must speak to the target to describe how its target's memories of an event that took place up
memories are affected, and it must be able to to 7 days ago (6th level), 30 days ago (7th level),
understand your language for the modi ed memories 1 year ago (8th level), or any time in the
to take root. Its mind lls in any gaps in the details of creature's past (9th level).
your description. If the spell ends before you have
nished describing the modi ed memories, the
creature's memory isn't altered. Otherwise, the
modi ed memories

Wizard 5th level Enchantment Wizard 5th level Enchantment Wizard (XGE) 5th level Necromancy

PASSWALL PLANAR BINDING [1/2] PLANAR BINDING [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 hour 60 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 24 hours V, S, M 24 hours
a pinch of sesame seeds a jewel worth at least 1,000 gp, which the spell a jewel worth at least 1,000 gp, which the spell
consumes consumes
A passage appears at a point of your choice that
you can see on a wooden, plaster, or stone With this spell, you attempt to bind a celestial, an fact if you are on the same plane of existence. If
surface (such as a wall, a ceiling, or a oor) within elemental, a fey, or a end to your service. The you are on a different plane of existence, it
range, and lasts for the duration. You choose the creature must be within range for the entire casting of returns to the place where you bound it and
opening's dimensions - up to 5 feet wide, 8 feet the spell. (Typically, the creature is rst summoned remains there until the spell ends.
tall, and 20 feet deep. The passage creates no into the center of an inverted magic circle in order to At Higher Levels: When you cast this spell
instability in a structure surrounding it. keep it trapped while this spell is cast.) At the
completion of the casting, the target must make a using a spell slot of a higher level, the duration
When the opening disappears, any creatures or Charisma saving throw. On a failed save, it is bound to increases to 10 days with a 6th-level slot, to 30
objects still in the passage created by the spell serve you for the duration. If the creature was days with a 7th-level slot, to 180 days with an
are safely ejected to an unoccupied space summoned or created by another spell, that spell's 8th-level slot, and to a year and a day with a 9th-
nearest to the surface on which you cast the duration is extended to match the duration of this level spell slot.
spell. spell.
A bound creature must follow your instructions to the
best of its ability. You might command the creature to
accompany you on an adventure, to guard a location,
or to deliver a message. The creature obeys the letter
of your instructions, but if the creature is hostile to
you, it strives to twist your words to achieve its own
objectives. If the creature carries out your
instructions completely before the spell ends, it
travels to you to report this

Wizard 5th level Transmutation Wizard 5th level Abjuration Wizard 5th level Abjuration

/
        
        
5

5
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
                 
              
  


           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

5
RARY'S TELEPATHIC BOND (RITUAL) SCRYING [1/2] SCRYING [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 10 minutes Self 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
pieces of eggshell from two different kinds of
creatures a focus worth at least 1,000 gp, such as a crystal a focus worth at least 1,000 gp, such as a crystal
ball, a silver mirror, or a font lled with holy water ball, a silver mirror, or a font lled with holy water
You forge a telepathic link among up to eight
willing creatures of your choice within range, You can see and hear a particular creature you choose luminous orb about the size of your st.
psychically linking each creature to all the others that is on the same plane of existence as you. The Instead of targeting a creature, you can choose a
for the duration. Creatures with Intelligence target must make a Wisdom saving throw, which is location you have seen before as the target of
modi ed by how well you know the target and the sort this spell. When you do, the sensor appears at
scores of 2 or less aren't affected by this spell. of physical connection you have to it. If a target knows
Until the spell ends, the targets can you're casting this spell, it can fail the saving throw that location and doesn't move.
communicate telepathically through the bond voluntarily if it wants to be observed.
whether or not they have a common language. Knowledge - Secondhand (you have heard of the
The communication is possible over any target) +5. Firsthand (you have met the target) +0.
distance, though it can't extend to other planes Familiar (you know the target well) -5.
of existence. Connection Likeness or picture -2. Possession or
garment -4. Body part, lock of hair, bit of nail, or the
like -10.
On a successful save, the target isn't affected, and you
can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor
within 10 feet of the target. You can see and hear
through the sensor as if you were there. The sensor
moves with the target, remaining within 10 feet of it
for the duration. A creature that can see invisible
objects sees the sensor as a

Wizard 5th level Divination Wizard 5th level Divination Wizard 5th level Divination

SEEMING [1/2] SEEMING [2/2] SKILL EMPOWERMENT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours V, S 8 hours V, S Concentration, up to 1
hour
This spell allows you to change the appearance of any (Investigation) check against your spell save DC.
number of creatures that you can see within range. If it succeeds, it becomes aware that the target is Your magic deepens a creature's understanding
You give each target you choose a new, illusory disguised. of its own talent. You touch one willing creature
appearance. An unwilling target can make a Charisma and give it expertise in one skill of your choice.
saving throw, and if it succeeds, it is unaffected by this Until the spell ends, the creature doubles its
spell.
The spell disguises physical appearances as well as pro ciency bonus for ability checks it makes that
clothing, armor, weapons, and equipment. You can use the chosen skill.
make each creature seem 1 foot shorter or taller and You must choose a skill in which the target is
appear thin, fat, or in-between. You can't change a pro cient and that isn't already bene ting from
target's body type, so you must choose a form that has an effect, such as Expertise, that doubles its
the same basic arrangement of limbs. Otherwise, the pro ciency bonus.
extent of the illusion is up to you. The spell lasts for
the duration, unless you use your action to dismiss it
sooner.
The changes wrought by this spell fail to hold up to
physical inspections. For example, if you use this spell
to add a hat to a creature's out t objects pass through
the hat, and anyone who touches it would feel nothing
or would feel the creature's head and hair. If you use
this spell to appear thinner then you are, the hand of
someone who reaches out to touch you would bump
into you while it was seemingly still in midair.
A creature can use its action to inspect a target and
make an Intelligence

Wizard 5th level Illusion Wizard 5th level Illusion Wizard (XGE) 5th level Transmutation

STEEL WIND STRIKE SYNAPTIC STATIC TELEKINESIS [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Instantaneous V, S Instantaneous V, S Concentration, up to 10
minutes
a melee weapon worth at least 1 sp You choose a point within range and cause
psychic energy to explode there. Each creature You gain the ability to move or manipulate creatures
You ourish the weapon used in the casting and in a 20-foot-radius sphere centered on that point or objects by thought. When you cast the spell, and as
then vanish to strike like the wind. Choose up to must make an Intelligence saving throw. A your action each round for the duration, you can exert
ve creatures you can see within range. Make a your will on one creature or object that you can see
creature with an Intelligence score of 2 or lower within range, causing the appropriate effect below.
melee spell attack against each target. On a hit, a can't be affected by this spell. A target takes 8d6 You can affect the same target round after round, or
target takes 6d10 force damage. psychic damage on a failed save, or half as much choose a new one at any time. If you switch targets,
You can then teleport to an unoccupied space damage on a successful one. the prior target is no longer affected by the spell.
you can see within 5 feet of one of the targets After a failed save, a target has muddled Creature: You can try to move a Huge or smaller
you hit or missed. thoughts for 1 minute. During that time, it rolls a creature. Make an ability check with your spellcasting
d6 and subtracts the number rolled from all its ability contested by the creature's Strength check. If
attack rolls and ability checks, as well as its you win the contest, you move the creature up to 30
feet in any direction, including upward but not beyond
Constitution saving throws to maintain the range of this spell. Until the end of your next turn,
concentration. The target can make an the creature is restrained in your telekinetic grip. A
Intelligence saving throw at the end of each of its creature lifted upward is suspended in mid-air.
turns, ending the effect on itself on a success. On subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the
creature by repeating the contest.
Object: You can try to move an object that weighs up
to 1,000 pounds. If the object isn't being worn or
carried, you automatically move it up to 30 feet in any
direction, but not beyond the range of this spell.
If the

Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Enchantment Wizard 5th level Transmutation

/
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/
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  

  

  
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  
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                    
           
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     
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  


           
  
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                    
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5
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5

5
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     
     
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  


           
  
                 
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                    
           

5
TELEKINESIS [2/2] TELEPORTATION CIRCLE [1/2] TELEPORTATION CIRCLE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, M 1 round V, M 1 round
minutes
rare chalks and inks infused with precious gems with rare chalks and inks infused with precious gems with
object is worn or carried by a creature, you must 50 gp, which the spell consumes 50 gp, which the spell consumes
make an ability check with your spellcasting
ability contested by that creature's Strength As you cast the spell, you draw a 10-foot-diameter minute.
check. If you succeed, you pull the object away circle on the ground inscribed with sigils that link your You can create a permanent teleportation circle
from that creature and can move it up to 30 feet location to a permanent teleportation circle of your by casting this spell in the same location every
in any direction but not beyond the range of this choice whose sigil sequence you know and that is on day for one year. You need not use the circle to
the same plane of existence as you. A shimmering
spell. portal opens within the circle you drew and remains teleport when you cast the spell in this way.
You can exert ne control on objects with your open until the end of your next turn. Any creature that
telekinetic grip, such as manipulating a simple enters the portal instantly appears within 5 feet of the
tool, opening a door or a container, stowing or destination circle or in the nearest unoccupied space if
retrieving an item from an open container, or that space is occupied.
pouring the contents from a vial. Many major temples, guilds, and other important
places have permanent teleportation circles inscribed
somewhere within their con nes. Each such circle
includes a unique sigil sequence - a string of magical
runes arranged in a particular pattern. When you rst
gain the ability to cast this spell, you learn the sigil
sequences for two destinations on the Material Plane,
determined by the DM. You can learn additional sigil
sequences during your adventures. You can commit a
new sigil sequence to memory after studying it for 1

Wizard 5th level Transmutation Wizard 5th level Conjuration Wizard 5th level Conjuration

TRANSMUTE ROCK [1/2] TRANSMUTE ROCK [2/2] WALL OF FORCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V, S, M Concentration, up to 10
minutes
clay and water clay and water
a pinch of powder made by crushing a clear
You choose an area of stone or mud that you can see or half as much damage on a successful one. gemstone
that ts within a 40-foot cube and that is within range, Transmute Mud to Rock: Nonmagical mud or
and choose one of the following effects. quicksand in the area no more than 10 feet deep An invisible wall of force springs into existence at a
Transmute Rock to Mud: Nonmagical rock of any transforms into soft stone for the spell's point you choose within range. The wall appears in any
sort in the area becomes an equal volume of thick, orientation you choose, as a horizontal or vertical
owing mud that remains for the spell's duration. duration. Any creature in the mud when it
transforms must make a Dexterity saving throw. barrier or at an angle. It can be free oating or resting
The ground in the spell's area becomes muddy enough on a solid surface. You can form it into a hemispherical
that creatures can sink into it. Each foot that a On a successful save, a creature is shunted safely dome or a sphere with a radius of up to 10 feet, or you
creature moves through the mud costs 4 feet of to the surface in an unoccupied space. On a can shape a at surface made up of ten 10-foot-by-10-
movement, and any creature on the ground when you failed save, a creature becomes restrained by the foot panels. Each panel must be contiguous with
cast the spell must make a Strength saving throw. A rock. A restrained creature, or a nother creature another panel. In any form, the wall is 1/4 inch thick. It
creature must also make the saving throw when it within reach, can use an action to try to break lasts for the duration. If the wall cuts through a
moves into the area for the rst time on a turn or ends the rock by succeeding on a DC 20 Strength creature's space when it appears, the creature is
its turn there. On a failed save, a creature sinks into pushed to one side of the wall (your choice which
the mud and is restrained, though it can use an action check or by dealing damage to it. The rock has side).
to end the restrained condition on itself by pulling AC 15 and 25 hit points, and it is immune to Nothing can physically pass through the wall. It is
itself free of the mud. poison and psychic damage. immune to all damage and can't be dispelled by dispel
If you cast the spell on a ceiling, the mud falls. Any magic. A disintegrate spell destroys the wall instantly,
creature under the mud when it falls must make a however. The wall also extends into the Ethereal
Dexterity saving throw. A creature takes 4d8 Plane, blocking ethereal travel through the wall.
bludgeoning damage on a failed save,

Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Transmutation Wizard 5th level Evocation

WALL OF LIGHT [1/2] WALL OF LIGHT [2/2] WALL OF STONE [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes minutes
a hand mirror a hand mirror a small block of granite
A shimmering wall of bright light appears at a point it. Make a ranged spell attack. On a hit, the target A nonmagical wall of solid stone springs into existence
you choose within range. The wall appears in any takes 4d8 radiant damage. Whether you hit or at a point you choose within range. The wall is 6 inches
orientation you choose: horizontally, vertically, or miss, reduce the length of the wall by 10 feet. If thick and is composed of ten 10-foot-by-10-foot
diagonally. It can be free oating, or it can rest on a the wall's length drops to 0 feet, the spell ends. panels. Each panel must be contiguous with at least on
solid surface. The wall can be up to 60 feet long, 10 other panel. Alternatively, you can create 10-foot-by-
feet high, and 5 feet thick. The wall blocks line of sight, At Higher Levels: When you cast this spell 20-foot panels that are only 3 inches thick.
but creatures and objects can pass through it. It emits using a spell slot of 6th level or higher, the If the wall cuts through a creature's space when it
bright light out to 120 feet and dim light for an damage increases by 1d8 for each slot level appears, the creature is pushed to one side of the wall
additional 120 feet. above 5th. (your choice). If a creature would be surrounded on all
When the wall appears, each creature in its area must sides by the wall (or the wall and another solid
make a Constitution saving throw. On a failed save, a surface), that creature can make a Dexterity saving
creature takes 4d8 radiant damage, and it is blinded throw. On a success, it can use its reaction to move up
for 1 minute. On a successful save, it takes half as to its speed so that it is no longer enclosed by the wall.
much damage and isn't blinded. A blinded creature can The wall can have any shape you desire, though it can't
make a Constitution saving throw at the end of each of occupy the same space as a creature or object. The
its turns, ending the effect on itself on a success. wall doesn't need to be vertical or resting on any rm
A creature that ends its turn in the wall's area takes foundation. It must, however, merge with and be
4d8 radiant damage. solidly supported by existing stone. Thus you can use
Until the spell ends, you can use an action to launch a this spell to bridge a chasm or create a ramp.
beam of radiance from the wall at one creature you If you create a span greater
can see within 60 feet of

Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Evocation Wizard 5th level Evocation

/
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/
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  

  

  

  
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  
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                    
           
5

5
        
        
5

5
     
     
     
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  


           
  
                 
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                    
           
5

5
        
        
5

5
     
     
     
     
     
     
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  


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  
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                 
                    
           

5
WALL OF STONE [2/2] ARCANE GATE CHAIN LIGHTNING
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 500 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Concentration, up to 10 V, S, M Instantaneous
minutes minutes
a bit of fur, a piece of amber, glass, or crystal rod, and
a small block of granite You create linked teleportation portals that remain three silver pins
open for the duration. Choose two points on the
than 20 feet in length, you must halve the size of ground that you can see, one point within 10 feet of You create a bolt of lightning that arcs toward a
each panel to create supports. You can crudely you and one point within 500 feet of you. A circular target of your choice that you can see within
shape the wall to create crenellations, portal, 10 feet in diameter, opens over each point. If
the portal would open in the space occupied by a range. Three bolts then leap from that target to
battlements, and so on. creature, the spell fails, and the casting is lost. as many as three other targets, each of which
The wall is an object made of stone that can be The portals are two-dimensional glowing rings lled must be within 30 feet of the rst target. A
damaged and thus breached. Each panel has AC with mist, hovering inches from the ground and target can be a creature or an object and can be
15 and 30 hit points per inch of thickness. perpendicular to it at the points you choose. A ring is targeted by only one of the bolts.
Reducing a panel to 0 hit points destroys it and visible only from one side (your choice), which is the A target must make a Dexterity saving throw.
might cause connected panels to collapse at the side that functions as a portal. The target takes 10d8 lightning damage on a
DM's discretion. Any creature or object entering the portal exits from failed save, or half as much on a successful one.
If you maintain your concentration on this spell the other portal as if the two were adjacent to each
other, passing through a portal from the non-portal At Higher Levels: When you cast this spell
for its whole duration, the wall becomes side has no effect. The mist that lls each portal is using a spell slot of 7th level or higher, one
permanent and can't be dispelled. Otherwise, opaque and blocks vision through it. On your turn, you additional bolt leaps from the rst target to
the wall disappears when the spell ends. can rotate the rings as a bonus action so that the another target for each slot level above 6th.
active side faces in a different direction.

Wizard 5th level Evocation Wizard 6th level Conjuration Wizard 6th level Evocation

CIRCLE OF DEATH CONTINGENCY [1/2] CONTINGENCY [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 10 minutes Self 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 10 days V, S, M 10 days
the powder of a crushed black pearl worth at least a statuette of yourself carved from ivory and a statuette of yourself carved from ivory and
500 gp decorated with gems worth at least 1,500 gp decorated with gems worth at least 1,500 gp
A sphere of negative energy ripples out in a 60- Choose a spell of 5th level or lower that you can cast, component is ever not on your person.
foot-radius sphere from a point within range. that has a casting time of 1 action, and that can target
Each creature in that area must make a you. You cast that spell, called the contingent spell, as
Constitution saving throw. A target takes 8d6 part of casting contingency, expending spell slots for
necrotic damage on a failed save, or half as much both, but the contingent spell doesn't come into
effect. Instead, it takes effect when a certain
damage on a successful one. circumstance occurs. You describe that circumstance
At Higher Levels: When you cast this spell when you cast the two spells. For example, a
using a spell slot of 7th level or higher, the contingency cast with water breathing might
damage increases by 2d6 for each slot level stipulate that water breathing comes into effect when
above 6th. you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after
the circumstance is met for the rst time, whether or
not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it
can normally target others. You can use only one
contingency spell at a time. If you cast this spell again,
the effect of another contingency spell on you ends.
Also, contingency ends on you if its material

Wizard 6th level Necromancy Wizard 6th level Evocation Wizard 6th level Evocation

CREATE HOMUNCULUS [1/2] CREATE HOMUNCULUS [2/2] CREATE UNDEAD [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 hour Touch 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous
clay, ash, and mandrake root, all of which the spell clay, ash, and mandrake root, all of which the spell one clay pot lled with grave dirt, one clay pot lled
consumes, and a jewel-encrusted dagger worth at consumes, and a jewel-encrusted dagger worth at with brackish water, and one 150 gp black onyx
least 1,000 gp least 1,000 gp stone for each corpse.
While speaking an intricate incantation, you cut one homunculus at a time. If you cast this spell You can cast this spell only at night. Choose up to
yourself with a jewel-encrusted dagger, taking 2d4 while your homunculus lives, the spell fails . three corpses of Medium or Small humanoids within
piercing damage that can't be reduced in any way. You range. Each corpse becomes a ghoul under your
then drip your blood on the spell's other components control. (The DM has game statistics for these
and touch them, transforming them into a special creatures.)
construct called a homunculus. As a bonus action on each of your turns, you can
T he statistics of the homunculus are in the Monster mentally command any creature you animated with
Manual. It is your faithful companion, and it dies if you this spell if the creature is within 120 feet of you (if
die. Whenever you nish a long rest, you can spend up you control multiple creatures, you can command any
to half your Hit Dice if the homunculus is on the same or all of them at the same time, issuing the same
plane of existence as you. When you do so, roll each command to each one). You decide what action the
die and add your Constitution modi er to it. Your hit creature will take and where it will move during its
point maximum is reduced by the total, and the next turn, or you can issue a general command, such as
homunculus's hit point maximum and current hit to guard a particular chamber or corridor. If you issue
points are both increased by it. This process can no commands, the creature only defends itself against
reduce you to no lower than 1 hit point, and the hostile creatures. Once given an order, the creature
change to your and the homunculus's hit points ends continues to follow it until its task is complete.
when you nish your next long rest. The reduction to The creature is under your control for 24 hours, after
your hit point maximum can't be removed by any which it stops obeying any command you have given it.
means before then, except by the homuoculus's death. To maintain control of the creature for another 24
You can have only hours, you must cast this spell on the

Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy

/
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/
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              
  

  

  

  
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  
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                    
           
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6
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     
     
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  


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           
6

6
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6

6
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  


           
  
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           

6
CREATE UNDEAD [2/2] DISINTEGRATE [1/2] DISINTEGRATE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous
one clay pot lled with grave dirt, one clay pot lled a lodestone and a pinch of dust a lodestone and a pinch of dust
with brackish water, and one 150 gp black onyx A thin green ray springs from your pointing nger to a for each slot level above 6th.
stone for each corpse. target that you can see within range. The target can be
a creature, an object, or a creation of magical force,
creature before the current 24-hour period such as the wall created by Wall of Force.
ends. This use of the spell reasserts your control A creature targeted by this spell must make a
over up to three creatures you have animated Dexterity saving throw. On a failed save, the target
with this spell, rather than animating new ones. takes 10d6+40 force damage. If this damage reduces
At Higher Levels: When you cast this spell the target to 0 hit points, it is disintegrated.
using a 7th-level spell slot, you can animate or A disintegrated creature and everything it is wearing
reassert control over four ghouls. When you cast and carrying, except magic items, are reduced to a pile
this spell using an 8th-level spell slot, you can of ne gray dust. The creature can be restored to life
animate or reassert control over ve ghouls or only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or
two ghasts or wights. When you cast this spell smaller nonmagical object or a creation of magical
using a 9th-level spell slot, you can animate or force. If the target is a Huge or larger object or
reassert control over six ghouls, three ghasts or creation of force, this spell disintegrates a 10-foot-
wights, or two mummies cube portion of it. A magic item is unaffected by this
spell.
At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 3d6

Wizard 6th level Necromancy Wizard 6th level Transmutation Wizard 6th level Transmutation

DRAWMIJ'S INSTANT SUMMON (RITUAL) EYEBITE FLESH TO STONE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a sapphire worth 1,000 gp
For the spell's duration, your eyes become an inky void a pinch of lime, water, and earth
You touch an object weighing 10 pounds or less imbued with dread power. One creature of your
whose longest dimension is 6 feet or less. The choice within 60 feet of you that you can see must You attempt to turn one creature that you can see
spell leaves an invisible mark on its surface and succeed on a Wisdom saving throw or be affected by within range into stone. If the targets body is made of
invisibly inscribes the name of the item on the one of the following effects of your choice for the esh, the creature must make a Constitution saving
duration. On each of your turns until the spell ends, throw. On a failed save, it is restrained as its esh
sapphire you use as the material component. you can use your action to target another creature but begins to harden. On a successful save, the creature
Each time you cast this spell, you must use a can't target a creature again if it has succeeded on a isn't affected.
different sapphire. saving throw against this casting of eyebite. A creature restrained by this spell must make another
At any time thereafter, you can use your action Asleep: The target falls unconscious. It wakes up if it Constitution saving throw at the end of each of its
to speak the item's name and crush the sapphire. takes any damage or if another creature uses its turns. If it successfully saves against this spell three
The item instantly appears in your hand action to shake the sleeper awake. times, the spell ends. If it fails saves three times, it is
regardless of physical or planar distances, and Panicked: The target is frightened of you. On each of turned to stone and subjected to the petri ed
the spell ends. its turns, the frightened creature must take the Dash condition for the duration. The successes and failures
action and move away from you by the safest and don't need to be consecutive, keep track of both until
If another creature is holding or carrying the shortest available route, unless there is nowhere to the target collects three of a kind.
item, crushing the sapphire doesn't transport the move. If the target moves to a place at least 60 feet If the creature is physically broken while petri ed, it
item to you, but instead you learn who the away from you where it can no longer see you, this suffers from similar deformities if it reverts to its
creature possessing the object is and roughly effect ends. original state.
where that creature is located at that moment. Sickened: The target has disadvantage on attack If you maintain your concentration on this spell for the
Dispel magic or a similar effect successfully rolls and ability checks. At the end of each of its turns, entire possible duration, the creature is turned to
applied to the sapphire ends this spell's effect. it can make another Wisdom saving throw. If it stone until the effect is removed.
succeeds, the effect ends.

Wizard 6th level Conjuration Wizard 6th level Necromancy Wizard 6th level Transmutation

GLOBE OF INVULNERABILITY GUARDS AND WARDS [1/3] GUARDS AND WARDS [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (10-foot radius) 10 minutes Touch 10 minutes Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 24 hours V, S, M 24 hours
minute
burning incense, a small measure of brimstone and burning incense, a small measure of brimstone and
a glass or crystal bead that shatters when the spell oil, a knotted string, a small amount of umber hulk oil, a knotted string, a small amount of umber hulk
ends blood, and a small silver rod worth at least 10 gp blood, and a small silver rod worth at least 10 gp
An immobile, faintly shimmering barrier springs You create a ward that protects up to 2,500 square area are magically locked, as if sealed by an arcane
into existence in a 10-foot radius around you and feet of oor space (an area 50 feet square, or one lock spell. In addition, you can cover up to ten doors
remains for the duration. hundred 5-foot squares or twenty- ve 10-foot with an illusion (equivalent to the illusory object
Any spell of 5th level or lower cast from outside squares). The warded area can be up to 20 feet tall, function of the minor illusion spell) to make them
the barrier can't affect creatures or objects and shaped as you desire. You can ward several stories appear as plain sections of wall.
within it, even if the spell is cast using a higher of a stronghold by dividing the area among them, as Stairs: Webs ll all stairs in the warded area from top
long as you can walk into each contiguous area while to bottom, as the web spell. These strands regrow in
level spell slot. Such a spell can target creatures you are casting the spell.
and objects within the barrier, but the spell has 10 minutes if they are burned or torn away while
When you cast this spell, you can specify individuals guards and wards lasts.
no effect on them. Similarly, the area within the that are unaffected by any or all of the effects that you Other Spell Effect: You can place your choice of one
barrier is excluded from the areas affected by choose. You can also specify a password that, when of the following magical effects within the warded
such spells. spoken aloud, makes the speaker immune to these area of the stronghold.
At Higher Levels: When you cast this spell effects.
Guards and wards creates the following effects • Place dancing lights in four corridors. You can
using a spell slot of 7th level or higher, the designate a simple program that the lights repeat as
barrier blocks spells of one level higher for each within the warded area.
Corridors: Fog lls all the warded corridors, making long as guards and wards lasts.
slot level above 6th. them heavily obscured. In addition, at each • Place magic mouth in two locations.
intersection or branching passage offering a choice of • Place stinking cloud in two locations. The vapors
direction, there is a 50 percent chance that a creature appear in the places you designate they return within
other than you will believe it is going in the opposite 10 minutes if dispersed by wind while guards and
direction from the one it chooses. wards lasts.
Doors: All doors in the warded • Place a constant gust of wind in

Wizard 6th level Abjuration Wizard 6th level Abjuration Wizard 6th level Abjuration

/
        
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/
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  

  

  

  
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                 
                 
                    
           
6

6
        
        
6

6
     
     
     
                 
              
  


           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

6
GUARDS AND WARDS [3/3] INVESTITURE OF FLAME INVESTITURE OF ICE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Touch 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S Concentration, up to 10 V, S Concentration, up to 10
minutes minutes
burning incense, a small measure of brimstone and
oil, a knotted string, a small amount of umber hulk Flames race across your body, shedding bright Until the spell ends, ice rimes your body, and you
blood, and a small silver rod worth at least 10 gp light in a 30-foot radius and dim light for an gain the following bene ts:
additional 30 feet for the spell's duration. The • You are immune to cold damage and have
one corridor or room. ames don't harm you. Until the spell ends, you resistance to re damage.
• Place a suggestion in one location. You select an gain the following bene ts: • You can move across dif cult terrain created
area of up to 5 feet square, and any creature that • You are immune to re damage and have by ice or snow without spending extra
enters or passes through the area receives the resistance to cold damage. movement.
suggestion mentally. • Any creature that moves within 5 feet of you • The ground in a 10-foot radius around you is
The whole warded area radiates magic. A dispel for the rst time on a turn or ends its turn there icy and is dif cult terra in for creatures other
magic cast on a speci c effect, if successful, takes 1d10 re damage. than you. The radius moves with you.
removes only that effect. • You can use your action to create a line of re • You can use your action to create a 15-foot
You can create a permanently guarded and 15 feet long and 5 feet wide extending from you cone of freezing wind extending from your
warded structure by casting this spell there in a direction you choose. Each creature in the outstretched hand in a direction you choose.
every day for one year. line must make a Dexterity saving throw. A Each creature in the cone must make a
creature takes 4d8 re damage on a failed save, Constitution saving throw. A creature takes 4d6
or half as much damage on a successful one. cold damage on a failed save, or half as much da
mage on a successful one. A creature that fails its
save against this effect has its speed halved until
the start of your next turn.

Wizard 6th level Abjuration Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation

INVESTITURE OF STONE INVESTITURE OF WIND MAGIC JAR [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S, M Until dispelled
minutes minutes
a gem, crystal, reliquary, or some other ornamental
Until the spell ends, bits of rock spread across Until the spell ends, wind whirls around you, and container worth at least 500 gp
your body, and you gain the following bene ts: you gain the following bene ts:
• You have resistance to bludgeoning, piercing, • Ranged weapon attacks made against you have Your body falls into a catatonic state as your soul
and slashing damage from nonmagical attacks. disadvantage on the attack roll. leaves it and enters the container you used for the
• You can use your action to create a small • You gain a ying speed of 60 feet. If you are still spell's material component. While your soul inhabits
earthquake on the ground in a 15-foot radius ying when the spell ends, you fall, unless you the container, you are aware of your surroundings as if
you were in the container's space. You can't move or
centered on you. Other creatures on that ground can somehow prevent it. use reactions. The only action you can take is to
must succeed on a Dexterity saving throw or be • You can use your action to create a 15-foot project your soul up to 100 feet out of the container,
knocked prone. cube of swirling wind centered on a point you either returning to your living body (and ending the
• You can move across dif cult terrain made of can see within 60 feet ofyou. Each creature in spell) or attempting to possess a humanoids body.
earth or stone without spending extra that area must make a Constitution saving You can attempt to possess any humanoid within 100
movement. You can move through solid earth or throw. A creature takes 2d10 bludgeoning feet of you that you can see (creatures warded by a
stone as if it was air and without destabilizing it, damage on a failed save, or half as much damage protection from evil and good or magic circle spells
but you can't end your movement there. If you on a successful one. If a Large or smaller creature can't be possessed). The target must make a Charisma
do so, you are ejected to the nearest unoccupied fails the save, that creature is also pushed up to saving throw. On a failure, your soul moves into the
target's body, and the target's soul becomes trapped
space, this spell ends, and you are stunned until 10 feet away from the center of the cube. in the container. On a success, the target resists your
the end of your next turn. efforts to possess it, and you can't attempt to possess
it again for 24 hours.
Once you possess a creature's body, you control it.
Your game statistics are replaced by the

Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy

MAGIC JAR [2/3] MAGIC JAR [3/3] MASS SUGGESTION [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 minute Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V, M 24 hours
a gem, crystal, reliquary, or some other ornamental a gem, crystal, reliquary, or some other ornamental a snake's tongue and either a bit of honeycomb or a
container worth at least 500 gp container worth at least 500 gp drop of sweet oil
statistics of the creature though you retain your container when it is destroyed, the creature's You suggest a course of activity (limited to a sentence
alignment and your Intelligence, Wisdom, and soul returns to its body if the body is alive and or two) and magically in uence up to twelve creatures
Charisma scores. You retain the bene t of your own within 100 feet. Otherwise, that creature dies. of your choice that you can see within range and that
class feature. If the target has any class levels, you When the spell ends, the container is destroyed. can hear and understand you. Creatures that can't be
can't use any of its class features. charmed are immune to this effect. The suggestion
Meanwhile, the possessed creature's soul can must be worded in such a manner as to make the
perceive from the container using its own senses, but course of action sound reasonable. Asking the
it can't move or take actions at all. creature to stab itself, throw itself onto a spear,
While possessing a body, you can use your action to immolate itself, or do some other obviously harmful
return from the host body to the container if it is act automatically negates the effect of the spell.
within 100 feet of you, returning the host creature's Each target must make a Wisdom saving throw. On a
soul to its body. If the host body dies while you're in it, failed save, it pursues the course of action you
the creature dies, and you must make a Charisma described to the best of its ability. The suggested
saving throw against your own spellcasting DC. On a course of action can continue for the entire duration.
success, you return to the container if it is within 100 If the suggested activity can be completed in a shorter
feet of you. Otherwise, you die. time, the spell ends when the subject nishes what it
If the container is destroyed or the spell ends, your was asked to do.
soul immediately returns to your body. If your body is You can also specify conditions that will trigger a
more than 100 feet away from you, or if your body is special activity during the duration. For example, you
dead when you attempt to return to it, you die. If might suggest that a group of soldiers give all their
another creature's soul is in the money to the rst beggar

Wizard 6th level Necromancy Wizard 6th level Necromancy Wizard 6th level Enchantment

/
        
        
6

6
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
                 
              
  


           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

6
MASS SUGGESTION [2/2] MENTAL PRISON MOVE EARTH [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 24 hours S Concentration, up to 1 V, S, M Concentration, up to 2
minute hours
a snake's tongue and either a bit of honeycomb or a
drop of sweet oil You attempt to bind a creature within an illusory an iron blade and a small bag containing a mixture
cell that only it perceives. One creature you can of soils - clay, loam, and sand
they meet. If the condition isn't met before the see within range must make an Intelligence
spell ends, the activity isn't performed. saving throw. The target succeeds automatically Choose an area of terrain no larger than 40 feet on a
If you or any of your companions damage a if it is immune to being charmed. On a successful side within range. You can reshape dirt, sand, or clay in
creature affected by this spell, the spell ends for save, the target takes 5d10 psychic damage, and the area in any manner you choose for the duration.
You can raise or lower the area's elevation, create or
that creature. the spell ends. On a failed save, the target takes ll in a trench, erect or atten a wall, or form a pillar.
At Higher Levels: When you cast this spell 5d10 psychic damage, and you make the area The extent of any such changes can't exceed half the
using a 7th-level spell slot, the duration is 10 immediately around the target's space appear area's largest dimension. So, if you affect a 40-foot
days. When you use an 8th-level spell slot, the dangerous to it in some way. You might cause the square, you can create a pillar up to 20 feet high, raise
duration is 30 days. When you use a 9th-level target to perceive itself as being surrounded by or lower the square's elevation by up to 20 feet, dig a
spell slot, the duration is a year and a day. re, oating razors, or hideous maws lled with trench up to 20 feet deep, and so on. It takes 10
dripping teeth. Whatever form the illusion takes, minutes for these changes to complete.
the target can't see or hear anything beyond it At the end of every 10 minutes you spend
concentrating on the spell, you can choose a new area
and is restrained for the spell's duration. If the of terrain to affect.
target is moved out of the illusion, makes a melee Because the terrain's transformation occurs slowly,
attack through it, or reaches any part of its body creatures in the area can't usually be trapped or
through it, the target takes 10d10 psychic injured by the ground's movement.
damage, and the spell ends. This spell can't manipulate natural stone or stone
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it

Wizard 6th level Enchantment Wizard (XGE) 6th level Illusion Wizard 6th level Transmutation

MOVE EARTH [2/2] OTILUKE'S FREEZING SPHERE [1/2] OTILUKE'S FREEZING SPHERE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 2 V, S, M Instantaneous V, S, M Instantaneous
hours
a small crystal sphere a small crystal sphere
an iron blade and a small bag containing a mixture
of soils - clay, loam, and sand A frigid globe of cold energy streaks from your It shatters on impact, with the same effect as the
ngertips to a point of your choice within range, normal casting of the spell. You can also set the
might collapse. where it explodes in a 60-foot-radius sphere. Each globe down without shattering it. After 1 minute,
Similarly, this spell doesn't directly affect plant creature within the area must make a Constitution if the globe hasn't already shattered, it explodes.
saving throw. On a failed save, a creature takes 10d6
growth. The moved earth carries any plants cold damage. On successful save, it takes half as much At Higher Levels: When you cast this spell
along with it. damage. using a spell slot of 7th level or higher, the
If the globe strikes a body of water or a liquid that is damage increases by 1d6 for each slot level
principally water (not including water-based above 6th
creatures), it freezes the liquid to a depth of 6 inches
over an area 30 feet square. This ice lasts for 1 minute.
Creatures that were swimming on the surface of
frozen water are trapped in the ice. A trapped
creature can use an action to make a Strength check
against your spell save DC to break free.
You can refrain from ring the globe after completing
the spell, if you wish. A small globe about the size of a
sling stone, cool to the touch, appears in your hand. At
any time, you or a creature you give the globe to can
throw the globe (to a range of 40 feet) or hurl it with a
sling (to the sling's normal range).

Wizard 6th level Transmutation Wizard 6th level Evocation Wizard 6th level Evocation

OTTO'S IRRESISTIBLE DANCE PROGRAMMED ILLUSION [1/2] PROGRAMMED ILLUSION [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Until dispelled V, S, M Until dispelled
minute
You create an illusion of an object, a creature, or some Intelligence (Investigation) check against your
Choose one creature that you can see within other visible phenomenon within range that activates spell save DC. If a creature discerns the illusion
range. The target begins a comic dance in place - when a speci c condition occurs. The illusion is for what it is, the creature can see through the
shuf ing, tapping its feet, and capering for the imperceptible until then. It must be no larger than a image, and any noise it makes sounds hollow to
duration. Creatures that can't be charmed are 30-foot cube, and you decide when you cast the spell
how the illusion behaves and what sounds it makes. the creature.
immune to this spell. This scripted performance can last up to 5 minutes.
A dancing creature must use all its movement to When the condition you specify occurs, the illusion
dance without leaving its space and has springs into existence and performs in the manner you
disadvantage on Dexterity saving throws and described. Once the illusion nishes performing, it
attack rolls. While the target is affected by this disappears and remains dormant for 10 minutes. After
spell, other creatures have advantage on attack this time, the illusion can be activated again.
rolls against it. As an action, a dancing creature The triggering condition can be as general or as
makes a Wisdom saving throw to regain control detailed as you like, though it must be based on visual
or audible conditions that occur within 30 feet of the
of itself. On a successful save, the spell ends. area. For example, you could create an illusion of
yourself to appear and warn off others who attempt to
open a trapped door, or you could set the illusion to
trigger only when a creature says the correct word or
phrase.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can
determine that it is an illusion with a successful

Wizard 6th level Enchantment Wizard 6th level Illusion Wizard 6th level Illusion

/
        
        
6

6
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
                 
              
  


           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

6
SCATTER SOUL CAGE [1/2] SOUL CAGE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 reaction, which you take 60 feet 1 reaction, which you take 60 feet
when a humanoid you can when a humanoid you can
COMPONENTS DURATION see within 60 feet of you see within 60 feet of you
V Instantaneous dies dies
The air quivers around up to ve creatures of COMPONENTS DURATION COMPONENTS DURATION
your choice that you can see within range. An V, S, M 8 hours V, S, M 8 hours
unwilling creature must succeed on a Wisdom
saving throw to resist this spell. You teleport a tiny silver cage worth 100 gp a tiny silver cage worth 100 gp
each affected target to an unoccupied space that
you can see within 120 feet of you. That space This spell snatches the soul of a humanoid as it dies yourself with the soul's life experience, making
and traps it inside the tiny cage you use for the your next attack roll, ability check, or saving
must be on the ground or on a oor. material component. A stolen soul remains inside the throw with advantage. If you don't use this
cage until the spell ends or until you destroy the cage, bene t before the start of your next turn, it is
which ends the spell. While you have a soul inside the
cage, you can exploit it in any of the ways described lost.
below. You can use a trapped soul up to six times. Eyes of the Dead: You can use an action to
Once you exploit a soul for the sixth time, it is name a place the humanoid saw in life, which
released, and the spell ends. While a soul is trapped, creates an invisible sensor somewhere in that
the dead humanoid it came from can't be revived. place if it is on the plane of existence you're
Steal Life: You can use a bonus action to drain vigor currently on. The sensor remains for as long as
from the soul and regain 2d8 hit points. you concentrate, up to 10 minutes (as if you
Query Soul: You ask the soul a question (no action were concentrating on a spell). You receive visual
required) and receive a brief telepathic answer, which
you can understand regardless of the language used. and auditory information from the sensor as if
The soul knows only what it knew in life, but it must you were in its space using your senses.
answer you truthfully and to the best of its ability. The A creature that can see the sensor (such as one
answer is no more than a sentence or two and might using see invisibility or truesight) sees a
be cryptic. translucent image of the tormented humanoid
Borrow Experience: You can use a bonus action to whose soul you caged.
bolster

Wizard (XGE) 6th level Conjuration Wizard (XGE) 6th level Necromancy Wizard (XGE) 6th level Necromancy

SUNBEAM TENSER'S TRANSFORMATION TRUE SEEING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60-foot line) 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M 1 hour
minute minutes
an ointment for the eyes that costs 25 gp, is made
a magnifying glass a few hairs from a bull from mushroom powder, saffron, and fat, and is
A beam of brilliant light ashes out from your You endow yourself with endurance and martial consumed by the spell
hand in a 5-foot-wide, 60-foot-line. Each prowess fueled by magic. Until the spell ends , you
can't cast spells, and you gain the following bene ts: This spell gives the willing creature you touch
creature in the line must make a Constitution the ability to see things as they actually are. For
saving throw. On a failed save, a creature takes • You gain 50 temporary hit points. If any of these
remain when the spell ends, they are lost. the duration, the creature has truesight, notices
6d8 radiant damage and is blinded until your • You have advantage on attack rolls that you make secret doors hidden by magic, and can see into
next turn. On a successful save, it takes half as with simple and martial weapons. the Ethereal Plane, all out to a range of 120 feet.
much damage and isn't blinded by this spell. • When you hit a target with a weapon attack, that
Undead and oozes have disadvantage on this target takes an extra 2d12 force damage.
saving throw. • You have pro ciency with all armor, shields, simple
You can create a new line of radiance as your weapons, and martial weapons.
action on any turn until the spell ends. • You have pro ciency in Strength and Constitution
For the duration, a mote of brilliant radiance saving throws.
• You can attack twice, instead of once, when you take
shines in your hand. It sheds bright light in a 30- the Attack action on your turn. You ignore this bene t
foot radius and dim light for an additional 30 if you already have a feature, like Extra Attack, that
feet. The light is sunlight. gives you extra attacks.
Immediately after the spell ends, you must succeed on
a DC 15 Constitution saving throw or suffer one level
of exhaustion.

Wizard 6th level Evocation Wizard (XGE) 6th level Transmutation Wizard 6th level Divination

WALL OF ICE [1/2] WALL OF ICE [2/2] CROWN OF STARS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S 1 hour
minutes minutes
Seven star-like motes of light appear and orbit
a small piece of quartz a small piece of quartz your head until the spell ends. You can use a
bonus action to send one of the motes streaking
You create a wall of ice on a solid surface within range. failed save, or half as much damage on a toward one creature or object within 120 feet of
You can form it into a hemispherical dome or a sphere successful one.
with radium of up to 10 feet, or you can shape a at you. When you do so, make a ranged spell attack.
surface made up of ten 10-foot-square panels. Each
At Higher Levels: When you cast this spell On a hit, the target takes 4d12 radiant damage.
panel must be contiguous with another panel. In any using a spell slot of 7th level or higher, the Whether you hit or miss, the mote is expended.
form, the wall is 1 foot thick and lasts for the duration. damage the wall deals when it appears increases The spell ends early if you expend the last mote.
If the wall cuts through a creature's space when it by 2d6, and the damage from passing through If you have four or more motes remaining, they
appears, the creature within its area is pushed to one the sheet of frigid air increases by 1d6 for each shed bright light in a 30-foot radius and dim light
side of the wall and must make a Dexterity saving slot level above 6th. for an additional 30 feet. If you have one to three
throw. On a failed save, the creature takes 10d6 cold motes remaining, they shed dim light in a 30-foot
damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus radius.
breached. It has AC 12 and 30 hit points per 10-foot At Higher Levels: When you cast this spell
section, and it is vulnerable to re damage. Reducing a using a spell slot of 8th level or higher, the
10-foot section of wall to 0 hit points destroys it and number of motes created increases by two for
leaves behind a sheet of frigid air in the space the wall each slot level above 7th.
occupied. A creature moving through the sheet of
frigid air for the rst time on a turn must make a
Constitution saving throw. The creature takes 5d6
cold damage on a

Wizard 6th level Evocation Wizard 6th level Evocation Wizard (XGE) 7th level Evocation

/
        
        
6

6
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
6

6
        
        
6

6
     
     
     
                 
              
  


           
  
                 
                 
                    
           
6

6
        
        
6

7
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

7
DELAYED BLAST FIREBALL [1/2] DELAYED BLAST FIREBALL [2/2] ETHEREALNESS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 150 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Up to 8 hours
minute minute
You step into the border regions of the Ethereal Plane,
a tine ball of bat guano and sulfur a tine ball of bat guano and sulfur in the area where it overlaps with your current plane.
You remain in the Border Ethereal for the duration or
A beam of yellow light ashes from your pointing explodes. until you use your action to dismiss the spell. During
nger, then condenses to linger at a chosen point The re damages objects in the area and ignites this time, you can move in any direction. If you move
within range as a glowing bead for the duration. When ammable objects that aren't being worn or up or down, every foot of movement costs an extra
the spell ends, either because your concentration is carried. foot. You can see and hear the plane you originated
broken or because you decide to end it, the bead from, but everything there looks gray, and you can't
blossoms with a low roar into an explosion of ame At Higher Levels: When you cast this spell see anything more than 60 feet away.
that spreads around corners. Each creature in a 20- using a spell slot of 8th level or higher, the base While on the Ethereal Plane, you can only affect and
foot-radius sphere centered on that point must make damage increases by 1d6 for each slot level be affected by other creatures on that plane.
a Dexterity saving throw. A creature takes re damage above 7th. Creatures that aren't on the Ethereal Plane can't
equal to the total accumulated damage on a failed perceive you and can't interact with you, unless a
save, or half as much damage on a successful one. special ability or magic has given them the ability to do
The spell's base damage is 12d6. If at the end of your so.
turn the bead has not yet detonated, the damage You ignore all objects and effects that aren't on the
increases by 1d6. Ethereal Plane, allowing you to move through objects
If the glowing bead is touched before the interval has you perceive on the plaen you originated from.
expired, the creature touching it must make a When the spell ends, you immediately return to the
Dexterity saving throw. On a failed save, the spell ends plane you originated from in the spot you currently
immediately, causing the bead to erupt in ame. On a occupy. If you occupy the same spot as a solid object
successful save, the creature can throw the bead up to or creature when this happens, you are immediately
40 feet. When it strikes a creature or a solid object, shunted to the nearest unoccupied space that you can
the spell ends, and the bead occupy and take force damage equal to twice the
number of feet you are

Wizard 7th level Evocation Wizard 7th level Evocation Wizard 7th level Transmutation

ETHEREALNESS [2/2] FINGER OF DEATH FORCECAGE [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 100 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 8 hours V, S Instantaneous V, S, M 1 hour
moved. You send negative energy coursing through a ruby dust worth 1,500 gp
This spell has no effect if you cast it while you are creature that you can see within range, causing it
on the Ethereal Plane or a plane that doesn't searing pain. The target must make a An immobile, invisible, cube-shaped prison composed
border it, such as one of the Outer Planes. Constitution saving throw. It takes 7d8+30 of magical force springs into existence around an area
you choose within range. The prison can be a cage or a
At Higher Levels: When you cast this spell necrotic damage on a failed save, or half as much solid box as you choose.
using a spell slot of 8th level or higher, you can damage on a successful one. A prison in the shape of a cage can be up to 20 feet on
target up to three willing creatures (including A humanoid killed by this spell rises at the start a side and is made from 1/2-inch diameter bars spaced
you) for each slot level above 7th. The creatures of your next turn as a zombie that is permanently 1/2 inch apart.
must be within 10 feet of you when you cast the under your command, following your verbal A prison in the shape of a box can be up to 10 feet on a
spell. orders to the best of its ability. side, creating a solid barrier that prevents any matter
from passing through it and blocking any spells cast
into or out of the area.
When you cast the spell, any creature that is
completely inside the cage's area is trapped.
Creatures only partially within the area, or those too
large to t inside the area, are pushed away from the
center of the area until they are completely outside
the area.
A creature inside the cage can't leave it by nonmagical
means. If the creature tries to use teleportation or
interplanar travel to leave the cage, it must rst make
a Charisma saving throw. On a success, the creature
can use that magic to exit the cage. On a

Wizard 7th level Transmutation Wizard 7th level Necromancy Wizard 7th level Evocation

FORCECAGE [2/2] MIRAGE ARCANE MORDENKAINEN'S MAGNIFICENT


CASTING TIME RANGE CASTING TIME RANGE MANSION [1/2]
1 action 100 feet 10 minutes Sight
CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION 1 minute 300 feet
V, S, M 1 hour V, S 10 days
COMPONENTS DURATION
ruby dust worth 1,500 gp You make terrain in an area up to 1 mile square look,
sound, smell, and even feel like some other sort of V, S, M 24 hours
failure, the creature can't exit the cage and terrain. The terrain's general shape remains the same,
a miniature portal carved from ivory, a small piece of
wastes the use of the spell or effect. The cage however. Open elds or a road could be made to
also extends into the Ethereal Plane, blocking resemble a swamp, hill, crevasse, or some other polished marble, and a tiny silver spoon, each item
ethereal travel. dif cult or impassable terrain. A pond can be made to worth at least 5 gp
seem like a grassy meadow, a precipice like a gentle
This spell can't be dispelled by dispel magic. slope, or a rock-strewn gully like a wide and smooth You conjure an extradimensional dwelling in range
road. that lasts for the duration. You choose where its one
Similarly, you can alter the appearance of structures, entrance is located. The entrance shimmers faintly
or add them where none are present. The spell doesn't and is 5 feet wide and 10 feet tall. You and any
disguise, conceal, or add creatures. creature you designate when you cast the spell can
The illusion includes audible, visual, tactile, and enter the extradimensional dwelling as long as the
olfactory elements, so it can turn clear ground into portal remains open. You can open or close the portal
dif cult terrain (or vice versa) or otherwise impede if you are within 30 feet of it. While closed, the portal
movement through the area. Any piece of the illusory is invisible.
terrain (such as a rock or stick) that is removed from Beyond the portal is a magni cent foyer with
the spell's area disappears immediately. numerous chambers beyond. The atmosphere is clean,
Creatures with truesight can see through the illusion fresh, and warm.
to the terrain's true form, however, all other elements You can create any oor plan you like, but the space
of the illusion remain, so while the creature is aware of can't exceed 50 cubes, each cube being 10 feet on
the illusion's presence, the creature can still physically each side. The place is furnished and decorated as you
interact with the illusion. choose. It contains suf cient food to serve a nine
course banquet for up to 100 people. A staff of 100
near-transparent servants attends all who enter. You
decide the visual appearance of these servants and
their attire. They are completely obedient to your
orders Each servant can perform any task a normal
Wizard 7th level Evocation Wizard 7th level Illusion Wizard 7th level Conjuration

/
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  

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  


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  
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           

7
MORDENKAINEN'S MAGNIFICENT MORDENKAINEN'S SWORD PLANE SHIFT [1/2]
MANSION [2/2] CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch
CASTING TIME RANGE
1 minute 300 feet COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Instantaneous
COMPONENTS DURATION minute
V, S, M 24 hours a forked, metal rod worth at least 250 gp, attuned to
a miniature platinum sword with a grip and pommel a particular plane of existence
a miniature portal carved from ivory, a small piece of of copper and zinc, worth 250 gp
You and up to eight willing creatures who link hands in
polished marble, and a tiny silver spoon, each item You create a sword-shaped plane of force that a circle are transported to a different plane of
worth at least 5 gp hovers within range. It lasts for the duration. existence. You can specify a target destination in
When the sword appears, you make a melee spell general terms, such as the City of Brass on the
perform, but they can't attack or take any action Elemental Plane of Fire or the palace of Dispater on
that would directly harm another creature. Thus attack against a target of your choice within 5 the second level of the Nine Hells, and you appear in
the servants can fetch things, clean, mend, fold feet of the sword. On a hit. the target takes 3d10 or near that destination. If you are trying to reach the
clothes, light res, serve food, pour wine, and so force damage. Until the spell ends, you can use a City of Brass, for example, you might arrive in its
on. The servants can go anywhere in the mansion bonus action on each of your turns to move the Street of Steel, before its Gate of Ashes, or looking at
but can't leave it. Furnishings and other objects sword up to 20 feet to a spot you can see and the city from across the Sea of Fire, at the DM's
created by this spell dissipate into smoke if repeat this attack against the same target or a discretion.
different one. Alternatively, if you know the sigil sequence of a
removed from the mansion. When the spell ends, teleportation circle on another plane of existence, this
any creatures inside the extradimensional space spell can take you to that circle. If the teleportation
are expelled into the open spaces nearest to the circle is too small to hold all the creatures you
entrance. transported, they appear in the closest unoccupied
spaces next to the circle.
You can use this spell to banish an unwilling creature
to another plane. Choose a creature within your reach
and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw.

Wizard 7th level Conjuration Wizard 7th level Evocation Wizard 7th level Conjuration

PLANE SHIFT [2/2] POWER WORD PAIN PRISMATIC SPRAY [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action Self (60 foot cone)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V Instantaneous V, S Instantaneous
a forked, metal rod worth at least 250 gp, attuned to You speak a word of power that causes waves of Eight multicolored rays of light ash from your hand.
a particular plane of existence intense pain to assail one creature you can see Each ray is a different color and has a different power
within range. If the target has 100 hit points or and purpose. Each creature in a 60-foot cone must
If the creature fails the save, it is transported to a fewer, it is subject to crippling pain. Otherwise, make a Dexterity saving throw. For each target, roll a
random location on the plane of existence you d8 to determine which color ray affects it.
the spell has no effect on it. A target is also 1-Red: The target takes 10d6 re damage on a failed
specify. A creature so transported must nd its unaffected if it is immune to being charmed. save, or half as much damage on a successful one.
own way back to your current plane of existence. While the target is affected by crippling pain, any 2-Orange: The target takes 10d6 acid damage on a
speed it has can be no higher than 10 feet. The failed save, or half as much damage on a successful
target also has disadvantage on attack rolls, one.
ability checks, and saving throws, other than 3-Yellow: The target takes 10d6 lightning damage on
Constitution saving throws. Finally, if the target a failed save, or half as much damage on a successful
tries to cast a spell, it must rst succeed on a one.
4-Green: The target takes 10d6 poison damage on a
Constitution saving throw, or the casting fails failed save, or half as much damage on a successful
and the spell is wasted. one.
A target suffering this pain can make a 5-Blue: The target takes 10d6 cold damage on a failed
Constitution saving throw at the end ofeach of save, or half as much damage on a successful one.
its turns. On a successful save, the pain ends. 6-Indigo: On a failed save, the target is restrained. It
must then make a Constitution saving throw at the
end of each of its turns. If it successfully saves three
times, the spell ends. If it fails its save three times, it
permanently turns to stone and is subjected to the
petri ed condition. The successes and failures don't
need to be consecutive, keep track of both

Wizard 7th level Conjuration Wizard (XGE) 7th level Enchantment Wizard 7th level Evocation

PRISMATIC SPRAY [2/2] PROJECT IMAGE [1/2] PROJECT IMAGE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (60 foot cone) 1 action 500 miles 1 action 500 miles
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
day day
until the target collects three of a kind.
7-Violet: On a failed save, the target is blinded. a small replica of you made from materials worth at a small replica of you made from materials worth at
It must then make a Wisdom saving throw at the least 5 gp least 5 gp
start of your next turn. A successful save ends
the blindness. If it fails that save, the creature is You create an illusory copy of yourself that lasts for DC. If a creature discerns the illusion for what it
transported to another plane of existence of the the duration. The copy can appear at any location is, the creature can see through the image, and
within range that you have seen before, regardless of any noise it makes sounds hollow to the
DM's choosing and is no longer blinded. intervening obstacles. The illusion looks and sounds
(Typically, a creature that is on a plane that isn't like you but is intangible. If the illusion takes any creature.
its home plane is banished home, while other damage, it disappears, and the spell ends.
creatures are usually cast into the Astral or You can use your action to move this illusion up to
Ethereal planes.) twice your speed, and make it gesture, speak, and
8-Special: The target is struck by two rays. Roll behave in whatever way you choose. It mimics your
twice more, rerolling any 8. mannerisms perfectly.
You can see through its eyes and hear through its ears
as if you were in its space. On your turn as a bonus
action, you can switch from using its senses to using
your own, or back again. While you are using its
senses, you are blinded and deafened in regard to your
own surroundings.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can
determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save

Wizard 7th level Evocation Wizard 7th level Illusion Wizard 7th level Illusion

/
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/
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  

  

  

  
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  


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7

7
        
        
7

7
     
     
     
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  


           
  
                 
                 
                    
           

7
REVERSE GRAVITY SEQUESTER SIMULACRUM [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 100 feet 1 action Touch 12 hours Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Until dispelled V, S, M Until dispelled
minute
a powder composed of diamond, emerald, ruby, and snow or ice in quantities suf cient to made a life-size
a lodestone and iron lings sapphire dust worth at least 5,000 gp, which the copy of the duplicated creature some hair, ngernail
This spell reverses gravity in a 50-foot-radius, spell consumes clippings, or other piece of that creature's body
100-foot high cylinder centered on a point placed inside the snow or ice and powdered ruby
By means of this spell, a willing creature or an
within range. All creatures and objects that object can be hidden away, safe from detection worth 1,500 gp, sprinkled over the duplicate and
aren't somehow anchored to the ground in the for the duration. When you cast the spell and consumed by the spell
area fall upward and reach the top of the area touch the target, it becomes invisible and can't
when you cast this spell. A creature can make a You shape an illusory duplicate of one beast or
be targeted by divination spells or perceived humanoid that is within range for the entire casting
Dexterity saving throw to grab onto a xed through scrying sensors created by the time of the spell. The duplicate is a creature, partially
object it can reach, thus avoiding the fall. divination of spells. real and formed from ice or snow, and it can take
If some solid object (such as a ceiling) is If the target is a creature, it falls into a state of actions and otherwise be affected as a normal
encountered in this fall, falling objects and suspended animation. Time ceases to ow for it, creature. It appears to be the same as the original, but
creatures strike it just as they would during a and it doesn't grow older. it has half the creature's hit point maximum and is
normal downward fall. If an object or creature formed without any equipment. Otherwise, the
You can set a condition for the spell to end early. illusion uses all the statistics of the creature it
reaches the top of the area without striking The condition can be anything you choose, but it
anything, it remains there, oscillating slightly, for duplicates.
must occur or be visible within 1 mile of the The simulacrum is friendly to you and creatures you
the duration. target. Examples include after 1,000 years or designate. It obeys your spoken commands, moving
At the end of the duration, affected objects and when the tarrasque awakes. This spells also ends and acting in accordance with your wishes and acting
creatures fall back down. if the target takes any damage. on your turn in combat. The simulacrum lacks the
ability to learn or become more powerful, so it never
increases its level or other abilities, nor can it regain
expended spell slots.
If the simulacrum is damaged, you can repair it in an
alchemical laboratory, using rare herbs and minerals
th 100 hit i t it i Th i l
Wizard 7th level Transmutation Wizard 7th level Transmutation Wizard 7th level Illusion

SIMULACRUM [2/2] SYMBOL [1/4] SYMBOL [2/4]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
12 hours Touch 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled or V, S, M Until dispelled or
triggered triggered
snow or ice in quantities suf cient to made a life-size
copy of the duplicated creature some hair, ngernail mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and
clippings, or other piece of that creature's body opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which
placed inside the snow or ice and powdered ruby the spell consumes the spell consumes
worth 1,500 gp, sprinkled over the duplicate and When you cast this spell, you inscribe a harmful glyph approaching within a certain distance of it, or seeing
consumed by the spell either on a surface (such as a section of oor, a wall, or or reading the glyph.
a table) or within an object that can be closed to You can further re ne the trigger so the spell is
snow and melts instantly. conceal the glyph (such as a book, a scroll, or a activated only under certain circumstances or
If you cast this spell again, any currently active treasure chest). If you choose a surface, the glyph can according to a creature's physical characteristics (such
duplicates you created with this spell are cover an area of the surface no larger than 10 feet in as height or weight), or physical kind (for example, the
instantly destroyed. diameter. If you choose an object, that object must ward could be set to affect hags or shapechangers).
remain in its place, if the object is moved more than 10 You can also specify creatures that don't trigger the
feet from where you cast this spell, the glyph is glyph, such as those who say a certain password.
broken, and the spell ends without being triggered. When you inscribe the glyph, choose one of the
The glyph is nearly invisible, requiring an Intelligence options below for its effect. Once triggered, the glyph
(Investigation) check against your spell save DC to nd glows, lling a 60-foot-radius sphere with dim light for
it. 10 minutes, after which time the spell ends. Each
You decide what triggers the glyph when you cast the creature in the sphere when the glyph activates is
spell. For glyphs inscribed on a surface, the most targeted by its effect, as is a creature that enters the
typical triggers include touching or stepping on the sphere for the rst time on a turn or ends its turn
glyph, removing another object covering it, there.
approaching within a certain distance of it, or Death: Each target must make a Constitution saving
manipulating the object that holds it. For glyphs throw, taking 10d10 necrotic damage on a failed save,
inscribed within an object, the most common triggers or half as much damage on a successful save.
are opening the object, Discord: Each target must make a Constitution

Wizard 7th level Illusion Wizard 7th level Abjuration Wizard 7th level Abjuration

SYMBOL [3/4] SYMBOL [4/4] TELEPORT [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 minute Touch 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V Instantaneous
triggered triggered
This spell instantly transports you and up to eight
mercury, phosphorus, and powdered diamond and mercury, phosphorus, and powdered diamond and willing creatures of your choice that you can see
opal with a total value of at least 1,000 gp, which opal with a total value of at least 1,000 gp, which within range, or a single object that you can see within
range, to a destination you select. If you target an
the spell consumes the spell consumes object, it must be able to t entirely inside a 10-foot
saving throw. On a failed save, a target bickers and cube, and it can't be held or carried by an unwilling
Each target must make a Constitution saving creature. The destination you choose must be known
argues with other creatures for 1 minute. During this throw and becomes incapacitated with to you, and it must be on the same plane of existence
time, it is incapable of meaningful communication and excruciating pain for 1 minute on a failed save. as you. Your familiarity with the destination
has disadvantage on attack rolls and ability checks. Sleep: Each target must make a Wisdom saving determines whether you arrive there successfully. The
Fear: Each target must make a Wisdom saving throw
and becomes frightened for 1 minute on a failed save. throw and falls unconscious for 10 minutes on a DM rolls d100 and consults the table.
While frightened, the target drops whatever it is failed save. A creature awakens if it takes Familiarity-Mishap-Similar Area-Off Target-On Target
holding and must move at least 30 feet away from the damage or if someone uses an action to shake or Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
glyph on each of its turns, if able. slap it awake. Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
Hopelessness: Each target must make a Charisma Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
Stunning: Each target must make a Wisdom Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
saving throw. On a failed save, the target is saving throw and becomes stunned for 1 minute Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
overwhelmed with despair for 1 minute. During this on a failed save. Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
time, it can't attack or target any creature with False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
harmful abilities, spells, or other magical effects. Familiarity: Permanent Circle means a permanent
Insanity: Each target must make an Intelligence teleportation circle whose sigil sequence you know.
saving throw. On a failed save, the target is driven Associated Object means that you possess an object
insane for 1 minute. An insane creature can't take taken from the desired
actions, can't understand what other creatures say,
can't read, and speaks only in gibberish. The DM
controls its movement, which is erratic.
Pain:

Wizard 7th level Abjuration Wizard 7th level Abjuration Wizard 7th level Conjuration

/
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        
7

7
        

/
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  

  

  

  
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  
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                 
                    
           
7

7
        
        
7

7
     
     
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              
  


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  
                 
                 
                    
           
7

7
        
        
7

7
     
     
     
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     
     
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  


           
  
                 
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                    
           

7
TELEPORT [2/3] TELEPORT [3/3] WHIRLWIND [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 10 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V Instantaneous V, M Concentration, up to 1
minute
destination within the last six months, such as a book target by 15 percent, or 18 miles. The DM determines
from a wizard's library, bed linen from a royal suite, or the direction off target randomly by rolling a d8 and a piece of straw
a chunk of marble from a Lich's secret tomb. designating 1 as north, 2 as north-east, 3 as east, and
Very Familiar is a place you have been very often, a so on around the points of the compass. If you were A whirlwind howls down to a point that you can see on
place you have carefully studied, or a place you can teleporting to a coastal city and wound up 18 miles the ground within range. The whirlwind is a 10-foot-
see when you cast the spell. Seen Casually is some out at sea, you could be in trouble. radius, 30-foot-high cylinder centered on that point.
place you have seen more than once but with which Similar Area: You and your group (or the target Until the spell ends, you can use your action to move
you aren't very familiar. Viewed Once is a place you object) wind up in a different area that's visually or the whirlwind up to 30 feet in any direction along the
have seen once, possibly using magic. Description is a thematically similar to the target area. If you are ground. The whirlwind sucks up any Medium or
place whose location and appearance you know heading for your home laboratory, for example, you smaller objects that aren't secured to anything and
through someone else's description, perhaps from a might wind up in another wizard's laboratory or in an that aren't worn or carried by anyone.
map. alchemical supply shop that has many of the same A creature must make a Dexterity saving throw the
False Destination is a place that doesn't exist. Perhaps tools and implements as your laboratory. Generally, rst time on a turn that it enters the whirlwind or that
you tried to scry an enemy's sanctum but instead you appear in the closest similar place, but since the the whirlwind enters its space, including when the
viewed an illusion, or you are attempting to teleport to spell has no range limit, you could conceivably wind up whirlwind rst appears. A creature takes 10d6
a familiar location that no longer exists. anywhere on the plane. bludgeoning damage on a failed save, or half as much
On Target: You and your group (or the target object) Mishap: The spell's unpredictable magic results in a damage on a successful one. In addition, a Large or
appear where you want to go. dif cult journey. Each teleporting creature (or the smaller creature that fails the save must succeed on a
Off Target: You and your group (or the target object) target object) takes 3d10 force damage and the DM Strength saving throw or become restrained in the
appear a random distance away from the destination rerolls on the table to see where you wind up (multiple whirlwind until the spell ends. When a creature starts
in a random direction. Distance off target is 1d10 x mishaps can occur, dealing damage each time). its turn restrained by the whirlwind, the creature is
1d10 percent of the distance that was to be travelled. pulled 5 feet higher inside it, unless the creature is at
For example, if you tried to travel 120 miles, landed off the top. A restrained creature moves with the
target, and rolled a 5 and 3 on the two d10s, then you whirlwind
would be off

Wizard 7th level Conjuration Wizard 7th level Conjuration Wizard (XGE) 7th level Evocation

WHIRLWIND [2/2] ABI-DALZIM'S HORRID WILTING ANTIMAGIC FIELD [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 150 feet 1 action Self (10-foot-radius
sphere)
COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 1 V, S, M Instantaneous COMPONENTS DURATION
minute V, S M Concentration, up to 1
a bit of sponge hour
a piece of straw
You draw the moisture from every creature in a a pinch of powdered iron or iron lings
and falls when the spell ends, unless the creature 30-foot cube centered on a point you choose
has some means to stay aloft. within range. Each creature in that area must A 10-foot-radius invisible sphere of antimagic
A restrained creature can use an action to make make a Constitution saving throw. Constructs surrounds you. This area is divorced from the magical
a Strength or Dexterity check against your spell energy that suffuses the multiverse. Within the
and undead aren't affected, and plants and water sphere, spells can't be cast, summoned creatures
save DC. If successful, the creature is no longer elementals make this saving throw with disappear, and even magic items become mundane.
restrained by the whirlwind and is hurled 3d6 x disadvantage. A creature takes 12d8 necrotic Until the spell ends, the sphere moves with you,
10 feet away from it in a random direction. damage on a failed save, or half as much damage centered on you.
on a successful one. Spells and other magical effects, except those created
Nonmagical plants in the area that aren't by an artifact or a deity, are suppressed in the sphere
creatures, such as trees and shrubs, wither and and can't protrude into it. A slot expended to cast a
die instantly. suppressed spell is consumed. While an effect is
suppressed, it doesn't function, but the time it spends
suppressed counts against its duration.
Targeted Effects: Spells and other magical effects,
such as magic missile and charm person, that target a
creature or an object in the sphere have no effect on
that target.
Areas of Magic: The area of another spell or magical
effect, such as reball, can't extend into the sphere. If
the sphere overlaps an area of magic, the part of the
area that is covered by the sphere is

Wizard (XGE) 7th level Evocation Wizard (XGE) 8th level Necromancy Wizard 8th level Abjuration

ANTIMAGIC FIELD [2/3] ANTIMAGIC FIELD [3/3] ANTIPATHY/SYMPATHY [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (10-foot-radius 1 action Self (10-foot-radius 1 hour 60 feet
sphere) sphere)
COMPONENTS DURATION
COMPONENTS DURATION COMPONENTS DURATION V, S, M 10 days
V, S M Concentration, up to 1 V, S M Concentration, up to 1
hour hour either a lump of alum soaked in vinegar for the
antipathy effect or a drop of honey for the sympathy
a pinch of powdered iron or iron lings a pinch of powdered iron or iron lings effect
suppressed. For example, the ames created by a wall portal to another location, world, or plane of This spell attracts or repels creatures of your choice.
of re are suppressed within the sphere, creating a existence, as well as an opening to an You target something within range, either a Huge or
gap in the wall if the overlap is large enough. extradimensional space such as that created by smaller object or creature or an area that is no larger
Spells: Any active spell or other magical effect on a the rope trick spells, temporarily closes while in than a 200-foot cube. Then specify a kind of intelligent
creature or an object in the sphere is suppressed while the sphere. creature, such as red dragons, goblins, or vampires.
the creature or object is in it. Creatures and Objects: A creature or object You invest the target with an aura that either attracts
Magic Items: The properties and powers of magic or repels the speci ed creatures for the duration.
items are suppressed in the sphere. For example, a +1 summoned or created by magic temporarily
winks out of existence in the sphere. Such a Choose antipathy or sympathy as the aura's effect.
long sword in the sphere functions as a nonmagical creature instantly reappears once the space the Antipathy: The enchantment causes creatures of the
long sword. A magic weapon's properties and powers kind you designated to feel an intense urge to leave
are suppressed if it is used against a target in the creature occupied is no longer within the sphere. the area and avoid the target. When such a creature
sphere or wielded by an attacker in the sphere. If a Dispel Magic: Spells and magical effects such can see the target or comes within 60 feet of it, the
magic weapon or piece of magic ammunition fully as dispel magic have no effect on the sphere. creature must succeed on a Wisdom saving throw or
leaves the sphere (For example, if you re a magic Likewise, the spheres created by different become frightened. The creature remains frightened
arrow or throw a magic spear at a target outside the antimagic eld spells don't nullify each other. while it can see the target or is within 60 feet of it.
sphere), the magic of the item ceases to be suppressed While frightened by the target, the creature must use
as soon as it exits. its movement to move to the nearest safe spot from
Magical Travel: Teleportation and planar travel fail which it can't see the target. If the creature moves
to work in the sphere, whether the sphere is the more than 60 feet from the target and can't see it, the
destination or the departure point for such magical creature is no longer
travel. A

Wizard 8th level Abjuration Wizard 8th level Abjuration Wizard 8th level Enchantment

/
        
        
7

8
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
7

8
        
        
7

8
     
     
     
                 
              
  


           
  
                 
                 
                    
           
7

8
        
        
7

8
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

8
ANTIPATHY/SYMPATHY [2/3] ANTIPATHY/SYMPATHY [3/3] CLONE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour 60 feet 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days V, S, M 10 days V, S, M Instantaneous
either a lump of alum soaked in vinegar for the either a lump of alum soaked in vinegar for the a diamond worth at least 1,000 gp and at least 1
antipathy effect or a drop of honey for the sympathy antipathy effect or a drop of honey for the sympathy cubic inch of esh of the creature that is to be
effect effect cloned, which the spell consumes, and a vessel worth
frightened, but the creature becomes frightened again at least 2,000 gp that has a sealable lid and is large
a creature affected by the spells is allowed
if it regains sight of the target or moves within 60 feet another Wisdom saving throw every 24 hours enough to hold a Medium creature, such as a huge
of it. while the spell persists. A creature that urn, cof n, mud- lled cyst in the ground, or crystal
Sympathy: The enchantment causes the speci ed successfully saves against this effect is immune container lled with salt water
creatures to feel an intense urge to approach the
target while within 60 feet of it or able to see it. When to it for 1 minute, after which time it can be This spell grows an inert duplicate of a living
such a creature can see the target or comes within 60 affected again. creature as a safeguard against death. This clone
feet of it, the creature must succeed on a Wisdom forms inside as a sealed vessel and grows to full
saving throw or use its movement on each of its turns size and maturity after 120 days you can also
to enter the area or move within reach of the target.
When the creature has done so, it can't willingly move choose to have the clone be a younger version of
away from the target. If the target damages or the same creature. It remains inert and endures
otherwise harms an affected creature, the affected inde nitely, as long as its vessel remains
creature can make a Wisdom saving throw to end the undisturbed.
effect, as described below. At any time after the clone matures, if the
Ending the Effect: If an affected creature ends its original creature dies, its soul transfers to the
turn while not within 60 feet of the target or able to clone, provided that the soul is free and willing to
see it, the creature makes a Wisdom saving throw. ON return. The clone is physically identical to the
a successful save, the creature is no longer affected by
the target and recognizes the feeling of repugnance or original and has the same personality, memories,
attraction as magical. In addition, and abilities, but none of the original's
equipment. The original creature's physical
remains, if they still exist, become inert and can't
Wizard 8th level Enchantment Wizard 8th level Enchantment Wizard 8th level Necromancy

CONTROL WEATHER [1/2] CONTROL WEATHER [2/2] DEMIPLANE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self (5-mile radius) 10 minutes Self (5-mile radius) 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 8 V, S, M Concentration, up to 8 S 1 hour
hours hours
You create a shadowy door on a at solid surface
burning incense and bits of earth and wood mixed in burning incense and bits of earth and wood mixed in that you can see within range. The door is large
water water enough to allow Medium creatures to pass
through unhindered. When opened, the door
You take control of the weather within 5 miles of you Stage 6 - Arctic cold leads to a demiplane that appears to be an empty
for the duration. You must be outdoors to cast this Wind: Stage 1 - Calm Stage 2 - Moderate wind room 30 feet in each dimension, made of wood
spell. Moving to a place where you don't have a clear Stage 3 - Strong wind Stage 4 - Gale Stage 5 -
path to the sky ends the spell early. or stone. When the spell ends, the door
When you cast the spell, you change the current Storm disappears, and any creatures or objects inside
weather conditions, which are determined by the DM the demiplane remain trapped there, as the door
based on the climate and season. also disappears from the other side.
You can change precipitation, temperature, and wind. Each time you cast this spell, you can create a
It takes 1d4 x 10 minutes for the new conditions to new demiplane, or have the shadowy door
take effect. Once they do so, you can change the connect to a demiplane you created with a
conditions again. When the spell ends, the weather previous casting of this spell. Additionally, if you
gradually returns to normal. When you change the
weather conditions, nd a current condition on the know the nature and contents of a demiplane
following tables and change its stage by one, up or created by a casting of this spell by another
down. When changing the wind, you can change its creature, you can have the shadowy door
direction. connect to its demiplane instead.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds
Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or
snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 -
Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold

Wizard 8th level Transmutation Wizard 8th level Transmutation Wizard 8th level Conjuration

DOMINATE MONSTER [1/2] DOMINATE MONSTER [2/2] FEEBLEMIND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
hour hour
a handful of clay, crystal, glass, or mineral spheres
You attempt to beguile a creature that you can see throw succeeds, the spell ends.
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell You blast the mind of a creature that you can see
throw or be charmed by you for the duration. If you or with a 9th-level spell slot, the duration is within range, attempting to shatter its intellect
creatures that are friendly to you are ghting it, it has concentration, up to 8 hours. and personality. The target takes 4d6 psychic
advantage on the saving throw. damage and must make an Intelligence saving
While the creature is charmed, you have a telepathic
link with it as long as the two of you are on the same throw.
plane of existence. You can use this telepathic link to On a failed save, the creature's Intelligence and
issue commands to the creature while you are Charisma scores become 1. The creature can't
conscious (no action required), which it does its best cast spells, activate magic items, understand
to obey. You can specify a simple and general course of language, or communicate in any intelligible way.
action, such as Attack that creature, Run over there, The creature can, however, identify its friends,
or Fetch that object. If the creature completes the follow them, and even protect them.
order and doesn't receive further direction from you, At the end of every 30 days, the creature can
it defends and preserves itself to the best of its ability.
You can use your action to take total and precise repeat its saving throw against this spell. If it
control of the target. Until the end of your next turn, succeeds on its saving throw, the spell ends.
the creature takes only the actions you choose, and The spell can also be ended by greater restoration,
doesn't do anything that you don't allow it to do. heal or wish.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving

Wizard 8th level Enchantment Wizard 8th level Enchantment Wizard 8th level Enchantment

/
        
        
8

8
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
8

8
        
        
8

8
     
     
     
                 
              
  


           
  
                 
                 
                    
           
8

8
        
        
8

8
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

8
ILLUSORY DRAGON [1/2] ILLUSORY DRAGON [2/2] INCENDIARY CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 S Concentration, up to 1 V, S Concentration, up to 1
minute minute minute
By gathering threads of shadow material from the A creature that uses an action to examine the A swirling cloud of smoke shot through with
Shadowfell, you create a Huge shadowy dragon in an dragon can determine that it is an illusion by white-hot embers appears in a 20-foot-radius
unoccupied space that you can see within range. The succeeding on an Intelligence (Investigation) sphere centered on a point within range. The
illusion lasts for the spell's duration and occupies its check against your spell save DC. If a creature cloud spreads around corners and is heavily
space, as if it were a creature.
When the illusion appears, any of your enemies that discerns the illusion for what it is, the creature obscured. It lasts for the duration or until a wind
can see it must succeed on a Wisdom saving throw or can see through it and has advantage on saving of moderate or greater speed (at least 10 miles
become frightened of it for 1 minute. If a frightened throws against its breath. per hour) disperses it.
creature ends its turn in a location where it doesn't When the cloud appears, each creature in it must
have line of sight to the illusion, it can repeat the make a Dexterity saving throw. A creature takes
saving throw, ending the effect on itself on a success. 10d8 re damage on a failed save, or half as
As a bonus action on your turn, you can move the much damage on a successful one. A creature
illusion up to 60 feet. At any point during its must also make this saving throw when it enters
movement, you can cause it to exhale a blast of energy
in a 60-foot cone originating from its space. When you the spell's area for the rst time on a turn or
create the dragon, choose a damage type: acid, cold, ends its turn there.
re, lightning, necrotic, or poison. Each creature in the The cloud moves 10 feet directly away from you
cone must make an Intelligence saving throw, taking in a direction that you choose at the start of each
7d6 damage of the chosen damage type on a failed of your turns.
save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff
used to create it, but attacks miss it automatically, it
succeeds on all saving throws, and it is immune to all
damage and conditions.

Wizard (XGE) 8th level Illusion Wizard (XGE) 8th level Illusion Wizard 8th level Conjuration

MADDENING DARKNESS MAZE MIGHTY FORTRESS [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 150 feet 1 action 60 feet 1 minute 1 mile
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 10 V, S Concentration, up to 10 V, S, M Instantaneous
minutes minutes
a diamond worth at least 500 gp, which the spell
a drop of pitch mixed with a drop of mercury You banish a creature that you can see within consumes
range into a labyrinthine demiplane. The target
Magical darkness spreads from a point you remains there for the duration or until it escapes A fortress of stone erupts from a square area of
choose with in range to ll a 60-foot-radius the maze. ground of your choice that you can see within range.
sphere until the spell ends. The darkness spreads The target can use its action to attempt to The area is 120 feet on each side, and it must not have
around corners. A creature with darkvision can't escape. When it does so, it makes a DC 20 any buildings or other structures on it. Any creatures
see through this darkness. Nonmagical light, as in the area are harmlessly lifted up as the fortress
Intelligence check. If it succeeds, it escapes, and rises.
well as light c reated by spells of 8th level or the spell ends (a minotaur or goristro demon The fortress has four turrets with square bases, each
lower, can't illuminate the area. automatically succeeds). one 20 feet on a side and 30 feet tall, with one turret
Shrieks, gibbering, and mad laughter can be When the spell ends, the target reappears in the on each corner. The turrets are connected to each
heard within the sphere. Whenever a creature space it left or, if that space is occupied, in the other by stone walls that are each 80 feet long,
starts its turn in the sphere, it must make a nearest unoccupied space. creating an enclosed area. Each wall is 1 foot thick and
Wisdom saving throw, taking 8d8 psychic is composed of panels that are 10 feet wide and 20
damage on a failed save, or half as much damage feet tall. Each panel is contiguous with two other
on a successful one. panels or one other panel and a turret. You can place
up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep
has a square base that is 50 feet on each side, and it
has three oors with 10-foot-high ceilings. Each of the
oors can be divided into as many rooms as you like,
provided each room is at least 5 feet on each side. The
oors of the

Wizard (XGE) 8th level Evocation Wizard 8th level Conjuration Wizard (XGE) 8th level Conjuration

MIGHTY FORTRESS [2/3] MIGHTY FORTRESS [3/3] MIND BLANK


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 1 mile 1 minute 1 mile 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S 24 hours
a diamond worth at least 500 gp, which the spell a diamond worth at least 500 gp, which the spell Until the spell ends, one willing creature you
consumes consumes touch is immune to psychic damage, any effect
that would sense its emotions or read its
keep are connected by stone staircases, its walls are 6 sinks back into the ground, leaving any creatures thoughts, divination spells, and the charmed
inches thick, and interior rooms can have stone doors that were inside it safely on the ground. condition. The spell even foils wish spells and
or open archways as you choose. The keep is furnished Casting this spell on the same spot once every 7 spells or effects of similar power used to affect
and decorated however you like, and it contains days for a year makes the fortress permanent.
suf cient food to serve a nine-course banquet for up the target's mind or to gain information about
to 100 people each day. Furnishings, food, and other the target.
objects created by this spell crumble to dust if
removed from the fortress.
A staff of one hundred invisible servants obeys any
command given to them by creatures you designate
when you cast the spell. Each servant functions as if
created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that
can be damaged. Each 10-foot-by-10-foot section of
stone has AC 15 and 30 hit points per inch of
thickness. It is immune to poison and psychic damage.
Reducing a section of stone to 0 hit points destroys it
and might cause connected sections to buckle and
collapse at the DM's discretion.
After 7 days or when you cast this spell somewhere
else, the fortress harmlessly crumbles and

Wizard (XGE) 8th level Conjuration Wizard (XGE) 8th level Conjuration Wizard 8th level Abjuration

/
        
        
8

8
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
8

8
        
        
8

8
     
     
     
                 
              
  


           
  
                 
                 
                    
           
8

8
        
        
8

8
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

8
POWER WORD STUN SUNBURST TELEPATHY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 150 feet 1 action Unlimited
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Instantaneous V, S, M 24 hours
You speak a word of power that can overwhelm re and a piece of sunstone a pair of linked silver rings
the mind of one creature you can see within
range, leaving it dumbfounded. If the target has Brilliant sunlight ashes in a 60-foot radius You create a telepathic link between yourself
150 hit points or fewer, it is stunned. Otherwise, centered on a point you choose within range. and a willing creature with which you are
the spell has no effect. Each creature in that light must make a familiar. The creature can be anywhere on the
The stunned target must make a Constitution Constitution saving throw. On a failed save, a same plane of existence as you. The spell ends if
saving throw at the end of each of its turns. On a creature takes 12d6 radiant damage and is you or the target are no longer on the same
successful save, this stunning effect ends. blinded for 1 minute. On a successful save, it plane.
takes half as much damage and isn't blinded by Until the spell ends, you and the target can
this spell. Undead and oozes have disadvantage instantaneously share words, images, sounds,
on this saving throw. and other sensory messages with one another
A creature blinded by this spell makes another through the link, and the target recognizes you
Constitution saving throw at the end of each of as the creature it is communicating with. The
its turns. On a successful save, it is no longer spell enables a creature with an Intelligence
blinded. score of at least 1 to understand the meaning of
This spell dispels any darkness in its area that your words and take in the scope of any sensory
was created by a spell. messages you send to it.

Wizard 8th level Enchantment Wizard 8th level Evocation Wizard 8th level Evocation

ASTRAL PROJECTION [1/3] ASTRAL PROJECTION [2/3] ASTRAL PROJECTION [3/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 10 feet 1 hour 10 feet 1 hour 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Special V, S, M Special V, S, M Special
for each creature you affect with this spell, you must for each creature you affect with this spell, you must for each creature you affect with this spell, you must
provide one jacinth worth at least 1,000 gp and one provide one jacinth worth at least 1,000 gp and one provide one jacinth worth at least 1,000 gp and one
ornately carved bar of silver worth at least 100 gp, ornately carved bar of silver worth at least 100 gp, ornately carved bar of silver worth at least 100 gp,
all of which the spell consumes all of which the spell consumes all of which the spell consumes
You and up to eight willing creatures within range were on when casting this spell, your body and nd their own way back to their bodies, usually
project your astral bodies into the Astral Plane (the possessions are transported along the silver cord, by dropping to 0 hit points.
spell fails and the casting is wasted if you are already allowing you to re-enter your body as you enter the
on that plane). The material body you leave behind is new plane. Your astral form is a separate incarnation.
unconscious and in a state of suspended animation, it Any damage or other effects that apply to it have no
doesn't need food or air and doesn't age. effect on your physical body, nor do they persist when
Your astral body resembles your mortal form in almost you return to it.
every way, replicating your game statistics and The spell ends for you and your companions when you
possessions. The principal difference is the addition of use your action to dismiss it. When the spell ends, the
a silvery cord that extends from between your affected creature returns to its physical body, and it
shoulder blades and trails behind you, fading to awakens. The spell might also end early for you or one
invisibility after 1 foot. This cord is your tether to your of your companions. A successful dispel magic spell
material body. As long as the tether remains intact, used against an astral or physical body ends the spell
you can nd your way home. If the cord is cut- for that creature. If a creature's original body or its
something that can happen only when an effect astral form drops to 0 hit points, the spell ends for that
speci cally states that it does-your soul and body are creature. If the spell ends and the silver cord is intact,
separated, killing you instantly. the cord pulls the creature's astral form back to its
Your astral form can freely travel through the Astral body, ending its state of suspended animation.
Plane and can pass through portals there leading to If you are returned to your body prematurely, your
any other plane. If you enter a new plane or return to companions remain in their astral forms and must
the plane you

Wizard 9th level Necromancy Wizard 9th level Necromancy Wizard 9th level Necromancy

FORESIGHT GATE [1/2] GATE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a hummingbird feather
a diamond worth at least 5,000 gp a diamond worth at least 5,000 gp
You touch a willing creature and bestow a
limited ability to see into the immediate future. You conjure a portal linking an unoccupied space you You gain no special power over the creature, and
For the duration, the target can't be surprised can see within range to a precise location on a it is free to act as the DM deems appropriate. It
and has advantage on attack rolls, ability checks, different plane of existence. The portal is a circular might leave, attack you, or help you.
opening, which you can make 5 to 20 feet in diameter.
and saving throws. Additionally, other creatures You can orient the portal in any direction you choose.
have disadvantage on attack rolls against the The portal lasts for the duration.
target for the duration. The portal has a front and a back on each plane where
This spell immediately ends if you cast it again it appears. Travel through the portal is possible only by
before its duration ends. moving through its front. Anything that does so is
instantly transported to the other plane, appearing in
the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals
created by this spell from opening in their presence or
anywhere within their domains.
When you cast this spell, you can speak the name of a
speci c creature (a pseudonym, title, or nickname
doesn't work). If that creature is on a plane other than
the one you are on, the portal opens in the named
creature's immediate vicinity and draws the creature
through it to the nearest unoccupied space on your
side of the portal.

Wizard 9th level Divination Wizard 9th level Conjuration Wizard 9th level Conjuration

/
        
        
8

9
        

/
        
                 
              
  

  

  

  
           
  
                 
                 
                    
           
8

9
        
        
8

9
     
     
     
                 
              
  


           
  
                 
                 
                    
           
8

9
        
        
8

9
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

9
IMPRISONMENT [1/3] IMPRISONMENT [2/3] IMPRISONMENT [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 minute 30 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V, S, M Until dispelled
a vellum depiction or a carved statuette in the a vellum depiction or a carved statuette in the a vellum depiction or a carved statuette in the
likeness of the target, and a special component that likeness of the target, and a special component that likeness of the target, and a special component that
varies according to the version of the spell you varies according to the version of the spell you varies according to the version of the spell you
choose, worth at least 500 gp per Hit Die of the choose, worth at least 500 gp per Hit Die of the choose, worth at least 500 gp per Hit Die of the
target target target
You create a magical restraint to hold a creature that is a ne chain of precious metal. rare sopori c herbs.
you can see within range. The target must succeed on Hedged Prison: The spell transports the target into Ending the Spell: During the casting of the spell, in
a Wisdom saving throw or be bound by the spell, if it a tiny demiplane that is warded against teleportation any of its versions, you can specify a condition that will
succeeds, it is immune to this spell if you cast it again. and planar travel. The demiplane can be a labyrinth, a cause the spell to end and release the target. The
While affected by this spell, the creature doesn't need cage, a tower, or any similar con ned structure or area condition can be as speci c or as elaborate as you
to breathe, eat, or drink, and it doesn't age. Divination of your choice. choose, but the DM must agree that the condition is
spells can't locate or perceive the target. The special component for this version of the spell is a reasonable and has a likelihood of coming to pass. The
When you cast the spell, you choose one of the miniature representation of the prison made from conditions can be based on a creature's name, identity,
following forms of imprisonment. jade. or deity but otherwise must be based on observable
Burial: The target is entombed far beneath the earth Minimus Containment: The target shrinks to a actions or qualities and not based on intangibles such
in a sphere of magical force that is just large enough to height of 1 inch and is imprisoned inside a gemstone as level, class, or hit points.
contain the target. Nothing can pass through the or similar object. Light can pass through the gemstone A dispel magic spell can end the spell only if it is cast
sphere, nor can any creature teleport or use planar normally (allowing the target to see out and other as a 9th-level spell, targeting either the prison or the
travel to get into or out of it. creatures to see in), but nothing else can pass through, special component used to create it.
The special component for this version of the spell is a even by means of teleportation or planar travel. The You can use a particular special component to create
small mithral orb. gemstone can't be cut or broken while the spell only one prison at a time. If you cast the spell again
Chaining: Heavy chains, rmly rooted in the ground, remains in effect. using the same component, the target of the rst
hold the target in place. The target is restrained until The special component for this version of the spell is a casting is immediately freed from its binding.
the spell ends, and it can't move or be moved by any large, transparent gemstone, such as a corundum,
means until then. diamond, or ruby.
The special component for this version of the spell Slumber: The target falls asleep and can't be awoken
Wizard 9th level Abjuration Wizard 9th level Abjuration Wizard 9th level Abjuration

INVULNERABILITY MASS POLYMORPH [1/2] MASS POLYMORPH [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minutes hour hour
a small piece of adamantine worth at least 500 gp, a caterpillar cocoon a caterpillar cocoon
which the spell consumes You transform up to ten creatures of your choice that temporary hit points and reverts to its normal
You are immune to all damage until the spell you can see within range. An unwilling target must form.
ends. succeed on a Wisdom saving throw to resist the The creature is limited in the actions it can
transformation. An unwilling shapechanger perform by the nature of its new form. It can't
automatically succeeds on the save.
Each target assumes a beast form of your choice, and speak, cast spells, or do anything else that
you can choose the same form or different ones for requires hands or speech.
each target. The new form can be any beast you have The target's gear melds into the new form. The
seen whose challenge rating is equal to or less than target can't activate, use, wield, or otherwise
the target's (or half the target's level, if the target bene t from any of its equipment.
doesn't have a challenge rating). The target's game
statistics, including mental ability scores, are replaced
by the statistics of the chosen beast, but the target
retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points
equal to the hit points of its new form. These
temporary hit points can't be replaced by temporary
hit points from another source. A target reverts to its
normal form when it bas no more temporary hit points
or it dies. If the spell ends before then, the creature
loses all its

Wizard (XGE) 9th level Abjuration Wizard (XGE) 9th level Transmutation Wizard (XGE) 9th level Transmutation

METEOR SWARM POWER WORD KILL PRISMATIC WALL [1/4]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 1 mile 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Instantaneous V, S 10 minutes
Blazing orbs of re plummet to the ground at You utter a word of power that can compel one A shimmering, multicolored plane of light forms a
four different points you can see within range. creature you can see within range to die vertical opaque wall - up to 90 feet long, 30 feet high,
Each creature in a 40-foot-radius sphere instantly. If the creature you chose has 100 hit and 1 inch thick - entered on a point you can see
centered on each point you choose must make a points or fewer, it dies. Otherwise, the spell has within range. Alternatively, you can shape the wall into
a sphere up to 30 feet in diameter centered on a point
Dexterity saving throw. The sphere spreads no effect. you choose within range. The wall remains in place for
around corners. A creature takes 20d6 re the duration. If you position the wall so that it passes
damage and 20d6 bludgeoning damage on a through a space occupied by a creature, the spell fails,
failed save, or half as much damage on a and your action and the spell slot are wasted.
successful one. A creature in the area of more The wall sheds bright light out to a range of 100 feet
than one ery burst is affected only once. and dim light for an additional 100 feet. You and
The spell damages objects in the area and ignites creatures you designate at the time you cast the spell
ammable objects that aren't being worn or can pass through and remain near the wall without
harm. If another creature that can see the wall moves
carried. to within 20 feet of it or starts its turn there, the
creature must succeed on a Constitution saving throw
or become blinded for 1 minute.
The wall consists of seven layers, each with a different
color. When a creature attempts to reach into or pass
through the wall, it does so one layer at a time through
all the wall's layers. As it passes or reaches through
each layer, the creature must make a Dexterity saving
throw or be affected by that layer's properties as
described

Wizard 9th level Evocation Wizard 9th level Enchantment Wizard 9th level Abjuration

/
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/
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              
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  

  

  
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  
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                 
                    
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     
                 
              
  


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  
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                 
                    
           
9

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     
     
     
     
              
  


           
  
                 
                 
                    
           

9
PRISMATIC WALL [2/4] PRISMATIC WALL [3/4] PRISMATIC WALL [4/4]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S 10 minutes V, S 10 minutes
below. surface, destroys this layer. usually cast into the Astral or Ethereal planes.)
The wall can be destroyed, also one layer at a time, in Blue: The creature takes 10d6 cold damage on a This layer is destroyed by a dispel magic spell or a
order from red to violet, by means speci c to each failed save, or half as much damage on a successful similar spell of equal or higher level that can end
layer. Once a layer is destroyed, it remains so for the one. This layer can be destroyed by dealing at least 25 spells and magical effects.
duration of the spell. A rod of cancellation destroys a re damage to it.
prismatic wall, but an antimagic eld has no effect on Indigo: On a failed save, the creature is restrained. It
it. must then make a Constitution saving throw at the
Red: The creature takes 10d6 re damage on a failed end of each of its turns. If it successfully saves three
save, or half as much damage on a successful one. times, the spell ends. If it fails its save three times, it
While this layer is in place, nonmagical ranged attacks permanently turns to stone and is subjected to the
can't pass through the wall. The layer can be petri ed condition. The successes and failures don't
destroyed by dealing at least 25 cold damage to it. need to be consecutive, keep track of both until the
Orange: The creature takes 10d6 acid damage on a creature collects three of a kind.
failed save, or half as much damage on a successful While this layer is in place, spells can't be cast through
one. While this layer is in place, magical ranged attacks the wall. The layer is destroyed by bright light shed by
can't pass through the wall. The layer is destroyed by a a daylight spell or a similar spell of equal or higher
strong wind. level.
Yellow: The creature takes 10d6 lightning damage on Violet: On a failed save, the creature is blinded. It
a failed save, or half as much damage on a successful must then make a Wisdom saving throw at the start of
one. This layer can be destroyed by dealing at least 60 your next turn. A successful save ends the blindness. If
force damage to it. it fails that save, the creature is transported to
Green: The creature takes 10d6 poison damage on a another plane of the DM's choosing and is no longer
failed save, or half as much damage on a successful blinded. (Typically, a creature that is on a plane that
one. A passwall spell, or another spell of equal or isn't its home plane is banished home, while other
greater level that can open a portal on a solid creatures are

Wizard 9th level Abjuration Wizard 9th level Abjuration Wizard 9th level Abjuration

PSYCHIC SCREAM SHAPECHANGE [1/3] SHAPECHANGE [2/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour
You unleash the power of your mind to blast the
intellect of up to ten creatures of your choice a jade circlet worth at least 1,500 gp, which you a jade circlet worth at least 1,500 gp, which you
that you can see within range. Creatures that must place on your head before you cast the spell must place on your head before you cast the spell
have an Intelligence score of 2 or lower are
unaffected. You assume the form of a different creature for the result of dropping to 0 hit points, any excess damage
Each target must mak e an Intelligence saving duration. The new form can be any creature with a carries over to your normal form. As long as the excess
challenge rating equal to your level or lower. The damage doesn't reduce your normal form to 0 hit
throw. On a failed save, a target takes 14d6 creature can't be a construct or an undead, and you points, you aren't knocked unconscious.
psychic damage and is stunned. On a successful must have seen the sort of creature at least once. You You retain the bene t of any features from your class,
save, a target takes half as much damage and transform into an average example of that creature, race, or other source and can use them, provided that
isn't stunned. If a target is killed by this damage, one without any class levels or the Spellcasting trait. your new form is physically capable of doing so. You
its head explodes, assuming it has one. Your game statistics are replaced by the statistics of can't use any special senses you have (for example,
A stunned target can make an Intelligence saving the chosen creature, though you retain your darkvision) unless your new form also has that sense.
throw at the end ofeach of its turns. On a alignment and Intelligence, Wisdom, and Charisma You can only speak if the creature can normally speak.
successful save, the stunning effect ends. scores You also retain all of your skill and saving throw When you transform, you choose whether your
pro ciencies, in addition to gaining those of the equipment falls to the ground, merges into the new
creature, If the creature has the same pro ciency as form, or is worn by it. Worn equipment functions as
you, and the bonus listed in its statistics is higher than normal. The DM determines whether it is practical for
yours, use the creature's bonus in place of yours. You the new form to wear a piece of equipment, based on
can't use any legendary actions or lair actions of the the creature's shape and size. Your equipment doesn't
new form. change shape or size to match the new form, and any
You assume the hit points and Hit Dice of the new equipment that the new form can't wear must either
form. When you revert to your normal, you return to fall to the ground or merge into your new form.
the number of hit points you had before you Equipment that merges has no effect in that state.
transformed. If you revert as a

Wizard (XGE) 9th level Enchantment Wizard 9th level Transmutation Wizard 9th level Transmutation

SHAPECHANGE [3/3] TIME STOP TRUE POLYMORPH [1/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S, M Concentration, up to 1
hour hour
You brie y stop the ow of time for everyone
a jade circlet worth at least 1,500 gp, which you but yourself. No time passes for other creatures, a drop of mercury, a dollop of gum arabic, and a wisp
must place on your head before you cast the spell while you take 1d4+1 turns in a row, during of smoke
which you can use actions and move as normal.
During this spell's duration, you can use your This spell ends if one of the actions you use Choose one creature with at least 1 hit point or
action to assume a different form following the during this period, or any effects that you create nonmagical object that you can see within range. You
same restrictions and rules for the original form, transform the creature into a different creature, the
during this period, affects a creature other than creature into an object, or the object into a creature
with one exception - if your new form has more you or an object being worn or carried by (the object must be neither worn nor carried by
hit pints than your current one, your hit points someone other than you. In addition, the spell another creature). The transformation lasts for the
remain at their current value. ends if you move to a place more than 1,000 feet duration, or until the target drops to 0 hit points or
from the location where you cast it. dies. If you concentrate on this spell for the full
duration, the transformation becomes permanent.
Shapechangers aren't affected by this spell. An
unwilling creature can make a Wisdom saving throw,
and if it succeeds, it isn't affected by this spell.
Creature into Creature: If you turn a creature into
another kind of creature, the new form can be any
kind you choose whose challenge rating is equal to or
less than the target's (or its level, if the target doesn't
have a challenge rating). The target's game statistics,
including mental ability scores, are replaced by the
statistics of the new form. It retains its alignment and
personality.
The target

Wizard 9th level Transmutation Wizard 9th level Transmutation Wizard 9th level Transmutation

/
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/
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              
  

  

  

  
           
  
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                 
                    
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9
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        
9

9
     
     
     
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              
  


           
  
                 
                 
                    
           
9

9
        
        
9

9
     
     
     
     
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     
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  


           
  
                 
                 
                    
           

9
TRUE POLYMORPH [2/3] TRUE POLYMORPH [3/3] WEIRD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
hour hour minute
a drop of mercury, a dollop of gum arabic, and a wisp a drop of mercury, a dollop of gum arabic, and a wisp Drawing on the deepest fears of a group of
of smoke of smoke creatures, you create illusory creatures in their
minds, visible only to them. Each creature in a
assumes the hit points of its new form, and when it action it takes and how it moves. The DM has the 30-foot-radius sphere centered on a point of
reverts to its normal form, the creature returns to the creature's statistics and resolves all of its actions your choice within range must make a Wisdom
number of hit points it had before it transformed. If it and movement. saving throw. On a failed save, a creature
reverts as a result of dropping to 0 hit points, any If the spell becomes permanent, you no longer
excess damage carries over to its normal form. As long becomes frightened for the duration. The illusion
as the excess damage doesn't reduce the creature's control the creature. It might remain friendly to calls on the creature's deepest fears, manifesting
normal form to 0 hit points, it isn't knocked you, depending on how you have treated it. its worst nightmares as an implacable threat. At
unconscious. Creature into Object: If you turn a creature the end of each of the frightened creature's
The creature is limited in the actions it can perform by into an object, it transforms along with whatever turns, it must succeed on a Wisdom saving throw
the nature of its new form, and it can't speak, cast it is wearing and carrying into that form. The or take 4d10 psychic damage. On a successful
spells, or take any other action that requires hands or creature's statistics become those of the object, save, the spell ends for that creature.
speech unless its new form is capable of such actions. and the creature has no memory of time spent in
The target's gear melds into the new form. The this form, after the spell ends and it returns to its
creature can't activate, use, wield, or otherwise
bene t from any of its equipment. normal form.
Object into Creature: You can turn an object into
any kind of creature, as long as the creature's size is no
larger than the object's size and the creature's
challenge rating is 9 or lower. The creature is friendly
to you and your companions. It acts on each of your
turns. You decide what

Wizard 9th level Transmutation Wizard 9th level Transmutation Wizard 9th level Illusion

WISH [1/3] WISH [2/3] WISH [3/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M Instantaneous
Wish is the mightiest spell a mortal creature can cast. last turn). Reality reshapes itself to accommodate the cast a spell until you nish a long rest, you take
By simply speaking aloud, you can alter the very new result. For example, a wish spell could undo an 1d10 necrotic damage per level of that spell. This
foundations of reality in accord with your desires. opponent's successful save, a foe's critical hit, or a damage can't be reduced or prevented in any
The basic use of this spell is to duplicate any other friend's failed save. You can force the reroll to be way. In addition, your Strength drops to 3, if it
spell of 8th level or lower. You don't need to meet any made with advantage or disadvantage, and you can
requirements in that spell, including costly choose whether to use the reroll or the original roll. isn't 3 or lower already, for 2d4 days. For each of
components. The spell simply takes effect. You might be able to achieve something beyond the those days that you spend resting and doing
Alternatively, you can create one of the following scope of the above examples. State your wish to the nothing more than light activity, your remaining
effects of your choice. DM as precisely as possible. The DM has great recovery time decreases by 2 days. Finally, there
• You create one object of up to 25,000 gp in value latitude in ruling what occurs in such an instance, the is a 33 percent chance that you are unable to
that isn't a magic item. The object can be no more than greater the wish, the greater the likelihood that cast wish ever again if you suffer this stress.
300 feet in any dimension, and it appears in an something goes wrong. This spell might simply fail, the
unoccupied space you can see on the ground. effect you desire might only be partly achieved, or you
• You allow up to twenty creatures that you can see to might suffer some unforeseen consequence as a result
regain all hit points, and you end all effects on them of how you worded the wish. For example, wishing
described in the greater restoration spell. that a villain were dead might propel you forward in
• You grant up to ten creatures that you can see time to a period when that villain is no longer alive,
resistance to a damage type you choose. effectively removing you from the game. Similarly,
• You grant up to ten creatures you can see immunity wishing for a legendary magic item or artifact might
to a single spell or other magical effect for 8 hours. For instantly transport you to the presence of the item's
instance, you could make yourself and all your current owner.
companions immune to a lich's life drain attack. The stress of casting this spell to produce any effect
• You undo a single recent event by forcing a reroll of other than duplicating another spell weakens you.
any roll made within the last round (including your After enduring that stress, each time you

Wizard 9th level Conjuration Wizard 9th level Conjuration Wizard 9th level Conjuration

/
     
     
9

     

/
     
           
         
 

  

   
  
   
 
           
           
             
       
9

9
     
     
9

     
     
           
         
 

 

 
 

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           
             
       
9

9
     
     
9

9
     
     
     
     
         
 


       
 
           
           
             
       

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