Spells-Wizard-Default 5e
Spells-Wizard-Default 5e
Spells-Wizard-Default 5e
Wizard Conjuration cantrip Wizard Abjuration cantrip Wizard (SCAG) Evocation cantrip
Wizard Necromancy cantrip Wizard (XGE) Transmutation cantrip Wizard (XGE) Conjuration 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
Wizard (XGE) Conjuration cantrip Wizard Evocation cantrip Wizard (SCAG) Evocation cantrip
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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
Wizard (XGE) Transmutation cantrip Wizard Evocation cantrip Wizard (SCAG) Conjuration cantrip
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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
Wizard (XGE) 1st level Abjuration Wizard 1st level Abjuration Wizard 1st level Evocation
Wizard (XGE) 1st level Transmutation Wizard (XGE) 1st level Necromancy Wizard 1st level Enchantment
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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
Wizard 1st level Divination Wizard 1st level Illusion Wizard (XGE) 1st level Evocation
Wizard 1st level Transmutation Wizard 1st level Necromancy Wizard 1st level Transmutation
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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
Wizard 1st level Conjuration Wizard (XGE) 1st level Conjuration Wizard 1st level Divination
Wizard 1st level Illusion Wizard 1st level Transmutation Wizard 1st level Transmutation
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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
Wizard 1st level Necromancy Wizard 1st level Abjuration Wizard 1st level Illusion
Wizard 1st level Enchantment Wizard (XGE) 1st level Abjuration Wizard (XGE) 1st level Abjuration
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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
Wizard 1st level Conjuration Wizard 1st level Evocation Wizard (XGE) 2nd level Evocation
Wizard 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Abjuration
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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
Wizard 2nd level Evocation Wizard 2nd level Enchantment Wizard 2nd level Evocation
Wizard 2nd level Transmutation Wizard 2nd level Divination Wizard 2nd level Divination
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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
Wizard 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Conjuration
Wizard 2nd level Necromancy Wizard 2nd level Evocation Wizard 2nd level Enchantment
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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
Wizard 2nd level Transmutation Wizard (XGE) 2nd level Transmutation Wizard 2nd level Evocation
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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
Wizard 2nd level Illusion Wizard (XGE) 2nd level Transmutation Wizard 2nd level Necromancy
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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
Wizard (XGE) 2nd level Illusion Wizard 2nd level Evocation Wizard (XGE) 2nd level Transmutation
Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation Wizard 2nd level Enchantment
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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
Wizard 3rd level Necromancy Wizard 3rd level Necromancy Wizard 3rd level Necromancy
Wizard 3rd level Necromancy Wizard 3rd level Transmutation Wizard (XGE) 3rd level Enchantment
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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
Wizard 3rd level Abjuration Wizard (XGE) 3rd level Enchantment Wizard (XGE) 3rd level Transmutation
Wizard 3rd level Illusion Wizard 3rd level Necromancy Wizard 3rd level Evocation
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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
Wizard 3rd level Abjuration Wizard 3rd level Abjuration Wizard 3rd level Abjuration
Wizard 3rd level Transmutation Wizard 3rd level Illusion Wizard 3rd level Evocation
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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
Wizard 3rd level Abjuration Wizard 3rd level Illusion Wizard 3rd level Illusion
Wizard (XGE) 3rd level Evocation Wizard 3rd level Abjuration Wizard 3rd level Illusion
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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
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
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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
Wizard 3rd level Divination Wizard 3rd level Necromancy Wizard (XGE) 3rd level Evocation
Wizard (XGE) 3rd level Evocation Wizard 3rd level Transmutation Wizard 4th level Divination
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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
Wizard 4th level Enchantment Wizard 4th level Enchantment Wizard 4th level Conjuration
Wizard 4th level Transmutation Wizard 4th level Transmutation Wizard 4th level Transmutation
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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
Wizard 4th level Evocation Wizard 4th level Evocation Wizard 4th level Illusion
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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
Wizard 4th level Abjuration Wizard 4th level Evocation Wizard 4th level Illusion
Wizard 4th level Transmutation Wizard 4th level Transmutation Wizard (XGE) 4th level Evocation
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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
Wizard 4th level Evocation Wizard (XGE) 4th level Conjuration Wizard (XGE) 4th level Conjuration
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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
Wizard 5th level Evocation Wizard 5th level Evocation Wizard 5th level Conjuration
Wizard 5th level Evocation Wizard 5th level Conjuration Wizard 5th level Conjuration
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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
Wizard 5th level Illusion Wizard (XGE) 5th level Necromancy Wizard (XGE) 5th level Necromancy
Wizard (XGE) 5th level Evocation Wizard 5th level Enchantment Wizard 5th level Enchantment
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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
Wizard (XGE) 5th level Conjuration Wizard 5th level Enchantment Wizard 5th level Enchantment
Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Conjuration
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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
Wizard 5th level Enchantment Wizard 5th level Enchantment Wizard (XGE) 5th level Necromancy
Wizard 5th level Transmutation Wizard 5th level Abjuration Wizard 5th level Abjuration
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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
Wizard 5th level Illusion Wizard 5th level Illusion Wizard (XGE) 5th level Transmutation
Wizard (XGE) 5th level Conjuration Wizard (XGE) 5th level Enchantment Wizard 5th level Transmutation
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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
Wizard (XGE) 5th level Transmutation Wizard (XGE) 5th level Transmutation Wizard 5th level Evocation
Wizard (XGE) 5th level Evocation Wizard (XGE) 5th level Evocation Wizard 5th level Evocation
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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
Wizard 6th level Necromancy Wizard 6th level Evocation Wizard 6th level Evocation
Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy
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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
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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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
Wizard (XGE) 6th level Transmutation Wizard (XGE) 6th level Transmutation Wizard 6th level Necromancy
Wizard 6th level Necromancy Wizard 6th level Necromancy Wizard 6th level Enchantment
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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).
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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
Wizard 6th level Evocation Wizard (XGE) 6th level Transmutation Wizard 6th level Divination
Wizard 6th level Evocation Wizard 6th level Evocation Wizard (XGE) 7th level Evocation
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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
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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
Wizard 7th level Conjuration Wizard (XGE) 7th level Enchantment Wizard 7th level Evocation
Wizard 7th level Evocation Wizard 7th level Illusion Wizard 7th level Illusion
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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
Wizard 7th level Illusion Wizard 7th level Abjuration Wizard 7th level Abjuration
Wizard 7th level Abjuration Wizard 7th level Abjuration Wizard 7th level Conjuration
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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
Wizard (XGE) 7th level Evocation Wizard (XGE) 8th level Necromancy Wizard 8th level Abjuration
Wizard 8th level Abjuration Wizard 8th level Abjuration Wizard 8th level Enchantment
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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
Wizard 8th level Transmutation Wizard 8th level Transmutation Wizard 8th level Conjuration
Wizard 8th level Enchantment Wizard 8th level Enchantment Wizard 8th level Enchantment
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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
Wizard (XGE) 8th level Evocation Wizard 8th level Conjuration Wizard (XGE) 8th level Conjuration
Wizard (XGE) 8th level Conjuration Wizard (XGE) 8th level Conjuration Wizard 8th level Abjuration
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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
Wizard 9th level Necromancy Wizard 9th level Necromancy Wizard 9th level Necromancy
Wizard 9th level Divination Wizard 9th level Conjuration Wizard 9th level Conjuration
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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
Wizard (XGE) 9th level Abjuration Wizard (XGE) 9th level Transmutation Wizard (XGE) 9th level Transmutation
Wizard 9th level Evocation Wizard 9th level Enchantment Wizard 9th level Abjuration
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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
Wizard (XGE) 9th level Enchantment Wizard 9th level Transmutation Wizard 9th level Transmutation
Wizard 9th level Transmutation Wizard 9th level Transmutation Wizard 9th level Transmutation
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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
Wizard 9th level Conjuration Wizard 9th level Conjuration Wizard 9th level Conjuration
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