100% found this document useful (1 vote)
1K views79 pages

D&D 5E Cantrip Spellbook Guide

Uploaded by

mamitabh378
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
1K views79 pages

D&D 5E Cantrip Spellbook Guide

Uploaded by

mamitabh378
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Acid Splash: Details the spell Acid Splash, including casting time, range, components, and effects.
  • Booming Blade: Covers the mechanics and effects of the spell Booming Blade used in combat scenarios.
  • Blade Ward: Describes the spell Blade Ward, focusing on casting specifics and defensive benefits.
  • Chill Touch: Explains the spell Chill Touch, its applications, and how it affects targets.
  • Friends: Details the Friends spell, focusing on social manipulation and temporary effects.
  • Druidcraft: Outlines the Druidcraft spell, detailing the minor effects it can produce in nature.
  • Fire Bolt: Provides information on the Fire Bolt spell, including its damage potential and range.
  • Eldritch Blast: Highlights the key features and combat utility of the Eldritch Blast spell.
  • Light: Provides information on the Light spell, focusing on illumination purposes.
  • Infestation: Describes the Infestation spell and the annoyance it brings to enemies.
  • Mage Hand: Covers the function of Mage Hand and how it aids in manipulating objects remotely.
  • Mending: Explains the repair function of the Mending spell and its use in fixing small objects.
  • Prestidigitation: Covers the versatile spell Prestidigitation for creating minor magical tricks.
  • Mold Earth: Describes the Mold Earth spell with a focus on its terrain-altering capabilities.
  • Poison Spray: Details the Poison Spray spell and its detrimental toxic effects on enemies.
  • Minor Illusion: Discusses the Minor Illusion spell and its use for creating sensory effects.
  • Shocking Grasp: Describes the Shocking Grasp spell and the electrical damage it delivers.
  • Shillelagh: Details Shillelagh spell and its role in empowering melee attacks with magic.
  • Resistance: Explains the Resistance spell and how it grants temporary resilience to spells.
  • Sacred Flame: Outlines the Sacred Flame spell and its radiant damage potential.
  • Thunderclap: Explains the Thunderclap spell and its sound-based area effect.
  • Thorn Whip: Covers the Thorn Whip spell's application in combat for pulling targets toward the caster.
  • Armor of Agathys: Explains the Armor of Agathys spell, providing protective and retaliatory effects.
  • Animal Friendship: Discusses the Animal Friendship spell for pacifying creatures in the wild.
  • Bless: Covers the Bless spell that enhances the abilities of allies.
  • Burning Hands: Describes the Burning Hands spell and its cone of fiery devastation in battle.

6/30/24, 8:35 PM List » Spells - DnD 5e

Spellbook
CANTRIPS Control Flames
level 0 - transmutation
Cast ing Time: 1 action
Acid Splash Range: 6 0 feet
level 0 - conjuration
Component s: S
Cast ing Time: 1 action Durat ion: Instantaneous or 1 hour (see below)
Range: 6 0 feet
You choose a nonm agical flam e that y ou can see within range and that fits
Component s: V, S
within a 5-foot cube. You affect it in one of the following way s:
Durat ion: Instantaneous
• You instantaneously expand the flam e 5 feet in one direction, prov ided that
You hurl a bubble of acid. Choose one creature y ou can see within range, or wood or other fuel is present in the new location.
choose two creatures y ou can see within range that are within 5 feet of each • You instantaneously extinguish the flam es within the cube.
other. A target m ust succeed on a Dexterity sav ing throw or take 1 d6 acid • You double or halv e the area of bright light and dim light cast by the flam e,
dam age. change its color, or both. The change lasts for 1 hour.
This spell's dam age increases by 1 d6 when y ou reach 5th lev el (2 d6 ), 1 1 th • You cause sim ple shapes—such as the v ague form of a creature, an
lev el (3 d6 ), and 1 7 th lev el (4 d6 ). inanim ate object, or a location—to appear within the flam es and anim ate as
Sorcerer Wizard Player´s Handbook (SRD) y ou like. The shapes last for 1 hour.
If y ou cast this spell m ultiple tim es, y ou can hav e up to three non-
instantaneous effects created by it activ e at a tim e, and y ou can dism iss such
Blade Ward
an effect as an action.
level 0 - abjuration
Cast ing Time: 1 action Druid Sorcerer Wizard Xanathar´s Guide to Everything
Range: Self
Component s: V, S Create Bonfire
Durat ion: 1 round level 0 - conjuration
You extend y our hand and trace a sigil of warding in the air. Until the end of Cast ing Time: 1 action
y our next turn, y ou hav e resistance against bludgeoning, piercing, and Range: 6 0 feet
slashing dam age dealt by weapon attacks. Component s: V, S
Durat ion: Concentration, up to 1 m inute
Bard Sorcerer Warlock Wizard Player´s Handbook (BR+)
You create a bonfire on ground that y ou can see within range. Until the spells
ends, the m agic bonfire fills a 5-foot cube. Any creature in the bonfire's space
Booming Blade
when y ou cast the spell m ust succeed on a Dexterity sav ing throw or take 1 d8
level 0 - evocation
fire dam age. A creature m ust also m ake the sav ing throw when it m ov e into
Cast ing Time: 1 action
the bonfire's space for the first tim e on a turn or ends its turn there.
Range: Self (5-foot radius)
The bonfire ignites flam m able objects in its area that aren't being worn or
Component s: V, M (a m elee weapon worth at least 1 sp)
carried.
Durat ion: 1 round
The spell's dam age increases by 1 d8 when y ou reach 5th lev el (2 d8), 1 1 th
You brandish the weapon used in the spell's casting and m ake a m elee attack lev el (3 d8), and 1 7 th lev el (4 d8).
with it against one creature within 5 feet of y ou. On a hit, the target suffers
the weapon attack's norm al effects and then becom es sheathed in boom ing Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything

energy until the start of y our next turn. If the target willingly m ov es 5 feet or
m ore before then, the target takes 1 d8 thunder dam age, and the spell ends. Dancing Lights
This spell's dam age increases when y ou reach certain lev els. At 5th lev el, the level 0 - evocation
m elee attack deals an extra 1 d8 thunder dam age to the target on a hit, and Cast ing Time: 1 action
the dam age the target takes for m ov ing increases to 2 d8. Both dam age rolls Range: 1 2 0 feet
increase by 1 d8 at 1 1 th lev el (2 d8 and 3 d8) and again at 1 7 th lev el (3 d8 and Component s: V, S, M (a bit of phosphorus or wy chwood, or a glowworm )
4 d8). Durat ion: Concentration, up to 1 m inute

Sorcerer Warlock Wizard Tasha´s Cauldron of Everything You create up to four torch-sized lights within range, m aking them appear as
torches, lanterns, or glowing orbs that hov er in the air for the duration. You
can also com bine the four lights into one glowing v aguely hum anoid form of
Chill Touch
Medium size. Whichev er form y ou choose, each light sheds dim light in a 1 0-
level 0 - necromancy
foot radius.
Cast ing Time: 1 action
As a bonus action on y our turn, y ou can m ov e the lights up to 6 0 feet to a new
Range: 1 2 0 feet spot within range. A light m ust be within 2 0 feet of another light created by
Component s: V, S
this spell, and a light winks out if it exceeds the spell's range.
Durat ion: 1 round
You create a ghostly , skeletal hand in the space of a creature within range. Bard Sorcerer Wizard Player´s Handbook (SRD)

Make a ranged spell attack against the creature to assail it with the chill of
the grav e. On a hit, the target takes 1 d8 necrotic dam age, and it can't regain
hit points until the start of y our next turn. Until then, the hand clings to the
target. If y ou hit an undead target, it also has disadv antage on attack rolls
against y ou until the end of y our next turn.
This spell's dam age increases by 1 d8 when y ou reach 5th lev el (2 d8), 1 1 th
lev el (3 d8), and 1 7 th lev el (4 d8).

Sorcerer Warlock Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 1/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Druidcraft Frostbite
level 0 - transmutation level 0 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: 6 0 feet
Component s: V, S Component s: V, S
Durat ion: Instantaneous Durat ion: Instantaneous
Whispering to the spirits of nature, y ou create one of the following effects You cause num bing frost to form on one creature that y ou can see within
within range: range. The target m ust m ake a Constitution sav ing throw. On a failed sav e,
• You create a tiny , harm less sensory effect that predicts what the weather the target takes 1 d6 cold dam age, and it has disadv antage on the next
will be at y our location for the next 2 4 hours. The effect m ight m anifest as a weapon attack roll it m akes before the end of its next turn.
golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so The spell's dam age increases by 1 d6 when y ou reach 5th lev el (2 d6 ), 1 1 th
on. This effect persists for 1 round. lev el (3 d6 ), and 1 7 th lev el (4 d6 ).
• You instantly m ake a flower blossom , a seed pod open, or a leaf bud bloom .
Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything
• You create an instantaneous, harm less sensory effect, such as falling leav es,
a puff of wind, the sound of a sm all anim al, or the faint odor of skunk. The
effect m ust fit in a 5-foot cube. Green-Flame Blade
• You instantly light or snuff out a candle, a torch, or a sm all cam pfire. level 0 - evocation
Cast ing Time: 1 action
Druid Player´s Handbook (SRD)
Range: Self (5-foot radius)
Component s: V, M (a m elee weapon worth at least 1 sp)
Eldritch Blast Durat ion: Instantaneous
level 0 - evocation
You brandish the weapon used in the spell's casting and m ake a m elee attack
Cast ing Time: 1 action with it against one creature within 5 feet of y ou. On a hit, the target suffers
Range: 1 2 0 feet the weapon attack's norm al effects, and y ou can cause green fire to leap from
Component s: V, S the target to a different creature of y our choice that y ou can see within 5 feet
Durat ion: Instantaneous of it. The second creature takes fire dam age equal to y our spellcasting ability
A beam of crackling energy streaks toward a creature within range. Make a m odifier.
ranged spell attack against the target. On a hit, the target takes 1 d1 0 force This spell's dam age increases when y ou reach certain lev els. At 5th lev el, the
dam age. m elee attack deals an extra 1 d8 fire dam age to the target on a hit, and the
The spell creates m ore than one beam when y ou reach higher lev els: two fire dam age to the second creature increases to 1 d8 + y our spellcasting ability
beam s at 5th lev el, three beam s at 1 1 th lev el, and four beam s at 1 7 th lev el. m odifier. Both dam age rolls increase by 1 d8 at 1 1 th lev el (2 d8 and 2 d8) and
You can direct the beam s at the sam e target or at different ones. Make a 1 7 th lev el (3 d8 and 3 d8).
separate attack roll for each beam .
Sorcerer Warlock Wizard Tasha´s Cauldron of Everything
Warlock Player´s Handbook (SRD)
Guidance
Fire Bolt level 0 - divination
level 0 - evocation Cast ing Time: 1 action
Cast ing Time: 1 action Range: Touch
Range: 1 2 0 feet Component s: V, S
Component s: V, S Durat ion: Concentration, up to 1 m inute
Durat ion: Instantaneous You touch one willing creature. Once before the spell ends, the target can roll
You hurl a m ote of fire at a creature or object within range. Make a ranged a d4 and add the num ber rolled to one ability check of its choice. It can roll
spell attack against the target. On a hit, the target takes 1 d1 0 fire dam age. A the die before or after m aking the ability check. The spell then ends.
flam m able object hit by this spell ignites if it isn't being worn or carried.
Cleric Druid Player´s Handbook (SRD)
This spell's dam age increases by 1 d1 0 when y ou reach 5th lev el (2 d1 0), 1 1 th
lev el (3 d1 0), and 1 7 th lev el (4 d1 0).
Gust
Sorcerer Wizard Player´s Handbook (SRD) level 0 - transmutation
Cast ing Time: 1 action
Friends Range: 3 0 feet
level 0 - enchantment Component s: V, S
Cast ing Time: 1 action Durat ion: Instantaneous
Range: Self You seize the air and com pel it to create one of the following effects at a point
Component s: S, M (a sm all am ount of m akeup applied to the face as this y ou can see within range:
spell is cast) • One Medium or sm aller creature that y ou choose m ust succeed on a
Durat ion: Concentration, up to 1 m inute Strength sav ing throw or be pushed up to 5 feet away from y ou.
For the duration, y ou hav e adv antage on all Charism a checks directed at one • You create a sm all blast of air capable of m ov ing one object that is neither
creature of y our choice that isn't hostile toward y ou. When the spell ends, the held nor carried and that weighs no m ore than 5 pounds. The object is pushed
creature realizes that y ou used m agic to influence its m ood and becom es up to 1 0 feet away from y ou. It isn't pushed with enough force to cause
hostile toward y ou. A creature prone to v iolence m ight attack y ou. Another dam age.
creature m ight seek retribution in other way s (at the DM's discretion), • You create a harm less sensory affect using air, such as causing leav es to
depending on the nature of y our interaction with it. rustle, wind to slam shutters shut, or y our clothing to ripple in a breeze.

Bard Sorcerer Warlock Wizard Player´s Handbook (BR+) Druid Sorcerer Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 2/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Infestation Magic Stone


level 0 - conjuration level 0 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 bonus action
Range: 3 0 feet Range: Touch
Component s: V, S, M (a liv ing flea) Component s: V, S
Durat ion: Instantaneous Durat ion: 1 m inute
You touch one to three pebbles and im bue them with m agic. You or som eone
Des cription not available (not OGL).
else can m ake a ranged spell attack with one of the pebbles by throwing it or
But here is a s um m ary:
hurling it with a sling. If thrown, it has a range of 6 0 feet. If som eone else
The target m ust succeed on a Con. sav e or take 1 d6 poison dam age and m ov e attacks with the pebble, that attacker adds y our spellcasting ability m odifier,
5 ft in a random direction (dam age/lv l). not the attacker's, to the attack roll. On a hit, the target takes bludgeoning
dam age equal to 1 d6 + y our spellcasting ability m odifier. Whether the attack
Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything
hits or m isses, the spell then ends on the stone.
If y ou cast this spell again, the spell ends on any pebbles still affected by y our
Light prev ious casting.
level 0 - evocation
Druid Warlock Xanathar´s Guide to Everything
Cast ing Time: 1 action
Range: Touch
Component s: V, M (a firefly or phosphorescent m oss) Mending
Durat ion: 1 hour level 0 - transmutation

You touch one object that is no larger than 1 0 feet in any dim ension. Until the Cast ing Time: 1 m inute
spell ends, the object sheds bright light in a 2 0-foot radius and dim light for Range: Touch
an additional 2 0 feet. The light can be colored as y ou like. Com pletely Component s: V, S, M (two lodestones)
cov ering the object with som ething opaque blocks the light. The spell ends if Durat ion: Instantaneous
y ou cast it again or dism iss it as an action. This spell repairs a single break or tear in an object y ou touch, such as a
If y ou target an object held or worn by a hostile creature, that creature m ust broken chain link, two halv es of a broken key , a torn cloak, or a leaking
succeed on a Dexterity sav ing throw to av oid the spell. wineskin. As long as the break or tear is no larger than 1 foot in any
dim ension, y ou m end it, leav ing no trace of the form er dam age. This spell can
Bard Cleric Sorcerer Wizard Player´s Handbook (SRD)
phy sically repair a m agic item or construct, but the spell can't restore m agic
to such an object.
Lightning Lure
level 0 - evocation Bard Cleric Druid Sorcerer Wizard Player´s Handbook (SRD)

Cast ing Time: 1 action


Range: Self (1 5-foot radius) Message
Component s: V level 0 - transmutation
Durat ion: Instantaneous Cast ing Time: 1 action
You create a lash of lightning energy that strikes at one creature of y our Range: 1 2 0 feet
choice that y ou can see within 1 5 feet of y ou. The target m ust succeed on a Component s: V, S, M (a short piece of copper wire)
Strength sav ing throw or be pulled up to 1 0 feet in a straight line toward y ou Durat ion: 1 round
and then take 1 d8 lightning dam age if it is within 5 feet of y ou. You point y our finger toward a creature within range and whisper a m essage.
This spell's dam age increases by 1 d8 when y ou reach 5th lev el (2 d8), 1 1 th The target (and only the target) hears the m essage and can reply in a
lev el (3 d8), and 1 7 th lev el (4 d8). whisper that only y ou can hear.
You can cast this spell through solid objects if y ou re fam iliar with the target
Sorcerer Warlock Wizard Tasha´s Cauldron of Everything
and know it is bey ond the barrier. Magical silence, 1 foot of stone, 1 inch of
com m on m etal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell
Mage Hand doesn't hav e to follow a straight line and can trav el freely around corners or
level 0 - conjuration through openings.
Cast ing Time: 1 action
Bard Sorcerer Wizard Player´s Handbook (SRD)
Range: 3 0 feet
Component s: V, S
Durat ion: 1 m inute Mind Sliver
level 0 - enchantment
A spectral, floating hand appears at a point y ou choose within range. The
hand lasts for the duration or until y ou dism iss it as an action. The hand Cast ing Time: 1 action
v anishes if it is ev er m ore than 3 0 feet away from y ou or if y ou cast this spell Range: 6 0 feet
again. Component s: V
You can use y our action to control the hand. You can use the hand to Durat ion: 1 round
m anipulate an object, open an unlocked door or container, stow or retriev e an You driv e a disorienting spike of psy chic energy into the m ind of one creature
item from an open container, or pour the contents out of a v ial. You can m ov e y ou can see within range. The target m ust succeed on an Intelligence sav ing
the hand up to 3 0 feet each tim e y ou use it. throw or take 1 d6 psy chic dam age and subtract 1 d4 from the next sav ing
The hand can't attack, activ ate m agic item s, or carry m ore than 1 0 pounds. throw it m akes before the end of y our next turn.
This spell's dam age increases by 1 d6 when y ou reach certain lev els: 5th lev el
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
(2 d6 ), 1 1 th lev el (3 d6 ), and 1 7 th lev el (4 d6 ).

Sorcerer Warlock Wizard Tasha´s Cauldron of Everything

[Link] w w .[Link]/dnd/[Link] 3/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Minor Illusion Prestidigitation


level 0 - illusion level 0 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: 1 0 feet
Component s: S, M (a bit of fleece) Component s: V, S
Durat ion: 1 m inute Durat ion: Up to 1 hour
You create a sound or an im age of an object within range that lasts for the This spell is a m inor m agical trick that nov ice spellcasters use for practice.
duration. The illusion also ends if y ou dism iss it as an action or cast this spell You create one of the following m agical effects within range:
again. • You create an instantaneous, harm less sensory effect, such as a shower of
If y ou create a sound, its v olum e can range from a whisper to a scream . It can sparks, a puff of wind, faint m usical notes, or an odd odor.
be y our v oice, som eone else's v oice, a lion's roar, a beating of drum s, or any • You instantaneously light or snuff out a candle, a torch, or a sm all cam pfire.
other sound y ou choose. The sound continues unabated throughout the • You instantaneously clean or soil an object no larger than 1 cubic foot.
duration, or y ou can m ake discrete sounds at different tim es before the spell • You chill, warm , or flav or up to 1 cubic foot of nonliv ing m aterial for 1 hour.
ends. • You m ake a color, a sm all m ark, or a sy m bol appear on an object or a surface
If y ou create an im age of an object—such as a chair, m uddy footprints, or a for 1 hour.
sm all chest—it m ust be no larger than a 5-foot cube. The im age can't create • You create a nonm agical trinket or an illusory im age that can fit in y our
sound, light, sm ell, or any other sensory effect. Phy sical interaction with the hand and that lasts until the end of y our next turn.
im age rev eals it to be an illusion, because things can pass through it. If y ou cast this spell m ultiple tim es, y ou can hav e up to three of its non-
If a creature uses its action to exam ine the sound or im age, the creature can instantaneous effects activ e at a tim e, and y ou can dism iss such an effect as
determ ine that it is an illusion with a successful Intelligence (Inv estigation) an action.
check against y our spell sav e DC. If a creature discerns the illusion for what it
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
is, the illusion becom es faint to the creature.

Bard Sorcerer Warlock Wizard Player´s Handbook (SRD) Primal Savagery


level 0 - transmutation
Mold Earth Cast ing Time: 1 action
level 0 - transmutation Range: Self
Cast ing Time: 1 action Component s: S
Range: 3 0 feet Durat ion: Instantaneous
Component s: S
Des cription not available (not OGL).
Durat ion: Instantaneous or 1 hour (see below)
But here is a s um m ary:
You choose a portion of dirt or stone that y ou can see within range and that
fits within a 5-foot cube. You m anipulate it in one of the following way s: If the m elee spell attack hits, deals 1 d1 0 acid dam age (dam age/lv l).
• If y ou target an area of loose earth, y ou can instantaneously excav ate it,
Druid Xanathar´s Guide to Everything
m ov e it along the ground, and deposit it up to 5 feet away . This m ov em ent
doesn't hav e enough force to cause dam age.
• You cause shapes, colors, or both to appear on the dirt or stone, spelling out Produce Flame
words, creating im ages, or shaping patterns. The changes last for 1 hour. level 0 - conjuration
• If the dirt or stone y ou target is on the ground, y ou cause it to becom e Cast ing Time: 1 action
difficult terrain. Alternativ ely , y ou can cause the ground to becom e norm al Range: Self
terrain if it is already difficult terrain. This change lasts for 1 hour. Component s: V, S
If y ou cast this spell m ultiple tim es, y ou can hav e no m ore than two of its non- Durat ion: 1 0 m inutes
instantaneous effects activ e at a tim e, and y ou can dism iss such an effect as A flickering flam e appears in y our hand. The flam e rem ains there for the
an action. duration and harm s neither y ou nor y our equipm ent. The flam e sheds bright
light in a 1 0-foot radius and dim light for an additional 1 0 feet. The spell ends
Druid Sorcerer Wizard Xanathar´s Guide to Everything
if y ou dism iss it as an action or if y ou cast it again.
You can also attack with the flam e, although doing so ends the spell. When
Poison Spray y ou cast this spell, or as an action on a later turn, y ou can hurl the flam e at a
level 0 - conjuration
creature within 3 0 feet of y ou. Make a ranged spell attack. On a hit, the
Cast ing Time: 1 action target takes 1 d8 fire dam age.
Range: 1 0 feet This spell's dam age increases by 1 d8 when y ou reach 5th lev el (2 d8), 1 1 th
Component s: V, S lev el (3 d8), and 1 7 th lev el (4 d8).
Durat ion: Instantaneous
Druid Player´s Handbook (SRD)
You extend y our hand toward a creature y ou can see within range and
project a puff of noxious gas from y our palm . The creature m ust succeed on a
Constitution sav ing throw or take 1 d1 2 poison dam age. Ray of Frost
This spell's dam age increases by 1 d1 2 when y ou reach 5th lev el (2 d1 2 ), 1 1 th level 0 - evocation
lev el (3 d1 2 ), and 1 7 th lev el (4 d1 2 ). Cast ing Time: 1 action
Range: 6 0 feet
Druid Sorcerer Warlock Wizard Player´s Handbook (SRD)
Component s: V, S
Durat ion: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range.
Make a ranged spell attack against the target. On a hit, it takes 1 d8 cold
dam age, and its speed is reduced by 1 0 feet until the start of y our next turn.
The spell's dam age increases by 1 d8 when y ou reach 5th lev el (2 d8), 1 1 th
lev el (3 d8), and 1 7 th lev el (4 d8).

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 4/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Resistance Shocking Grasp


level 0 - abjuration level 0 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Touch Range: Touch
Component s: V, S, M (a m iniature cloak) Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Instantaneous
You touch one willing creature. Once before the spell ends, the target can roll Lightning springs from y our hand to deliv er a shock to a creature y ou try to
a d4 and add the num ber rolled to one sav ing throw of its choice. It can roll touch. Make a m elee spell attack against the target. You hav e adv antage on
the die before or after m aking the sav ing throw. The spell then ends. the attack roll if the target is wearing arm or m ade of m etal. On a hit, the
target takes 1 d8 lightning dam age, and it can't take reactions until the start
Cleric Druid Player´s Handbook (SRD)
of its next turn.
The spell's dam age increases by 1 d8 when y ou reach 5th lev el (2 d8), 1 1 th
Sacred Flame lev el (3 d8), and 1 7 th lev el (4 d8).
level 0 - evocation
Sorcerer Wizard Player´s Handbook (SRD)
Cast ing Time: 1 action
Range: 6 0 feet
Component s: V, S Spare the Dying
Durat ion: Instantaneous level 0 - necromancy

Flam e like radiance descends on a creature that y ou can see within range. Cast ing Time: 1 action
The target m ust succeed on a Dexterity sav ing throw or take 1 d8 radiant Range: Touch
dam age. The target gains no benefit from cov er for this sav ing throw. Component s: V, S
The spell's dam age increases by 1 d8 when y ou reach 5th lev el (2 d8), 1 1 th Durat ion: Instantaneous
lev el (3 d8), and 1 7 th lev el (4 d8). You touch a liv ing creature that has 0 hit points. The creature becom es
stable. This spell has no effect on undead or constructs.
Cleric Player´s Handbook (SRD)
Cleric Player´s Handbook (SRD)
Shape Water
level 0 - transmutation Sword Burst
Cast ing Time: 1 action level 0 - conjuration
Range: 3 0 feet Cast ing Time: 1 action
Component s: S Range: Self (5-foot radius)
Durat ion: Instantaneous or 1 hour (see below) Component s: V
You choose an area of water that y ou can see within range and that fits Durat ion: Instantaneous
within a 5-foot cube. You m anipulate it in one of the following way s: You create a m om entary circle of spectral blades that sweep around y ou. All
• You instantaneously m ov e or otherwise change the flow of the water as y ou other creatures within 5 feet of y ou m ust succeed on a Dexterity sav ing throw
direct, up to 5 feet in any direction. This m ov em ent doesn't hav e enough force or take 1 d6 force dam age.
to cause dam age. This spell's dam age increases by 1 d6 when y ou reach 5th lev el (2 d6 ), 1 1 th
• You cause the water to form into sim ple shapes and anim ate at y our lev el (3 d6 ), and 1 7 th lev el (4 d6 ).
direction. This change lasts for 1 hour.
Sorcerer Warlock Wizard Tasha´s Cauldron of Everything
• You change the water's color or opacity . The water m ust be changed in the
sam e way throughout. This change lasts for 1 hour.
• You freeze the water, prov ided that there are no creatures in it. The water Thaumaturgy
unfreezes in 1 hour. level 0 - transmutation
If y ou cast this spell m ultiple tim es, y ou can hav e no m ore than two of its non- Cast ing Time: 1 action
instantaneous effects activ e at a tim e, and y ou can dism iss such an effect as Range: 3 0 feet
an action. Component s: V
Durat ion: Up to 1 m inute
Druid Sorcerer Wizard Xanathar´s Guide to Everything
You m anifest a m inor wonder, a sign of supernatural power, within range.
You create one of the following m agical effects within range:
Shillelagh • Your v oice boom s up to three tim es as loud as norm al for 1 m inute.
level 0 - transmutation
• You cause flam es to flicker, brighten, dim , or change color for 1 m inute.
Cast ing Time: 1 bonus action • You cause harm less trem ors in the ground for 1 m inute.
Range: Touch • You create an instantaneous sound that originates from a point of y our
Component s: V, S, M (m istletoe, a sham rock leaf, and a club or quarterstaff) choice within range, such as a rum ble of thunder, the cry of a rav en, or
Durat ion: 1 m inute om inous whispers.
The wood of a club or quarterstaff y ou are holding is im bued with nature's • You instantaneously cause an unlocked door or window to fly open or slam
power. For the duration, y ou can use y our spellcasting ability instead of shut.
Strength for the attack and dam age rolls of m elee attacks using that weapon, • You alter the appearance of y our ey es for 1 m inute.
and the weapon's dam age die becom es a d8. The weapon also becom es If y ou cast this spell m ultiple tim es, y ou can hav e up to three of its 1 -m inute
m agical, if it isn't already . The spell ends if y ou cast it again or if y ou let go of effects activ e at a tim e, and y ou can dism iss such an effect as an action.
the weapon.
Cleric Player´s Handbook (SRD)
Druid Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 5/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Thorn Whip Vicious Mockery


level 0 - transmutation level 0 - enchantment
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: 6 0 feet
Component s: V, S, M (the stem of a plant with thorns) Component s: V
Durat ion: Instantaneous Durat ion: Instantaneous
You create a long, v ine-like whip cov ered in thorns that lashes out at y our You unleash a string of insults laced with subtle enchantm ents at a creature
com m and toward a creature in range. Make a m elee spell attack against the y ou can see within range. If the target can hear y ou (though it need not
target. If the attack hits, the creature takes 1 d6 piercing dam age, and if the understand y ou), it m ust succeed on a Wisdom sav ing throw or take 1 d4
creature is Large or sm aller, y ou pull the creature up to 1 0 feet closer to y ou. psy chic dam age and hav e disadv antage on the next attack roll it m akes
This spell's dam age increases by 1 d6 when y ou reach 5th lev el (2 d6 ), 1 1 th before the end of its next turn.
lev el (3 d6 ), and 1 7 th lev el (4 d6 ). This spell's dam age increases by 1 d4 when y ou reach 5th lev el (2 d4 ), 1 1 th
lev el (3 d4 ), and 1 7 th lev el (4 d4 ).
Druid Player´s Handbook (BR+)
Bard Player´s Handbook (SRD)
Thunderclap
level 0 - evocation Word of Radiance
Cast ing Time: 1 action level 0 - evocation
Range: 5 feet Cast ing Time: 1 action
Component s: S Range: 5 feet
Durat ion: Instantaneous Component s: V, M (a holy sy m bol)
You create a burst of thunderous sound that can be heard up to 1 00 feet Durat ion: Instantaneous
away . Each creature within range, other than y ou, m ust succeed on a
Des cription not available (not OGL).
Constitution sav ing throw or take 1 d6 thunder dam age.
But here is a s um m ary:
The spell's dam age increases by 1 d6 when y ou reach 5th lev el (2 d6 ), 1 1 th
lev el (3 d6 ), and 1 7 th lev el (4 d6 ). Creatures in a 5-ft radius m ust succeed on a Con. sav e or take 1 d6 radiant
dam age (/lv l).
Bard Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything
Cleric Xanathar´s Guide to Everything
Toll the Dead
level 0 - necromancy LEVEL 1
Cast ing Time: 1 action
Range: 6 0 feet
Component s: V, S
Absorb Elements
level 1 - abjuration
Durat ion: Instantaneous
Cast ing Time: 1 reaction, which y ou take when y ou take acid, cold, fire,
You point at one creature y ou can see within range, and the sound of a
lightning, or thunder dam age
dolorous bell fills the air around it for a m om ent. The target m ust succeed on
Range: Self
a Wisdom sav ing throw or take 1 d8 necrotic dam age. If the target is m issing
Component s: S
any of its hit points, it instead takes 1 d1 2 necrotic dam age.
Durat ion: 1 round
The spell's dam age increases by one die when y ou reach 5th lev el (2 d8 or
2 d1 2 ), 1 1 th lev el (3 d8 or 3 d1 2 ), and 1 7 th lev el (4 d8 or 4 d1 2 ). The spell captures som e of the incom ing energy , lessening its effect on y ou
and storing it for y our next m elee attack. You hav e resistance to the
Cleric Warlock Wizard Xanathar´s Guide to Everything triggering dam age ty pe until the start of y our next turn. Also, the first tim e
y ou hit with a m elee attack on y our next turn, the target takes an extra 1 d6
True Strike dam age of the triggering ty pe, and the spell ends.
level 0 - divination At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Cast ing Time: 1 action higher, the extra dam age increases by 1 d6 for each slot lev el abov e 1 st.
Range: 3 0 feet Druid Ranger Sorcerer Wizard Xanathar´s Guide to Everything
Component s: S
Durat ion: Concentration, up to 1 round
Alarm
You extend y our hand and point a finger at a target in range. Your m agic level 1 - abjuration (ritual)
grants y ou a brief insight into the target's defenses. On y our next turn, y ou
Cast ing Time: 1 m inute
gain adv antage on y our first attack roll against the target, prov ided that this
Range: 3 0 feet
spell hasn't ended.
Component s: V, S, M (a tiny bell and a piece of fine silv er wire)
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD) Durat ion: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an
area within range that is no larger than a 2 0-foot cube. Until the spell ends,
an alarm alerts y ou whenev er a Tiny or larger creature touches or enters the
warded area. When y ou cast the spell, y ou can designate creatures that won't
set off the alarm . You also choose whether the alarm is m ental or audible.
A m ental alarm alerts y ou with a ping in y our m ind if y ou are within 1 m ile
of the warded area. This ping awakens y ou if y ou are sleeping. An audible
alarm produces the sound of a hand bell for 1 0 seconds within 6 0 feet.

Ranger Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 6/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Animal Friendship Beast Bond


level 1 - enchantment level 1 - divination
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: Touch
Component s: V, S, M (a m orsel of food) Component s: V, S, M (a bit of fur wrapped in a cloth)
Durat ion: 2 4 hours Durat ion: Concentration, up to 1 0 m inutes
This spell lets y ou conv ince a beast that y ou m ean it no harm . Choose a beast You establish a telepathic link with one beast y ou touch that is friendly to y ou
that y ou can see within range. It m ust see and hear y ou. If the beast's or charm ed by y ou. The spell fails if the beast's Intelligence is 4 or higher.
Intelligence is 4 or higher, the spell fails. Otherwise, the beast m ust succeed Until the spell ends, the link is activ e while y ou and the beast are within line
on a Wisdom sav ing throw or be charm ed by y ou for the spell's duration. If of sight of each other. Through the link, the beast can understand y our
y ou or one of y our com panions harm s the target, the spell ends. telepathic m essages to it, and it can telepathically com m unicate sim ple
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or em otions and concepts back to y ou. While the link is activ e, the beast gains
higher, y ou can affect one additional beast for each slot lev el abov e 1 st. adv antage on attack rolls against any creature within 5 feet of y ou that y ou
can see.
Bard Druid Ranger Player´s Handbook (SRD)
Druid Ranger Xanathar´s Guide to Everything
Armor of Agathys
level 1 - abjuration Bless
Cast ing Time: 1 action level 1 - enchantment
Range: Self Cast ing Time: 1 action
Component s: V, S, M (a cup of water) Range: 3 0 feet
Durat ion: 1 hour Component s: V, S, M (a sprinkling of holy water)
A protectiv e m agical force surrounds y ou, m anifesting as a spectral frost that Durat ion: Concentration, up to 1 m inute
cov ers y ou and y our gear. You gain 5 tem porary hit points for the duration. If You bless up to three creatures of y our choice within range. Whenev er a
a creature hits y ou with a m elee attack while y ou hav e these hit points, the target m akes an attack roll or a sav ing throw before the spell ends, the target
creature takes 5 cold dam age. can roll a d4 and add the num ber rolled to the attack roll or sav ing throw.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
higher, both the tem porary hit points and the cold dam age increase by 5 for higher, y ou can target one additional creature for each slot lev el abov e 1 st.
each slot lev el abov e 1 st.
Cleric Paladin Player´s Handbook (SRD)
Warlock Player´s Handbook (BR+)
Burning Hands
Arms of Hadar level 1 - evocation
level 1 - conjuration Cast ing Time: 1 action
Cast ing Time: 1 action Range: Self (1 5-foot cone)
Range: Self (1 0-foot radius) Component s: V, S
Component s: V, S Durat ion: Instantaneous
Durat ion: Instantaneous As y ou hold y our hands with thum bs touching and fingers spread, a thin
You inv oke the power of Hadar, the Dark Hunger. sheet of flam es shoots forth from y our outstretched fingertips. Each creature
Tendrils of dark energy erupt from y ou and batter all creatures within 1 0 feet in a 1 5-foot cone m ust m ake a Dexterity sav ing throw. A creature takes 3 d6
of y ou. Each creature in that area m ust m ake a Strength sav ing throw. On a fire dam age on a failed sav e, or half as m uch dam age on a successful one.
failed sav e, a target takes 2 d6 necrotic dam age and can't take reactions until The fire ignites any flam m able objects in the area that aren't being worn or
its next turn. On a successful sav e, the creature takes half dam age, but carried.
suffers no other effect. At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or higher, the dam age increases by 1 d6 for each slot lev el abov e 1 st.
higher, the dam age increases by 1 d6 for each slot lev el abov e 1 st.
Sorcerer Wizard Player´s Handbook (SRD)
Warlock Player´s Handbook
Catapult
Bane level 1 - transmutation
level 1 - enchantment Cast ing Time: 1 action
Cast ing Time: 1 action Range: 6 0 feet
Range: 3 0 feet Component s: S
Component s: V, S, M (a drop of blood) Durat ion: Instantaneous
Durat ion: Concentration, up to 1 m inute Choose one object weighing 1 to 5 pounds within range that isn't being worn
Up to three creatures of y our choice that y ou can see within range m ust m ake or carried. The object flies in a straight line up to 9 0 feet in a direction y ou
Charism a sav ing throws. Whenev er a target that fails this sav ing throw choose before falling to the ground, stopping early if it im pacts against a solid
m akes an attack roll or a sav ing throw before the spell ends, the target m ust surface. If the object would strike a creature, that creature m ust m ake a
roll a d4 and subtract the num ber rolled from the attack roll or sav ing throw. Dexterity sav ing throw. On a failed sav e, the object strikes the target and
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or stops m ov ing. When the object strikes som ething, the object and what it
higher, y ou can target one additional creature for each slot lev el abov e 1 st. strikes each take 3 d8 bludgeoning dam age.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Bard Cleric Player´s Handbook (SRD)
higher, the m axim um weight of objects that y ou can target with this spell
increases by 5 pounds, and the dam age increases by 1 d8, for each slot lev el
abov e 1 st.

Sorcerer Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 7/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Cause Fear Chromatic Orb


level 1 - necromancy level 1 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 9 0 feet
Component s: V Component s: V, S, M (a diam ond worth at least 50 gp)
Durat ion: Concentration, up to 1 m inute Durat ion: Instantaneous
You hurl a 4 -inch-diam eter sphere of energy at a creature that y ou can see
Des cription not available (not OGL).
within range. You choose acid, cold, fire, lightning, poison, or thunder for the
But here is a s um m ary:
ty pe of orb y ou create, and then m ake a ranged spell attack against the
The target m ust succeed on a Wis. sav e or becom es frightened (nbr of target. If the attack hits, the creature takes 3 d8 dam age of the ty pe y ou
targets/lv l). chose.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Warlock Wizard Xanathar´s Guide to Everything
higher, the dam age increases by 1 d8 for each slot lev el abov e 1 st.

Ceremony Sorcerer Wizard Player´s Handbook (BR+)


level 1 - abjuration (ritual)
Cast ing Time: 1 hour Color Spray
Range: Touch level 1 - illusion
Component s: V, S, M (2 5 gp worth of powdered silv er, which the spell Cast ing Time: 1 action
consum es) Range: Self (1 5-foot cone)
Durat ion: Instantaneous Component s: V, S, M (a pinch of powder or sand that is colored red, y ellow,
and blue)
Des cription not available (not OGL).
Durat ion: 1 round
But here is a s um m ary:
A dazzling array of flashing, colored light springs from y our hand. Roll 6 d1 0;
Perform a religious cerem ony (bless water, giv e bonus to AC, ability check, the total is how m any hit points of creatures this spell can affect. Creatures in
sav ing throw, etc). a 1 5-foot cone originating from y ou are affected in ascending order of their
current hit points (ignoring unconscious creatures and creatures that can't
Cleric Paladin Xanathar´s Guide to Everything
see).
Starting with the creature that has the lowest current hit points, each
Chaos Bolt creature affected by this spell is blinded until the end of y our next turn.
level 1 - evocation Subtract each creature's hit points from the total before m ov ing on to the
Cast ing Time: 1 action creature with the next lowest hit points. A creature's hit points m ust be equal
Range: 1 2 0 feet to or less than the rem aining total for that creature to be affected.
Component s: V, S At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Durat ion: Instantaneous higher, roll an additional 2 d1 0 for each slot lev el abov e 1 st.

Des cription not available (not OGL). Sorcerer Wizard Bard [TCoE] Player´s Handbook (SRD)
But here is a s um m ary:

If the attack hits, deals 2 d8 + 1 d6 dam age of a random ty pe (dam age/lv l).
Command
level 1 - enchantment
Rebound if double 8.
Cast ing Time: 1 action
Sorcerer Xanathar´s Guide to Everything Range: 6 0 feet
Component s: V
Charm Person Durat ion: 1 round
level 1 - enchantment You speak a one-word com m and to a creature y ou can see within range. The
Cast ing Time: 1 action target m ust succeed on a Wisdom sav ing throw or follow the com m and on its
Range: 3 0 feet next turn. The spell has no effect if the target is undead, if it doesn't
Component s: V, S understand y our language, or if y our com m and is directly harm ful to it.
Durat ion: 1 hour Som e ty pical com m ands and their effects follow. You m ight issue a com m and
You attem pt to charm a hum anoid y ou can see within range. It m ust m ake a other than one described here. If y ou do so, the DM determ ines how the target
Wisdom sav ing throw, and does so with adv antage if y ou or y our com panions behav es. If the target is prev ented from following y our com m and, the spell
are fighting it. If it fails the sav ing throw, it is charm ed by y ou until the spell ends.
ends or until y ou or y our com panions do any thing harm ful to it. The Approach. The target m ov es toward y ou by the shortest and m ost direct
charm ed creature regards y ou as a friendly acquaintance. When the spell route, ending its turn if it m ov es within 5 feet of y ou.
ends, the creature knows it was charm ed by y ou. Drop. The target drops whatev er it is holding and then ends its turn.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or Flee. The target spends its turn m ov ing away from y ou by the fastest
higher, y ou can target one additional creature for each slot lev el abov e 1 st. av ailable m eans.
The creatures m ust be within 3 0 feet of each other when y ou target them . Grovel. The target falls prone and then ends its turn.
Halt. The target stay s where it is and takes no actions.
Bard Druid Sorcerer Warlock Wizard Player´s Handbook (SRD)
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
higher, y ou can affect one additional creature for each slot lev el abov e 1 st.
The creatures m ust be within 3 0 feet of each other when y ou target them .

Cleric Paladin Bard [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 8/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Compelled Duel Detect Evil and Good


level 1 - enchantment level 1 - divination
Cast ing Time: 1 bonus action Cast ing Time: 1 action
Range: 3 0 feet Range: Self
Component s: V Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 0 m inutes
You attem pt to com pel a creature into a duel. One creature that y ou can see For the duration, y ou know if there is an aberration, celestial, elem ental, fey ,
within range m ust m ake a Wisdom sav ing throw. On a failed sav e, the fiend, or undead within 3 0 feet of y ou, as well as where the creature is
creature is drawn to y ou, com pelled by y our div ine dem and. For the located. Sim ilarly , y ou know if there is a place or object within 3 0 feet of y ou
duration, it has disadv antage on attack rolls against creatures other than that has been m agically consecrated or desecrated.
y ou, and m ust m ake a Wisdom sav ing throw each tim e it attem pts to m ov e to The spell can penetrate m ost barriers, but it is blocked by 1 foot of stone, 1
a space that is m ore than 3 0 feet away from y ou; if it succeeds on this sav ing inch of com m on m etal, a thin sheet of lead, or 3 feet of wood or dirt.
throw, this spell doesn't restrict the target's m ov em ent for that turn.
Cleric Paladin Player´s Handbook (SRD)
The spell ends if y ou attack any other creature, if y ou cast a spell that targets
a hostile creature other than the target, if a creature friendly to y ou dam ages
the target or casts a harm ful spell on it, or if y ou end y our turn m ore than 3 0 Detect Magic
feet away from the target. level 1 - divination (ritual)
Cast ing Time: 1 action
Paladin Player´s Handbook
Range: Self
Component s: V, S
Comprehend Languages Durat ion: Concentration, up to 1 0 m inutes
level 1 - divination (ritual)
For the duration, y ou sense the presence of m agic within 3 0 feet of y ou. If y ou
Cast ing Time: 1 action sense m agic in this way , y ou can use y our action to see a faint aura around
Range: Self any v isible creature or object in the area that bears m agic, and y ou learn its
Component s: V, S, M (a pinch of soot and salt) school of m agic, if any .
Durat ion: 1 hour The spell can penetrate m ost barriers, but it is blocked by 1 foot of stone, 1
For the duration, y ou understand the literal m eaning of any spoken language inch of com m on m etal, a thin sheet of lead, or 3 feet of wood or dirt.
that y ou hear. You also understand any written language that y ou see, but
Bard Cleric Druid Paladin Ranger Sorcerer Wizard Player´s Handbook (SRD)
y ou m ust be touching the surface on which the words are written. It takes
about 1 m inute to read one page of text.
This spell doesn't decode secret m essages in a text or a gly ph, such as an Detect Poison and Disease
arcane sigil, that isn't part of a written language. level 1 - divination (ritual)
Cast ing Time: 1 action
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
Range: Self
Component s: V, S, M (a y ew leaf)
Create or Destroy Water Durat ion: Concentration, up to 1 0 m inutes
level 1 - transmutation
For the duration, y ou can sense the presence and location of poisons, poisonous
Cast ing Time: 1 action creatures, and diseases within 3 0 feet of y ou. You also identify the kind of
Range: 3 0 feet poison, poisonous creature, or disease in each case.
Component s: V, S, M (a drop of water if creating water or a few grains of The spell can penetrate m ost barriers, but it is blocked by 1 foot of stone, 1
sand if destroy ing it) inch of com m on m etal, a thin sheet of lead, or 3 feet of wood or dirt.
Durat ion: Instantaneous
Cleric Druid Paladin Ranger Player´s Handbook (SRD)
You either create or destroy water.
Create Water. You create up to 1 0 gallons of clean water within range in an
open container. Alternativ ely , the water falls as rain in a 3 0-foot cube within Disguise Self
range, extinguishing exposed flam es in the area. level 1 - illusion
Destroy Water. You destroy up to 1 0 gallons of water in an open container Cast ing Time: 1 action
within range. Alternativ ely , y ou destroy fog in a 3 0-foot cube within range. Range: Self
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or Component s: V, S
higher, y ou create or destroy 1 0 additional gallons of water, or the size of the Durat ion: 1 hour
cube increases by 5 feet, for each slot lev el abov e 1 st. You m ake y ourself—including y our clothing, arm or, weapons, and other
belongings on y our person—look different until the spell ends or until y ou use
Cleric Druid Player´s Handbook (SRD)
y our action to dism iss it. You can seem 1 foot shorter or taller and can appear
thin, fat, or in between. You can't change y our body ty pe, so y ou m ust adopt a
Cure Wounds form that has the sam e basic arrangem ent of lim bs. Otherwise, the extent of
level 1 - evocation
the illusion is up to y ou.
Cast ing Time: 1 action The changes wrought by this spell fail to hold up to phy sical inspection. For
Range: Touch exam ple, if y ou use this spell to add a hat to y our outfit, objects pass through
Component s: V, S the hat, and any one who touches it would feel nothing or would feel y our
Durat ion: Instantaneous head and hair. If y ou use this spell to appear thinner than y ou are, the hand
A creature y ou touch regains a num ber of hit points equal to 1 d8 + y our of som eone who reaches out to touch y ou would bum p into y ou while it was
spellcasting ability m odifier. This spell has no effect on undead or constructs. seem ingly still in m idair.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or To discern that y ou are disguised, a creature can use its action to inspect y our
higher, the healing increases by 1 d8 for each slot lev el abov e 1 st. appearance and m ust succeed on an Intelligence (Inv estigation) check against
y our spell sav e DC.
Bard Cleric Druid Paladin Ranger Player´s Handbook (SRD)
Bard Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 9/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Dissonant Whispers Entangle


level 1 - enchantment level 1 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 9 0 feet
Component s: V Component s: V, S
Durat ion: Instantaneous Durat ion: Concentration, up to 1 m inute
You whisper a discordant m elody that only one creature of y our choice within Grasping weeds and v ines sprout from the ground in a 2 0-foot square starting
range can hear, wracking it with terrible pain. The target m ust m ake a from a point within range. For the duration, these plants turn the ground in
Wisdom sav ing throw. On a failed sav e, it takes 3 d6 psy chic dam age and the area into difficult terrain.
m ust im m ediately use its reaction, if av ailable, to m ov e as far as its speed A creature in the area when y ou cast the spell m ust succeed on a Strength
allows away from y ou. The creature doesn't m ov e into obv iously dangerous sav ing throw or be restrained by the entangling plants until the spell ends. A
ground, such as a fire or a pit. On a successful sav e, the target takes half as creature restrained by the plants can use its action to m ake a Strength check
m uch dam age and doesn't hav e to m ov e away . A deafened creature against y our spell sav e DC. On a success, it frees itself.
autom atically succeeds on the sav e. When the spell ends, the conjured plants wilt away .
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Druid Ranger [TCoE] Player´s Handbook (SRD)
higher, the dam age increases by 1 d6 for each slot lev el abov e 1 st.

Bard Player´s Handbook (BR+) Expeditious Retreat


level 1 - transmutation
Divine Favor Cast ing Time: 1 bonus action
level 1 - evocation Range: Self
Cast ing Time: 1 bonus action Component s: V, S
Range: Self Durat ion: Concentration, up to 1 0 m inutes
Component s: V, S This spell allows y ou to m ov e at an incredible pace. When y ou cast this spell,
Durat ion: Concentration, up to 1 m inute and then as a bonus action on each of y our turns until the spell ends, y ou can
Your pray er em powers y ou with div ine radiance. Until the spell ends, y our take the Dash action.
weapon attacks deal an extra 1 d4 radiant dam age on a hit.
Sorcerer Warlock Wizard Player´s Handbook (SRD)
Paladin Player´s Handbook (SRD)
Faerie Fire
Earth Tremor level 1 - evocation
level 1 - evocation Cast ing Time: 1 action
Cast ing Time: 1 action Range: 6 0 feet
Range: 1 0 feet Component s: V
Component s: V, S Durat ion: Concentration, up to 1 m inute
Durat ion: Instantaneous Each object in a 2 0-foot cube within range is outlined in blue, green, or v iolet
You cause a trem or in the ground within range. Each creature other than light (y our choice). Any creature in the area when the spell is cast is also
y ou in that area m ust m ake a Dexterity sav ing throw. On a failed sav e, a outlined in light if it fails a Dexterity sav ing throw. For the duration, objects
creature takes 1 d6 bludgeoning dam age and is knocked prone. If the ground and affected creatures shed dim light in a 1 0-foot radius.
in that area is loose earth or stone, it becom es difficult terrain until cleared, Any attack roll against an affected creature or object has adv antage if the
with each 5-foot-diam eter portion requiring at least 1 m inute to clear by attacker can see it, and the affected creature or object can't benefit from being
hand. inv isible.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Bard Druid Player´s Handbook (SRD)
higher, the dam age increases by 1 d6 for each slot lev el abov e 1 st.

Bard Druid Sorcerer Wizard Xanathar´s Guide to Everything False Life


level 1 - necromancy
Ensnaring Strike Cast ing Time: 1 action
level 1 - conjuration Range: Self
Cast ing Time: 1 bonus action Component s: V, S, M (a sm all am ount of alcohol or distilled spirits)
Range: Self Durat ion: 1 hour
Component s: V Bolstering y ourself with a necrom antic facsim ile of life, y ou gain 1 d4 + 4
Durat ion: Concentration, up to 1 m inute tem porary hit points for the duration.
The next tim e y ou hit a creature with a weapon attack before this spell ends, At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
a writhing m ass of thorny v ines appears at the point of im pact, and the target higher, y ou gain 5 additional tem porary hit points for each slot lev el abov e
m ust succeed on a Strength sav ing throw or be restrained by the m agical 1 st.
v ines until the spell ends. A Large or larger creature has adv antage on this
Sorcerer Wizard Player´s Handbook (SRD)
sav ing throw. If the target succeeds on the sav e, the v ines shriv el away .
While restrained by this spell, the target takes 1 d6 piercing dam age at the
start of each of its turns. A creature restrained by the v ines or one that can
touch the creature can use its action to m ake a Strength check against y our
spell sav e DC. On a success, the target is freed.
At Higher Levels. If y ou cast this spell using a spell slot of 2 nd lev el or
higher, the dam age increases by 1 d6 for each slot lev el abov e 1 st.

Ranger Player´s Handbook

[Link] w w .[Link]/dnd/[Link] 10/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Feather Fall Goodberry


level 1 - transmutation level 1 - transmutation
Cast ing Time: 1 reaction, which y ou take when y ou or a creature within 6 0 Cast ing Time: 1 action
feet of y ou falls Range: Touch
Range: 6 0 feet Component s: V, S, M (a sprig of m istletoe)
Component s: V, M (a sm all feather or piece of down) Durat ion: Instantaneous
Durat ion: 1 m inute Up to ten berries appear in y our hand and are infused with m agic for the
Choose up to fiv e falling creatures within range. A falling creature's rate of duration. A creature can use its action to eat one berry . Eating a berry
descent slows to 6 0 feet per round until the spell ends. If the creature lands restores 1 hit point, and the berry prov ides enough nourishm ent to sustain a
before the spell ends, it takes no falling dam age and can land on its feet, and creature for one day .
the spell ends for that creature. The berries lose their potency if they hav e not been consum ed within 2 4
hours of the casting of this spell.
Bard Sorcerer Wizard Player´s Handbook (SRD)
Druid Ranger Player´s Handbook (SRD)
Find Familiar
level 1 - conjuration (ritual) Grease
Cast ing Time: 1 hour level 1 - conjuration
Range: 1 0 feet Cast ing Time: 1 action
Component s: V, S, M (1 0 gp worth of charcoal, incense, and herbs that m ust Range: 6 0 feet
be consum ed by fire in a brass brazier) Component s: V, S, M (a bit of pork rind or butter)
Durat ion: Instantaneous Durat ion: 1 m inute
You gain the serv ice of a fam iliar, a spirit that takes an anim al form y ou Slick grease cov ers the ground in a 1 0-foot square centered on a point within
choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, range and turns it into difficult terrain for the duration.
fish (quipper), rat, rav en, sea horse, spider, or weasel. Appearing in an When the grease appears, each creature standing in its area m ust succeed on
unoccupied space within range, the fam iliar has the statistics of the chosen a Dexterity sav ing throw or fall prone. A creature that enters the area or ends
form , though it is a celestial, fey , or fiend (y our choice) instead of a beast. its turn there m ust also succeed on a Dexterity sav ing throw or fall prone.
Your fam iliar acts independently of y ou, but it alway s obey s y our com m ands.
Wizard Sorcerer [TCoE] Player´s Handbook (SRD)
In com bat, it rolls its own initiativ e and acts on its own turn. A fam iliar can't
attack, but it can take other actions as norm al.
When the fam iliar drops to 0 hit points, it disappears, leav ing behind no Guiding Bolt
level 1 - evocation
phy sical form . It reappears after y ou cast this spell again. As an action, y ou
can tem porarily dism iss the fam iliar to a pocket dim ension. Alternativ ely , Cast ing Time: 1 action
y ou can dism iss it forev er. As an action while it is tem porarily dism issed, y ou Range: 1 2 0 feet
can cause it to reappear in any unoccupied space within 3 0 feet of y ou. Component s: V, S
Whenev er the fam iliar drops to 0 hit points or disappears into the pocket Durat ion: 1 round
dim ension, it leav es behind in its space any thing it was wearing or carry ing. A flash of light streaks toward a creature of y our choice within range. Make a
While y our fam iliar is within 1 00 feet of y ou, y ou can com m unicate with it ranged spell attack against the target. On a hit, the target takes 4 d6 radiant
telepathically . Additionally , as an action, y ou can see through y our fam iliar's dam age, and the next attack roll m ade against this target before the end of
ey es and hear what it hears until the start of y our next turn, gaining the y our next turn has adv antage, thanks to the m y stical dim light glittering on
benefits of any special senses that the fam iliar has. During this tim e, y ou are the target until then.
deaf and blind with regard to y our own senses. At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
You can't hav e m ore than one fam iliar at a tim e. If y ou cast this spell while higher, the dam age increases by 1 d6 for each slot lev el abov e 1 st.
y ou already hav e a fam iliar, y ou instead cause it to adopt a new form . Choose
Cleric Player´s Handbook (SRD)
one of the form s from the abov e list. Your fam iliar transform s into the chosen
creature.
Finally , when y ou cast a spell with a range of touch, y our fam iliar can Hail of Thorns
deliv er the spell as if it had cast the spell. Your fam iliar m ust be within 1 00 level 1 - conjuration
feet of y ou, and it m ust use its reaction to deliv er the spell when y ou cast it. If Cast ing Time: 1 bonus action
the spell requires an attack roll, y ou use y our attack m odifier for the roll. Range: Self
Component s: V
Wizard Player´s Handbook (SRD)
Durat ion: Concentration, up to 1 m inute
The next tim e y ou hit a creature with a ranged weapon attack before the spell
Fog Cloud ends, this spell creates a rain of thorns that sprouts from y our ranged weapon
level 1 - conjuration
or am m unition. In addition to the norm al effect of the attack, the target of the
Cast ing Time: 1 action attack and each creature within 5 feet of it m ust m ake a Dexterity sav ing
Range: 1 2 0 feet throw. A creature takes 1 d1 0 piercing dam age on a failed sav e, or half as
Component s: V, S m uch dam age on a successful one.
Durat ion: Concentration, up to 1 hour At Higher Levels. If y ou cast this spell using a spell slot of 2 nd lev el or
You create a 2 0-foot-radius sphere of fog centered on a point within range. higher, the dam age increases by 1 d1 0 for each slot lev el abov e 1 st (to a
The sphere spreads around corners, and its area is heav ily obscured. It lasts m axim um of 6 d1 0).
for the duration or until a wind of m oderate or greater speed (at least 1 0 m iles
Ranger Player´s Handbook
per hour) disperses it.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
higher, the radius of the fog increases by 2 0 feet for each slot lev el abov e 1 st.

Druid Ranger Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 11/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Healing Word Hunter's Mark


level 1 - evocation level 1 - divination
Cast ing Time: 1 bonus action Cast ing Time: 1 bonus action
Range: 6 0 feet Range: 9 0 feet
Component s: V Component s: V
Durat ion: Instantaneous Durat ion: Concentration, up to 1 hour
A creature of y our choice that y ou can see within range regains hit points You choose a creature y ou can see within range and m y stically m ark it as
equal to 1 d4 + y our spellcasting ability m odifier. This spell has no effect on y our quarry . Until the spell ends, y ou deal an extra 1 d6 dam age to the target
undead or constructs. whenev er y ou hit it with a weapon attack, and y ou hav e adv antage on any
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or Wisdom (Perception) or Wisdom (Surv iv al) check y ou m ake to find it. If the
higher, the healing increases by 1 d4 for each slot lev el abov e 1 st. target drops to 0 hit points before this spell ends, y ou can use a bonus action
on a subsequent turn of y ours to m ark a new creature.
Bard Cleric Druid Player´s Handbook (SRD)
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd or 4 th
lev el, y ou can m aintain y our concentration on the spell for up to 8 hours.
Hellish Rebuke When y ou use a spell slot of 5th lev el or higher, y ou can m aintain y our
level 1 - evocation concentration on the spell for up to 2 4 hours.
Cast ing Time: 1 reaction, which y ou take in response to being dam aged by a
Ranger Player´s Handbook (SRD)
creature within 6 0 feet of y ou that y ou can see
Range: 6 0 feet
Component s: V, S Ice Knife
Durat ion: Instantaneous level 1 - conjuration

You point y our finger, and the creature that dam aged y ou is m om entarily Cast ing Time: 1 action
surrounded by hellish flam es. The creature m ust m ake a Dexterity sav ing Range: 6 0 feet
throw. It takes 2 d1 0 fire dam age on a failed sav e, or half as m uch dam age on Component s: S, M (a drop of water or a piece of ice)
a successful one. Durat ion: Instantaneous
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or You create a shard of ice and fling it at one creature within range. Make a
higher, the dam age increases by 1 d1 0 for each slot lev el abov e 1 st. ranged spell attack against the target. On a hit, the target takes 1 d1 0
piercing dam age. Hit or m iss, the shard then explodes. The target and each
Warlock Player´s Handbook (SRD)
creature within 5 feet of it m ust succeed on a Dexterity sav ing throw or take
2 d6 cold dam age.
Heroism At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
level 1 - enchantment
higher, the cold dam age increases by 1 d6 for each slot lev el abov e 1 st.
Cast ing Time: 1 action
Druid Sorcerer Wizard Xanathar´s Guide to Everything
Range: Touch
Component s: V, S
Durat ion: Concentration, up to 1 m inute Identify
level 1 - divination (ritual)
A willing creature y ou touch is im bued with brav ery . Until the spell ends, the
creature is im m une to being frightened and gains tem porary hit points equal Cast ing Time: 1 m inute
to y our spellcasting ability m odifier at the start of each of its turns. When the Range: Touch
spell ends, the target loses any rem aining tem porary hit points from this Component s: V, S, M (a pearl worth at least 1 00 gp and an owl feather)
spell. Durat ion: Instantaneous
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or You choose one object that y ou m ust touch throughout the casting of the spell.
higher, y ou can target one additional creature for each slot lev el abov e 1 st. If it is a m agic item or som e other m agic-im bued object, y ou learn its
properties and how to use them , whether it requires attunem ent to use, and
Bard Paladin Player´s Handbook (SRD)
how m any charges it has, if any . You learn whether any spells are affecting
the item and what they are. If the item was created by a spell, y ou learn
Hex which spell created it.
level 1 - enchantment If y ou instead touch a creature throughout the casting, y ou learn what spells,
Cast ing Time: 1 bonus action if any , are currently affecting it.
Range: 9 0 feet
Bard Wizard Player´s Handbook (SRD)
Component s: V, S, M (the petrified ey e of a newt)
Durat ion: Concentration, up to 1 hour
You place a curse on a creature that y ou can see within range. Until the spell
ends, y ou deal an extra 1 d6 necrotic dam age to the target whenev er y ou hit
it with an attack. Also, choose one ability when y ou cast the spell. The target
has disadv antage on ability checks m ade with the chosen ability .
If the target drops to 0 hit points before this spell ends, y ou can use a bonus
action on a subsequent turn of y ours to curse a new creature.
A remove curse cast on the target ends this spell early .
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd or 4 th
lev el, y ou can m aintain y our concentration on the spell for up to 8 hours.
When y ou use a spell slot of 5th lev el or higher, y ou can m aintain y our
concentration on the spell for up to 2 4 hours.

Warlock Player´s Handbook (BR+)

[Link] w w .[Link]/dnd/[Link] 12/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Illusory Script Magic Missile


level 1 - illusion (ritual) level 1 - evocation
Cast ing Time: 1 m inute Cast ing Time: 1 action
Range: Touch Range: 1 2 0 feet
Component s: S, M (a lead-based ink worth at least 1 0 gp, which the spell Component s: V, S
consum es) Durat ion: Instantaneous
Durat ion: 1 0 day s You create three glowing darts of m agical force. Each dart hits a creature of
You write on parchm ent, paper, or som e other suitable writing m aterial and y our choice that y ou can see within range. A dart deals 1 d4 + 1 force dam age
im bue it with a potent illusion that lasts for the duration. to its target. The darts all strike sim ultaneously , and y ou can direct them to
To y ou and any creatures y ou designate when y ou cast the spell, the writing hit one creature or sev eral.
appears norm al, written in y our hand, and conv ey s whatev er m eaning y ou At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
intended when y ou wrote the text. To all others, the writing appears as if it higher, the spell creates one m ore dart for each slot lev el abov e 1 st.
were written in an unknown or m agical script that is unintelligible.
Sorcerer Wizard Player´s Handbook (SRD)
Alternativ ely , y ou can cause the writing to appear to be an entirely different
m essage, written in a different hand and language, though the language
m ust be one y ou know. Protection from Evil and Good
Should the spell be dispelled, the original script and the illusion both level 1 - abjuration
disappear. Cast ing Time: 1 action
A creature with truesight can read the hidden m essage. Range: Touch
Component s: V, S, M (holy water or powdered silv er and iron, which the
Bard Warlock Wizard Player´s Handbook (SRD)
spell consum es)
Durat ion: Concentration, up to 1 0 m inutes
Inflict Wounds Until the spell ends, one willing creature y ou touch is protected against
level 1 - necromancy
certain ty pes of creatures: aberrations, celestials, elem entals, fey , fiends, and
Cast ing Time: 1 action undead.
Range: Touch The protection grants sev eral benefits. Creatures of those ty pes hav e
Component s: V, S disadv antage on attack rolls against the target. The target also can't be
Durat ion: Instantaneous charm ed, frightened, or possessed by them . If the target is already charm ed,
Make a m elee spell attack against a creature y ou can reach. On a hit, the frightened, or possessed by such a creature, the target has adv antage on any
target takes 3 d1 0 necrotic dam age. new sav ing throw against the relev ant effect.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Cleric Paladin Warlock Wizard Druid [TCoE] Player´s Handbook (SRD)
higher, the dam age increases by 1 d1 0 for each slot lev el abov e 1 st.

Cleric Player´s Handbook (SRD) Purify Food and Drink


level 1 - transmutation (ritual)
Jump Cast ing Time: 1 action
level 1 - transmutation Range: 1 0 feet
Cast ing Time: 1 action Component s: V, S
Range: Touch Durat ion: Instantaneous
Component s: V, S, M (a grasshopper's hind leg) All nonm agical food and drink within a 5-foot-radius sphere centered on a
Durat ion: 1 m inute point of y our choice within range is purified and rendered free of poison and
You touch a creature. The creature's jum p distance is tripled until the spell disease.
ends.
Cleric Druid Paladin Player´s Handbook (SRD)
Druid Ranger Sorcerer Wizard Player´s Handbook (SRD)
Ray of Sickness
Longstrider level 1 - necromancy
level 1 - transmutation Cast ing Time: 1 action
Cast ing Time: 1 action Range: 6 0 feet
Range: Touch Component s: V, S
Component s: V, S, M (a pinch of dirt) Durat ion: Instantaneous
Durat ion: 1 hour A ray of sickening greenish energy lashes out toward a creature within
You touch a creature. The target's speed increases by 1 0 feet until the spell range. Make a ranged spell attack against the target. On a hit, the target
ends. takes 2 d8 poison dam age and m ust m ake a Constitution sav ing throw. On a
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or failed sav e, it is also poisoned until the end of y our next turn.
higher, y ou can target one additional creature for each slot lev el abov e 1 st. At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
higher, the dam age increases by 1 d8 for each slot lev el abov e 1 st.
Bard Druid Ranger Wizard Player´s Handbook (SRD)
Sorcerer Wizard Player´s Handbook
Mage Armor
level 1 - abjuration
Cast ing Time: 1 action
Range: Touch
Component s: V, S, M (a piece of cured leather)
Durat ion: 8 hours
You touch a willing creature who isn't wearing arm or, and a protectiv e
m agical force surrounds it until the spell ends. The target's base AC becom es
1 3 + its Dexterity m odifier. The spell ends if the target dons arm or or if y ou
dism iss the spell as an action.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 13/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Sanctuary Silent Image


level 1 - abjuration level 1 - illusion
Cast ing Time: 1 bonus action Cast ing Time: 1 action
Range: 3 0 feet Range: 6 0 feet
Component s: V, S, M (a sm all silv er m irror) Component s: V, S, M (a bit of fleece)
Durat ion: 1 m inute Durat ion: Concentration, up to 1 0 m inutes
You ward a creature within range against attack. Until the spell ends, any You create the im age of an object, a creature, or som e other v isible
creature who targets the warded creature with an attack or a harm ful spell phenom enon that is no larger than a 1 5-foot cube. The im age appears at a
m ust first m ake a Wisdom sav ing throw. On a failed sav e, the creature m ust spot within range and lasts for the duration. The im age is purely v isual; it
choose a new target or lose the attack or spell. This spell doesn't protect the isn't accom panied by sound, sm ell, or other sensory effects.
warded creature from area effects, such as the explosion of a fireball. You can use y our action to cause the im age to m ov e to any spot within range.
If the warded creature m akes an attack, casts a spell that affects an enem y As the im age changes location, y ou can alter its appearance so that its
creature, or deal dom m age to another creature, this spell ends. m ov em ents appear natural for the im age. For exam ple, if y ou create an
im age of a creature and m ov e it, y ou can alter the im age so that it appears to
Cleric Player´s Handbook (SRD)
be walking.
Phy sical interaction with the im age rev eals it to be an illusion, because
Searing Smite things can pass through it. A creature that uses its action to exam ine the
level 1 - evocation im age can determ ine that it is an illusion with a successful Intelligence
Cast ing Time: 1 bonus action (Inv estigation) check against y our spell sav e DC. If a creature discerns the
Range: Self illusion for what it is, the creature can see through the im age.
Component s: V
Bard Sorcerer Wizard Player´s Handbook (SRD)
Durat ion: Concentration, up to 1 m inute
The next tim e y ou hit a creature with a m elee weapon attack during the
spell's duration, y our weapon flares with white-hot intensity , and the attack
Sleep
level 1 - enchantment
deals an extra 1 d6 fire dam age to the target and causes the target to ignite in
flam es. At the start of each of its turns until the spell ends, the target m ust Cast ing Time: 1 action
m ake a Constitution sav ing throw. On a failed sav e, it takes 1 d6 fire dam age. Range: 9 0 feet
On a successful sav e, the spell ends. If the target or a creature within 5 feet of Component s: V, S, M (a pinch of fine sand, rose petals, or a cricket)
it uses an action to put out the flam es, or if som e other effect douses the flam es Durat ion: 1 m inute
(such as the target being subm erged in water), the spell ends. This spell sends creatures into a m agical slum ber. Roll 5d8; the total is how
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or m any hit points of creatures this spell can affect. Creatures within 2 0 feet of a
higher, the initial extra dam age dealt by the attack increases by 1 d6 for each point y ou choose within range are affected in ascending order of their current
slot lev el abov e 1 st. hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each
Paladin Ranger [TCoE] Player´s Handbook
creature affected by this spell falls unconscious until the spell ends, the
sleeper takes dam age, or som eone uses an action to shake or slap the sleeper
Shield awake. Subtract each creature's hit points from the total before m ov ing on to
level 1 - abjuration the creature with the next lowest hit points. A creature's hit points m ust be
Cast ing Time: 1 reaction, which y ou take when y ou are hit by an attack or equal to or less than the rem aining total for that creature to be affected.
targeted by the magic missile spell Undead and creatures im m une to being charm ed aren't affected by this spell.
Range: Self At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Component s: V, S higher, roll an additional 2 d8 for each slot lev el abov e 1 st.
Durat ion: 1 round
Bard Sorcerer Wizard Player´s Handbook (SRD)
An inv isible barrier of m agical force appears and protects y ou. Until the start
of y our next turn, y ou hav e a + 5 bonus to AC, including against the
triggering attack, and y ou take no dam age from magic missile.
Snare
level 1 - abjuration
Sorcerer Wizard Player´s Handbook (SRD) Cast ing Time: 1 m inute
Range: Touch
Shield of Faith Component s: S, M (2 5 feet of rope, which the spell consum es)
level 1 - abjuration Durat ion: 8 hours
Cast ing Time: 1 bonus action
Des cription not available (not OGL).
Range: 6 0 feet
But here is a s um m ary:
Component s: V, S, M (a sm all parchm ent with a bit of holy text written on
it) Create a m agic trap (Dex. sav e or the Sm all to Large size creature is hoisted
Durat ion: Concentration, up to 1 0 m inutes into the air).
A shim m ering field appears and surrounds a creature of y our choice within
Druid Ranger Wizard Xanathar´s Guide to Everything
range, granting it a + 2 bonus to AC for the duration.

Cleric Paladin Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 14/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Speak with Animals Thunderous Smite


level 1 - divination (ritual) level 1 - evocation
Cast ing Time: 1 action Cast ing Time: 1 bonus action
Range: Self Range: Self
Component s: V, S Component s: V
Durat ion: 1 0 m inutes Durat ion: Concentration, up to 1 m inute
You gain the ability to com prehend and v erbally com m unicate with beasts The first tim e y ou hit with a m elee weapon attack during this spell's duration,
for the duration. The knowledge and awareness of m any beasts is lim ited by y our weapon rings with thunder that is audible within 3 00 feet of y ou, and
their intelligence, but at m inim um , beasts can giv e y ou inform ation about the attack deals an extra 2 d6 thunder dam age to the target. Additionally , if
nearby locations and m onsters, including whatev er they can perceiv e or the target is a creature, it m ust succeed on a Strength sav ing throw or be
hav e perceiv ed within the past day . You m ight be able to persuade a beast to pushed 1 0 feet away from y ou and knocked prone.
perform a sm all fav or for y ou, at the DM's discretion.
Paladin Player´s Handbook
Bard Druid Ranger Player´s Handbook (SRD)
Thunderwave
Tasha's Caustic Brew level 1 - evocation
level 1 - evocation Cast ing Time: 1 action
Cast ing Time: 1 action Range: Self (1 5-foot cube)
Range: Self (3 0-foot line) Component s: V, S
Component s: V, S, M (a bit of rotten food) Durat ion: Instantaneous
Durat ion: Concentration, up to 1 m inute A wav e of thunderous force sweeps out from y ou. Each creature in a 1 5-foot
cube originating from y ou m ust m ake a Constitution sav ing throw. On a
Des cription not available (not OGL).
failed sav e, a creature takes 2 d8 thunder dam age and is pushed 1 0 feet away
But here is a s um m ary:
from y ou. On a successful sav e, the creature takes half as m uch dam age and
Creatures in a 3 0 ft long 5 ft wide line m ust succeed on a Dex. sav e or take isn't pushed.
2 d4 acid dam age each turn (+ 2 d4 /lv l). In addition, unsecured objects that are com pletely within the area of effect
are autom atically pushed 1 0 feet away from y ou by the spell's effect, and the
Sorcerer Wizard Tasha´s Cauldron of Everything
spell em its a thunderous boom audible out to 3 00 feet.
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
Tasha's Hideous Laughter higher, the dam age increases by 1 d8 for each slot lev el abov e 1 st.
level 1 - enchantment
Bard Druid Sorcerer Wizard Player´s Handbook (SRD)
Cast ing Time: 1 action
Range: 3 0 feet
Component s: V, S, M (tiny tarts and a feather that is wav ed in the air) Unseen Servant
Durat ion: Concentration, up to 1 m inute level 1 - conjuration (ritual)

A creature of y our choice that y ou can see within range perceiv es ev ery thing Cast ing Time: 1 action
as hilariously funny and falls into fits of laughter if this spell affects it. The Range: 6 0 feet
target m ust succeed on a Wisdom sav ing throw or fall prone, becom ing Component s: V, S, M (a piece of string and a bit of wood)
incapacitated and unable to stand up for the duration. A creature with an Durat ion: 1 hour
Intelligence score of 4 or less isn't affected. This spell creates an inv isible, m indless, shapeless, Medium force that
At the end of each of its turns, and each tim e it takes dam age, the target can perform s sim ple tasks at y our com m and until the spell ends. The serv ant
m ake another Wisdom sav ing throw. The target has adv antage on the sav ing springs into existence in an unoccupied space on the ground within range. It
throw if it's triggered by dam age. On a success, the spell ends. has AC 1 0, 1 hit point, and a Strength of 2 , and it can't attack. If it drops to 0
hit points, the spell ends.
Bard Wizard Player´s Handbook (SRD)
Once on each of y our turns as a bonus action, y ou can m entally com m and the
serv ant to m ov e up to 1 5 feet and interact with an object. The serv ant can
Tenser's Floating Disk perform sim ple tasks that a hum an serv ant could do, such as fetching things,
level 1 - conjuration (ritual) cleaning, m ending, folding clothes, lighting fires, serv ing food, and pouring
Cast ing Time: 1 action wine. Once y ou giv e the com m and, the serv ant perform s the task to the best
Range: 3 0 feet of its ability until it com pletes the task, then waits for y our next com m and.
Component s: V, S, M (a drop of m ercury ) If y ou com m and the serv ant to perform a task that would m ov e it m ore than
Durat ion: 1 hour 6 0 feet away from y ou, the spell ends.
This spell creates a circular, horizontal plane of force, 3 feet in diam eter and 1
Bard Warlock Wizard Player´s Handbook (SRD)
inch thick, that floats 3 feet abov e the ground in an unoccupied space of y our
choice that y ou can see within range. The disk rem ains for the duration, and
can hold up to 500 pounds. If m ore weight is placed on it, the spell ends, and
ev ery thing on the disk falls to the ground.
The disk is im m obile while y ou are within 2 0 feet of it. If y ou m ov e m ore than
2 0 feet away from it, the disk follows y ou so that it rem ains within 2 0 feet of
y ou. It can m ov e across unev en terrain, up or down stairs, slopes and the like,
but it can't cross an elev ation change of 1 0 feet or m ore. For exam ple, the disk
can't m ov e across a 1 0-foot-deep pit, nor could it leav e such a pit if it was
created at the bottom .
If y ou m ov e m ore than 1 00 feet from the disk (ty pically because it can't m ov e
around an obstacle to follow y ou), the spell ends.

Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 15/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Witch Bolt Aganazzar's Scorcher


level 1 - evocation level 2 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: 3 0 feet
Component s: V, S, M (a twig from a tree that has been struck by lightning) Component s: V, S, M (a red dragon's scale)
Durat ion: Concentration, up to 1 m inute Durat ion: Instantaneous
A beam of crackling, blue energy lances out toward a creature within range, A line of roaring flam e 3 0 feet long and 5 feet wide em anates from y ou in a
form ing a sustained arc of lightning between y ou and the target. Make a direction y ou choose. Each creature in the line m ust m ake a Dexterity sav ing
ranged spell attack against that creature. On a hit, the target takes 1 d1 2 throw. A creature takes 3 d8 fire dam age on a failed sav e, or half as m uch
lightning dam age, and on each of y our turns for the duration, y ou can use dam age on a successful one.
y our action to deal 1 d1 2 lightning dam age to the target autom atically . The At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
spell ends if y ou use y our action to do any thing else. The spell also ends if the higher, the dam age increases by 1 d8 for each slot lev el abov e 2 nd.
target is ev er outside the spell's range or if it has total cov er from y ou.
Sorcerer Wizard Xanathar´s Guide to Everything
At Higher Levels. When y ou cast this spell using a spell slot of 2 nd lev el or
higher, the initial dam age increases by 1 d1 2 for each slot lev el abov e 1 st.
Aid
Sorcerer Warlock Wizard Player´s Handbook (BR+) level 2 - abjuration
Cast ing Time: 1 action
Wrathful Smite Range: 3 0 feet
level 1 - evocation Component s: V, S, M (a tiny strip of white cloth)
Cast ing Time: 1 bonus action Durat ion: 8 hours
Range: Self Your spell bolsters y our allies with toughness and resolv e. Choose up to three
Component s: V creatures within range. Each target's hit point m axim um and current hit
Durat ion: Concentration, up to 1 m inute points increase by 5 for the duration.
The next tim e y ou hit with a m elee weapon attack during this spell's At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
duration, y our attack deals an extra 1 d6 psy chic dam age. Additionally , if the higher, a target's hit points increase by an additional 5 for each slot lev el
target is a creature, it m ust m ake a Wisdom sav ing throw or be frightened of abov e 2 nd.
y ou until the spell ends. As an action, the creature can m ake a Wisdom check
Cleric Paladin Bard [TCoE] Ranger [TCoE] Player´s Handbook (SRD)
against y our spell sav e DC to steel its resolv e and end this spell.

Paladin Player´s Handbook Alter Self


level 2 - transmutation
Zephyr Strike Cast ing Time: 1 action
level 1 - transmutation Range: Self
Cast ing Time: 1 bonus action Component s: V, S
Range: Self Durat ion: Concentration, up to 1 hour
Component s: V You assum e a different form . When y ou cast the spell, choose one of the
Durat ion: Concentration, up to 1 m inute following options, the effects of which last for the duration of the spell. While
the spell lasts, y ou can end one option as an action to gain the benefits of a
Des cription not available (not OGL).
different one.
But here is a s um m ary:
Aquatic Adaptation. You adapt y our body to an aquatic env ironm ent,
The caster's m ov em ent (+ 3 0 ft) doesn't prov oque OA and he gets adv antage to sprouting gills and growing webbing between y our fingers. You can breathe
one attack roll that deals an extra 1 d8 force. underwater and gain a swim m ing speed equal to y our walking speed.
Change Appearance. You transform y our appearance. You decide what y ou
Ranger Xanathar´s Guide to Everything
look like, including y our height, weight, facial features, sound of y our v oice,
hair length, coloration, and distinguishing characteristics, if any . You can
LEVEL 2 m ake y ourself appear as a m em ber of another race, though none of y our
statistics change. You also can't appear as a creature of a different size than
y ou, and y our basic shape stay s the sam e; if y ou're bipedal, y ou can't use this
spell to becom e quadrupedal, for instance. At any tim e for the duration of the
spell, y ou can use y our action to change y our appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different
natural weapon of y our choice. Your unarm ed strikes deal 1 d6 bludgeoning,
piercing, or slashing dam age, as appropriate to the natural weapon y ou
chose, and y ou are proficient with y our unarm ed strikes. Finally , the natural
weapon is m agic and y ou hav e a + 1 bonus to the attack and dam age rolls y ou
m ake using it.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 16/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Animal Messenger Barkskin


level 2 - enchantment (ritual) level 2 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: Touch
Component s: V, S, M (a m orsel of food) Component s: V, S, M (a handful of oak bark)
Durat ion: 2 4 hours Durat ion: Concentration, up to 1 hour
By m eans of this spell, y ou use an anim al to deliv er a m essage. Choose a Tiny You touch a willing creature. Until the spell ends, the target's skin has a
beast y ou can see within range, such as a squirrel, a blue jay , or a bat. You rough, bark-like appearance, and the target's AC can't be less than 1 6 ,
specify a location, which y ou m ust hav e v isited, and a recipient who m atches regardless of what kind of arm or it is wearing.
a general description, such as "a m an or wom an dressed in the uniform of the
Druid Ranger Player´s Handbook (SRD)
town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a
m essage of up to twenty -fiv e words. The target beast trav els for the duration
of the spell toward the specified location, cov ering about 50 m iles per 2 4 Beast Sense
hours for a fly ing m essenger, or 2 5 m iles for other anim als. level 2 - divination (ritual)
When the m essenger arriv es, it deliv ers y our m essage to the creature that Cast ing Time: 1 action
y ou described, replicating the sound of y our v oice. The m essenger speaks only Range: Touch
to a creature m atching the description y ou gav e. If the m essenger doesn't Component s: S
reach its destination before the spell ends, the m essage is lost, and the beast Durat ion: Concentration, up to 1 hour
m akes its way back to where y ou cast this spell. You touch a willing beast. For the duration of the spell, y ou can use y our
At Higher Levels. If y ou cast this spell using a spell slot of 3 nd lev el or action to see through the beast's ey es and hear what it hears, and continue to
higher, the duration of the spell increases by 4 8 hours for each slot lev el do so until y ou use y our action to return to y our norm al senses. While
abov e 2 nd. perceiv ing through the beast's senses, y ou gain the benefits of any special
senses possessed by that creature, though y ou are blinded and deafened to
Bard Druid Ranger Player´s Handbook (SRD)
y our own surroundings.

Arcane Lock Druid Ranger Player´s Handbook (BR+)


level 2 - abjuration
Cast ing Time: 1 action Blindness/Deafness
Range: Touch level 2 - necromancy
Component s: V, S, M (gold dust worth at least 2 5 gp, which the spell Cast ing Time: 1 action
consum es) Range: 3 0 feet
Durat ion: Until dispelled Component s: V
You touch a closed door, window, gate, chest, or other entry way , and it Durat ion: 1 m inute
becom es locked for the duration. You and the creatures y ou designate when You can blind or deafen a foe. Choose one creature that y ou can see within
y ou cast this spell can open the object norm ally . You can also set a password range to m ake a Constitution sav ing throw. If it fails, the target is either
that, when spoken within 5 feet of the object, suppresses this spell for 1 blinded or deafened (y our choice) for the duration. At the end of each of its
m inute. Otherwise, it is im passable until it is broken or the spell is dispelled or turns, the target can m ake a Constitution sav ing throw. On a success, the
suppressed. Casting knock on the object suppresses arcane lock for 1 0 m inutes. spell ends.
While affected by this spell, the object is m ore difficult to break or force open; At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
the DC to break it or pick any locks on it increases by 1 0. higher, y ou can target one additional creature for each slot lev el abov e 2 nd.

Wizard Player´s Handbook (SRD) Bard Cleric Sorcerer Wizard Player´s Handbook (SRD)

Augury Blur
level 2 - divination (ritual) level 2 - illusion
Cast ing Time: 1 m inute Cast ing Time: 1 action
Range: Self Range: Self
Component s: V, S, M (specially m arked sticks, bones, or sim ilar tokens Component s: V
worth at least 2 5 gp) Durat ion: Concentration, up to 1 m inute
Durat ion: Instantaneous Your body becom es blurred, shifting and wav ering to all who can see y ou. For
By casting gem -inlaid sticks, rolling dragon bones, lay ing out ornate cards, or the duration, any creature has disadv antage on attack rolls against y ou. An
em ploy ing som e other div ining tool, y ou receiv e an om en from an attacker is im m une to this effect if it doesn't rely on sight, as with blindsight,
otherworldly entity about the results of a specific course of action that y ou or can see through illusions, as with truesight.
plan to take within the next 3 0 m inutes. The DM chooses from the following
Sorcerer Wizard Player´s Handbook (SRD)
possible om ens:
• Weal, for good results
• Woe, for bad results Branding Smite
• Weal and woe, for both good and bad results level 2 - evocation
• Nothing, for results that aren't especially good or bad Cast ing Time: 1 bonus action
The spell doesn't take into account any possible circum stances that m ight Range: Self
change the outcom e, such as the casting of additional spells or the loss or gain Component s: V
of a com panion. Durat ion: Concentration, up to 1 m inute
If y ou cast the spell two or m ore tim es before com pleting y our next long rest, The next tim e y ou hit a creature with a weapon attack before this spell ends,
there is a cum ulativ e 2 5 percent chance for each casting after the first that the weapon gleam s with astral radiance as y ou strike. The attack deals an
y ou get a random reading. The DM m akes this roll in secret. extra 2 d6 radiant dam age to the target, which becom es v isible if it's inv isible,
and the target sheds dim light in a 5-foot radius and can't becom e inv isible
Cleric Druid [TCoE] Wizard [TCoE] Player´s Handbook (SRD)
until the spell ends.
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
higher, the extra dam age increases by 1 d6 for each slot lev el abov e 2 nd.

Paladin Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 17/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Calm Emotions Crown of Madness


level 2 - enchantment level 2 - enchantment
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 1 2 0 feet
Component s: V, S Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 m inute
You attem pt to suppress strong em otions in a group of people. Each hum anoid
Des cription not available (not OGL).
in a 2 0-foot-radius sphere centered on a point y ou choose within range m ust
But here is a s um m ary:
m ake a Charism a sav ing throw; a creature can choose to fail this sav ing
throw if it wishes. If a creature fails its sav ing throw, choose one of the The target m ust succeed on a Wis. sav e or be charm ed. It then can attack a
following two effects. target designated by the caster.
You can suppress any effect causing a target to be charm ed or frightened.
Bard Sorcerer Warlock Wizard Player´s Handbook
When this spell ends, any suppressed effect resum es, prov ided that its
duration has not expired in the m eantim e.
Alternativ ely , y ou can m ake a target indifferent about creatures of y our Darkness
choice that it is hostile toward. This indifference ends if the target is attacked level 2 - evocation
or harm ed by a spell or if it witnesses any of its friends being harm ed. When Cast ing Time: 1 action
the spell ends, the creature becom es hostile again, unless the DM rules Range: 6 0 feet
otherwise. Component s: V, M (bat fur and a drop of pitch or piece of coal)
Durat ion: Concentration, up to 1 0 m inutes
Bard Cleric Player´s Handbook (SRD)
Magical darkness spreads from a point y ou choose within range to fill a 1 5-
foot-radius sphere for the duration. The darkness spreads around corners. A
Cloud of Daggers creature with darkv ision can't see through this darkness, and nonm agical
level 2 - conjuration
light can't illum inate it.
Cast ing Time: 1 action If the point y ou choose is on an object y ou are holding or one that isn't being
Range: 6 0 feet worn or carried, the darkness em anates from the object and m ov es with it.
Component s: V, S, M (a sliv er of glass) Com pletely cov ering the source of the darkness with an opaque object, such as
Durat ion: Concentration, up to 1 m inute a bowl or a helm , blocks the darkness.
You fill the air with spinning daggers in a cube 5 feet on each side, centered on If any of this spell's area ov erlaps with an area of light created by a spell of
a point y ou choose within range. A creature takes 4 d4 slashing dam age when 2 nd lev el or lower, the spell that created the light is dispelled.
it enters the spell's area for the first tim e on a turn or starts its turn there.
Sorcerer Warlock Wizard Player´s Handbook (SRD)
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
higher, the dam age increases by 2 d4 for each slot lev el abov e 2 nd.
Darkvision
Bard Sorcerer Warlock Wizard Player´s Handbook (BR+) level 2 - transmutation
Cast ing Time: 1 action
Continual Flame Range: Touch
level 2 - evocation Component s: V, S, M (either a pinch of dried carrot or an agate)
Cast ing Time: 1 action Durat ion: 8 hours
Range: Touch You touch a willing creature to grant it the ability to see in the dark. For the
Component s: V, S, M (ruby dust worth 50 gp, which the spell consum es) duration, that creature has darkv ision out to a range of 6 0 feet.
Durat ion: Until dispelled
Druid Ranger Sorcerer Wizard Player´s Handbook (SRD)
A flam e, equiv alent in brightness to a torch, springs forth from an object that
y ou touch. The effect looks like a regular flam e, but it creates no heat and
doesn't use oxy gen. A continual flam e can be cov ered or hidden but not
sm othered or quenched.

Cleric Wizard Druid [TCoE] Player´s Handbook (SRD)

Cordon of Arrows
level 2 - transmutation
Cast ing Time: 1 action
Range: 5 feet
Component s: V, S, M (four or m ore arrows or bolts)
Durat ion: 8 hours

Des cription not available (not OGL).


But here is a s um m ary:

4 am m unition deal 1 d6 piercing dam age if the target doesn't succeed on a


Dex. sav e (nbr of am m unition/lv l).

Ranger Player´s Handbook

[Link] w w .[Link]/dnd/[Link] 18/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Detect Thoughts Dust Devil


level 2 - divination level 2 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Self Range: 6 0 feet
Component s: V, S, M (a copper piece) Component s: V, S, M (a pinch of dust)
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 m inute
For the duration, y ou can read the thoughts of certain creatures. When y ou Choose an unoccupied 5-foot cube of air that y ou can see within range. An
cast the spell and as y our action on each turn until the spell ends, y ou can elem ental force that resem bles a dust dev il appears in the cube and lasts for
focus y our m ind on any one creature that y ou can see within 3 0 feet of y ou. If the spell's duration.
the creature y ou choose has an Intelligence of 3 or lower or doesn't speak any Any creature that ends its turn within 5 feet of the dust dev il m ust m ake a
language, the creature is unaffected. Strength sav ing throw. On a failed sav e, the creature takes 1 d8 bludgeoning
You initially learn the surface thoughts of the creature—what is m ost on its dam age and is pushed 1 0 feet away from the dust dev il. On a successful sav e,
m ind in that m om ent. As an action, y ou can either shift y our attention to the creature takes half as m uch dam age and isn't pushed.
another creature's thoughts or attem pt to probe deeper into the sam e As a bonus action, y ou can m ov e the dust dev il up to 3 0 feet in any direction.
creature's m ind. If y ou probe deeper, the target m ust m ake a Wisdom sav ing If the dust dev il m ov es ov er sand, dust, loose dirt, or light grav el, it sucks up
throw. If it fails, y ou gain insight into its reasoning (if any ), its em otional the m aterial and form s a 1 0-foot-radius cloud of debris around itself that lasts
state, and som ething that loom s large in its m ind (such as som ething it until the start of y our next turn. The cloud heav ily obscures its area.
worries ov er, lov es, or hates). If it succeeds, the spell ends. Either way , the At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
target knows that y ou are probing into its m ind, and unless y ou shift y our higher, the dam age increases by 1 d8 for each slot lev el abov e 2 nd.
attention to another creature's thoughts, the creature can use its action on its
Druid Sorcerer Wizard Xanathar´s Guide to Everything
turn to m ake an Intelligence check contested by y our Intelligence check; if it
succeeds, the spell ends.
Questions v erbally directed at the target creature naturally shape the course Earthbind
of its thoughts, so this spell is particularly effectiv e as part of an level 2 - transmutation
interrogation. Cast ing Time: 1 action
You can also use this spell to detect the presence of thinking creatures y ou Range: 3 00 feet
can't see. When y ou cast the spell or as y our action during the duration, y ou Component s: V
can search for thoughts within 3 0 feet of y ou. The spell can penetrate Durat ion: Concentration, up to 1 m inute
barriers, but 2 feet of rock, 2 inches of any m etal other than lead, or a thin Choose one creature y ou can see within range. Yellow strips of m agical energy
sheet of lead blocks y ou. You can't detect a creature with an Intelligence of 3 loop around the creature. The target m ust succeed on a Strength sav ing
or lower or one that doesn't speak any language. throw, or its fly ing speed (if any ) is reduced to 0 feet for the spell's duration.
Once y ou detect the presence of a creature in this way , y ou can read its An airborne creature affected by this spell descends at 6 0 feet per round until
thoughts for the rest of the duration as described abov e, ev en if y ou can't see it reaches the ground or the spell ends.
it, but it m ust still be within range.
Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything
Bard Sorcerer Wizard Player´s Handbook (SRD)
Enhance Ability
Dragon's Breath level 2 - transmutation
level 2 - transmutation Cast ing Time: 1 action
Cast ing Time: 1 bonus action Range: Touch
Range: Touch Component s: V, S, M (fur or a feather from a beast)
Component s: V, S, M (a hot pepper) Durat ion: Concentration, up to 1 hour
Durat ion: Concentration, up to 1 m inute You touch a creature and bestow upon it a m agical enhancem ent. Choose one
of the following effects; the target gains that effect until the spell ends.
Des cription not available (not OGL).
But here is a s um m ary:
Bear's Endurance. The target has adv antage on Constitution checks. It also
gains 2 d6 tem porary hit points, which are lost when the spell ends.
Spew a 1 5-ft cone that deals 3 d6 acid, cold, fire, lightning, or poison dam age Bull's St rengt h. The target has adv antage on Strength checks, and his or
in case of failed Dex. sav e (dam age/lv l). her carry ing capacity doubles.
Cat 's Grace. The target has adv antage on Dexterity checks. It also doesn't
Sorcerer Wizard Xanathar´s Guide to Everything
take dam age from falling 2 0 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has adv antage on Charism a checks.
Fox's Cunning. The target has adv antage on Intelligence checks.
Owl's Wisdom. The target has adv antage on Wisdom checks.
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
higher, y ou can target one additional creature for each slot lev el abov e 2 nd.

Bard Cleric Druid Sorcerer Ranger [TCoE] Wizard [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 19/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Enlarge/Reduce Find Steed


level 2 - transmutation level 2 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 0 m inutes
Range: 3 0 feet Range: 3 0 feet
Component s: V, S, M (a pinch of powdered iron) Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Instantaneous
You cause a creature or an object y ou can see within range to grow larger or You sum m on a spirit that assum es the form of an unusually intelligent,
sm aller for the duration. Choose either a creature or an object that is neither strong, and loy al steed, creating a long-lasting bond with it. Appearing in an
worn nor carried. If the target is unwilling, it can m ake a Constitution sav ing unoccupied space within range, the steed takes on a form that y ou choose: a
throw. On a success, the spell has no effect. warhorse, a pony , a cam el, an elk, or a m astiff. (Your DM m ight allow other
If the target is a creature, ev ery thing it is wearing and carry ing changes size anim als to be sum m oned as steeds.) The steed has the statistics of the chosen
with it. Any item dropped by an affected creature returns to norm al size at form , though it is a celestial, fey , or fiend (y our choice) instead of its norm al
once. ty pe. Additionally , if y our steed has an Intelligence of 5 or less, its Intelligence
Enlarge. The target's size doubles in all dim ensions, and its weight is becom es 6 , and it gains the ability to understand one language of y our choice
m ultiplied by eight. This growth increases its size by one category —from that y ou speak.
Medium to Large, for exam ple. If there isn't enough room for the target to Your steed serv es y ou as a m ount, both in com bat and out, and y ou hav e an
double its size, the creature or object attains the m axim um possible size in the instinctiv e bond with it that allows y ou to fight as a seam less unit. While
space av ailable. Until the spell ends, the target also has adv antage on m ounted on y our steed, y ou can m ake any spell y ou cast that targets only
Strength checks and Strength sav ing throws. The target's weapons also grow y ou also target y our steed.
to m atch its new size. While these weapons are enlarged, the target's attacks When the steed drops to 0 hit points, it disappears, leav ing behind no phy sical
with them deal 1 d4 extra dam age. form . You can also dism iss y our steed at any tim e as an action, causing it to
Reduce. The target's size is halv ed in all dim ensions, and its weight is disappear. In either case, casting this spell again sum m ons the sam e steed,
reduced to one-eighth of norm al. This reduction decreases its size by one restored to its hit point m axim um .
category —from Medium to Sm all, for exam ple. Until the spell ends, the target While y our steed is within 1 m ile of y ou, y ou can com m unicate with each
also has disadv antage on Strength checks and Strength sav ing throws. The other telepathically .
target's weapons also shrink to m atch its new size. While these weapons are You can't hav e m ore than one steed bonded by this spell at a tim e. As an
reduced, the target's attacks with them deal 1 d4 less dam age (this can't action, y ou can release the steed from its bond at any tim e, causing it to
reduce the dam age below 1 ). disappear.

Sorcerer Wizard Bard [TCoE] Druid [TCoE] Player´s Handbook (SRD) Paladin Player´s Handbook (SRD)

Enthrall Find Traps


level 2 - enchantment level 2 - divination
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 1 2 0 feet
Component s: V, S Component s: V, S
Durat ion: 1 m inute Durat ion: Instantaneous
You weav e a distracting string of words, causing creatures of y our choice that You sense the presence of any trap within range that is within line of sight. A
y ou can see within range and that can hear y ou to m ake a Wisdom sav ing trap, for the purpose of this spell, includes any thing that would inflict a
throw. Any creature that can't be charm ed succeeds on this sav ing throw sudden or unexpected effect y ou consider harm ful or undesirable, which was
autom atically , and if y ou or y our com panions are fighting a creature, it has specifically intended as such by its creator. Thus, the spell would sense an
adv antage on the sav e. On a failed sav e, the target has disadv antage on area affected by the alarm spell, a glyph of warding, or a m echanical pit trap,
Wisdom (Perception) checks m ade to perceiv e any creature other than y ou but it would not rev eal a natural weakness in the floor, an unstable ceiling, or
until the spell ends or until the target can no longer hear y ou. The spell ends a hidden sinkhole.
if y ou are incapacitated or can no longer speak. This spell m erely rev eals that a trap is present. You don't learn the location of
each trap, but y ou do learn the general nature of the danger posed by a trap
Bard Warlock Player´s Handbook (SRD)
y ou sense.

Cleric Druid Ranger Player´s Handbook (SRD)

Flame Blade
level 2 - evocation
Cast ing Time: 1 bonus action
Range: Self
Component s: V, S, M (leaf of sum ac)
Durat ion: Concentration, up to 1 0 m inutes
You ev oke a fiery blade in y our free hand. The blade is sim ilar in size and
shape to a scim itar, and it lasts for the duration. If y ou let go of the blade, it
disappears, but y ou can ev oke the blade again as a bonus action.
You can use y our action to m ake a m elee spell attack with the fiery blade. On
a hit, the target takes 3 d6 fire dam age.
The flam ing blade sheds bright light in a 1 0-foot radius and dim light for an
additional 1 0 feet.
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
higher, the dam age increases by 1 d6 for ev ery two slot lev els abov e 2 nd.

Druid Sorcerer [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 20/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Flaming Sphere Healing Spirit


level 2 - conjuration level 2 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 bonus action
Range: 6 0 feet Range: 6 0 feet
Component s: V, S, M (a bit of tallow, a pinch of brim stone, and a dusting of Component s: V, S
powdered iron) Durat ion: Concentration, up to 1 m inute
Durat ion: Concentration, up to 1 m inute
Des cription not available (not OGL).
A 5-foot-diam eter sphere of fire appears in an unoccupied space of y our choice
But here is a s um m ary:
within range and lasts for the duration. Any creature that ends its turn
within 5 feet of the sphere m ust m ake a Dexterity sav ing throw. The creature Creatures in touch with the spirit gain 1 d6 hp (+ 1 d6 hp/lv l).
takes 2 d6 fire dam age on a failed sav e, or half as m uch dam age on a
Druid Ranger Xanathar´s Guide to Everything
successful one.
As a bonus action, y ou can m ov e the sphere up to 3 0 feet. If y ou ram the
sphere into a creature, that creature m ust m ake the sav ing throw against the Heat Metal
sphere's dam age, and the sphere stops m ov ing this turn. level 2 - transmutation
When y ou m ov e the sphere, y ou can direct it ov er barriers up to 5 feet tall Cast ing Time: 1 action
and jum p it across pits up to 1 0 feet wide. The sphere ignites flam m able Range: 6 0 feet
objects not being worn or carried, and it sheds bright light in a 2 0-foot radius Component s: V, S, M (a piece of iron and a flam e)
and dim light for an additional 2 0 feet. Durat ion: Concentration, up to 1 m inute
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or Choose a m anufactured m etal object, such as a m etal weapon or a suit of
higher, the dam age increases by 1 d6 for each slot lev el abov e 2 nd. heav y or m edium m etal arm or, that y ou can see within range. You cause the
object to glow red-hot. Any creature in phy sical contact with the object takes
Druid Wizard Sorcerer [TCoE] Player´s Handbook (SRD)
2 d8 fire dam age when y ou cast the spell. Until the spell ends, y ou can use a
bonus action on each of y our subsequent turns to cause this dam age again.
Gentle Repose If a creature is holding or wearing the object and takes the dam age from it,
level 2 - necromancy (ritual)
the creature m ust succeed on a Constitution sav ing throw or drop the object if
Cast ing Time: 1 action it can. If it doesn't drop the object, it has disadv antage on attack rolls and
Range: Touch ability checks until the start of y our next turn.
Component s: V, S, M (a pinch of salt and one copper piece placed on each of At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
the corpse's ey es, which m ust rem ain there for the duration higher, the dam age increases by 1 d8 for each slot lev el abov e 2 nd.
Durat ion: 1 0 day s
Bard Druid Player´s Handbook (SRD)
You touch a corpse or other rem ains. For the duration, the target is protected
from decay and can't becom e undead.
The spell also effectiv ely extends the tim e lim it on raising the target from the Hold Person
dead, since day s spent under the influence of this spell don't count against the level 2 - enchantment
tim e lim it of spells such as raise dead. Cast ing Time: 1 action
Range: 6 0 feet
Cleric Wizard Paladin [TCoE] Player´s Handbook (SRD)
Component s: V, S, M (a sm all, straight piece of iron)
Durat ion: Concentration, up to 1 m inute
Gust of Wind Choose a hum anoid that y ou can see within range. The target m ust succeed
level 2 - evocation
on a Wisdom sav ing throw or be paraly zed for the duration. At the end of each
Cast ing Time: 1 action of its turns, the target can m ake another Wisdom sav ing throw. On a success,
Range: Self (6 0-foot line) the spell ends on the target.
Component s: V, S, M (a legum e seed) At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
Durat ion: Concentration, up to 1 m inute higher, y ou can target one additional hum anoid for each slot lev el abov e 2 nd.
A line of strong wind 6 0 feet long and 1 0 feet wide blasts from y ou in a The hum anoids m ust be within 3 0 feet of each other when y ou target them .
direction y ou choose for the spell's duration. Each creature that starts its turn
Bard Cleric Druid Sorcerer Warlock Wizard Player´s Handbook (SRD)
in the line m ust succeed on a Strength sav ing throw or be pushed 1 5 feet
away from y ou in a direction following the line.
Any creature in the line m ust spend 2 feet of m ov em ent for ev ery 1 foot it Invisibility
m ov es when m ov ing closer to y ou. level 2 - illusion
The gust disperses gas or v apor, and it extinguishes candles, torches, and Cast ing Time: 1 action
sim ilar unprotected flam es in the area. It causes protected flam es, such as Range: Touch
those of lanterns, to dance wildly and has a 50 percent chance to extinguish Component s: V, S, M (an ey elash encased in gum arabic)
them . Durat ion: Concentration, up to 1 hour
As a bonus action on each of y our turns before the spell ends, y ou can change A creature y ou touch becom es inv isible until the spell ends. Any thing the
the direction in which the line blasts from y ou. target is wearing or carry ing is inv isible as long as it is on the target's person.
The spell ends for a target that attacks or casts a spell.
Druid Sorcerer Wizard Ranger [TCoE] Player´s Handbook (SRD)
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
higher, y ou can target one additional creature for each slot lev el abov e 2 nd.

Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 21/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Knock Locate Object


level 2 - transmutation level 2 - divination
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: Self
Component s: V Component s: V, S, M (a forked twig)
Durat ion: Instantaneous Durat ion: Concentration, up to 1 0 m inutes
Choose an object that y ou can see within range. The object can be a door, a Describe or nam e an object that is fam iliar to y ou. You sense the direction to
box, a chest, a set of m anacles, a padlock, or another object that contains a the object's location, as long as that object is within 1 ,000 feet of y ou. If the
m undane or m agical m eans that prev ents access. object is in m otion, y ou know the direction of its m ov em ent.
A target that is held shut by a m undane lock or that is stuck or barred The spell can locate a specific object known to y ou, as long as y ou hav e seen it
becom es unlocked, unstuck, or unbarred. If the object has m ultiple locks, only up close —within 3 0 feet— at least once. Alternativ ely , the spell can locate the
one of them is unlocked. nearest object of a particular kind, such as a certain kind of apparel, jewelry ,
If y ou choose a target that is held shut with arcane lock, that spell is furniture, tool, or weapon.
suppressed for 1 0 m inutes, during which tim e the target can be opened and This spell can't locate an object if any thickness of lead, ev en a thin sheet,
shut norm ally . blocks a direct path between y ou and the object.
When y ou cast the spell, a loud knock, audible from as far away as 3 00 feet,
Bard Cleric Druid Paladin Ranger Wizard Player´s Handbook (SRD)
em anates from the target object.

Bard Sorcerer Wizard Player´s Handbook (SRD) Magic Mouth


level 2 - illusion (ritual)
Lesser Restoration Cast ing Time: 1 m inute
level 2 - abjuration Range: 3 0 feet
Cast ing Time: 1 action Component s: V, S, M (a sm all bit of honey com b and jade dust worth at least
Range: Touch 1 0 gp, which the spell consum es)
Component s: V, S Durat ion: Until dispelled
Durat ion: Instantaneous You im plant a m essage within an object in range, a m essage that is uttered
You touch a creature and can end either one disease or one condition afflicting when a trigger condition is m et. Choose an object that y ou can see and that
it. The condition can be blinded, deafened, paraly zed, or poisoned. isn't being worn or carried by another creature. Then speak the m essage,
which m ust be 2 5 words or less, though it can be deliv ered ov er as long as 1 0
Bard Cleric Druid Paladin Ranger Player´s Handbook (SRD)
m inutes. Finally , determ ine the circum stance that will trigger the spell to
deliv er y our m essage.
Levitate When that circum stance occurs, a m agical m outh appears on the object and
level 2 - transmutation recites the m essage in y our v oice and at the sam e v olum e y ou spoke. If the
Cast ing Time: 1 action object y ou chose has a m outh or som ething that looks like a m outh (for
Range: 6 0 feet exam ple, the m outh of a statue), the m agical m outh appears there so that the
Component s: V, S, M (either a sm all leather loop or a piece of golden wire words appear to com e from the object's m outh. When y ou cast this spell, y ou
bent into a cup shape with a long shank on one end) can hav e the spell end after it deliv ers its m essage, or it can rem ain and
Durat ion: Concentration, up to 1 0 m inutes repeat its m essage whenev er the trigger occurs.
One creature or loose object of y our choice that y ou can see within range rises The triggering circum stance can be as general or as detailed as y ou like,
v ertically , up to 2 0 feet, and rem ains suspended there for the duration. The though it m ust be based on v isual or audible conditions that occur within 3 0
spell can lev itate a target that weighs up to 500 pounds. An unwilling feet of the object. For exam ple, y ou could instruct the m outh to speak when
creature that succeeds on a Constitution sav ing throw is unaffected. any creature m ov es within 3 0 feet of the object or when a silv er bell rings
The target can m ov e only by pushing or pulling against a fixed object or within 3 0 feet of it.
surface within reach (such as a wall or a ceiling), which allows it to m ov e as if
Bard Wizard Player´s Handbook (SRD)
it were clim bing. You can change the target's altitude by up to 2 0 feet in
either direction on y our turn. If y ou are the target, y ou can m ov e up or down
as part of y our m ov e. Otherwise, y ou can use y our action to m ov e the target,
Magic Weapon
level 2 - transmutation
which m ust rem ain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft. Cast ing Time: 1 bonus action
Range: Touch
Sorcerer Wizard Player´s Handbook (SRD) Component s: V, S
Durat ion: Concentration, up to 1 hour
Locate Animals or Plants You touch a nonm agical weapon. Until the spell ends, that weapon becom es a
level 2 - divination (ritual) m agic weapon with a + 1 bonus to attack rolls and dam age rolls.
Cast ing Time: 1 action At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
Range: Self higher, the bonus increases to + 2 . When y ou use a spell slot of 6 th lev el or
Component s: V, S, M (a bit of fur from a bloodhound) higher, the bonus increases to + 3 .
Durat ion: Instantaneous
Paladin Wizard Ranger [TCoE] Sorcerer [TCoE] Player´s Handbook (SRD)
Describe or nam e a specific kind of beast or plant. Concentrating on the v oice
of nature in y our surroundings, y ou learn the direction and distance to the
closest creature or plant of that kind within 5 m iles, if any are present.

Bard Druid Ranger Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 22/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Maximilian's Earthen Grasp Mirror Image


level 2 - transmutation level 2 - illusion
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: Self
Component s: V, S, M (a m iniature hand sculpted from clay ) Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: 1 m inute
You choose a 5-foot-square unoccupied space on the ground that y ou can see Three illusory duplicates of y ourself appear in y our space. Until the spell
within range. A Medium hand m ade from com pacted soil rises there and ends, the duplicates m ov e with y ou and m im ic y our actions, shifting position
reaches for one creature y ou can see within 5 feet of it. The target m ust m ake so it's im possible to track which im age is real. You can use y our action to
a Strength sav ing throw. On a failed sav e, the target takes 2 d6 bludgeoning dism iss the illusory duplicates.
dam age and is restrained for the spell's duration. Each tim e a creature targets y ou with an attack during the spell's duration,
As an action, y ou can cause the hand to crush the restrained target, which roll a d2 0 to determ ine whether the attack instead targets one of y our
m ust m ake a Strength sav ing throw. The target takes 2 d6 bludgeoning duplicates.
dam age on a failed sav e, or half as m uch dam age on a successful one. If y ou hav e three duplicates, y ou m ust roll a 6 or higher to change the
To break out, the restrained target can use its action to m ake a Strength attack's target to a duplicate. With two duplicates, y ou m ust roll an 8 or
check against y our spell sav e DC. On a success, the target escapes and is no higher. With one duplicate, y ou m ust roll an 1 1 or higher.
longer restrained by the hand. A duplicate's AC equals 1 0 + y our Dexterity m odifier. If an attack hits a
As an action, y ou can cause the hand to reach for a different creature or to duplicate, the duplicate is destroy ed. A duplicate can be destroy ed only by an
m ov e to a different unoccupied space within range. The hand releases a attack that hits it. It ignores all other dam age and effects. The spell ends when
restrained target if y ou do either. all three duplicates are destroy ed.
A creature is unaffected by this spell if it can't see, if it relies on senses other
Sorcerer Wizard Xanathar´s Guide to Everything
than sight, such as blindsight, or if it can perceiv e illusions as false, as with
truesight.
Melf's Acid Arrow
level 2 - evocation Sorcerer Warlock Wizard Bard [TCoE] Player´s Handbook (SRD)

Cast ing Time: 1 action


Range: 9 0 feet Misty Step
Component s: V, S, M (powdered rhubarb leaf and an adder's stom ach) level 2 - conjuration
Durat ion: Instantaneous Cast ing Time: 1 bonus action
A shim m ering green arrow streaks toward a target within range and bursts Range: Self
in a spray of acid. Make a ranged spell attack against the target. On a hit, the Component s: V
target takes 4 d4 acid dam age im m ediately and 2 d4 acid dam age at the end of Durat ion: Instantaneous
its next turn. On a m iss, the arrow splashes the target with acid for half as Briefly surrounded by silv ery m ist, y ou teleport up to 3 0 feet to an
m uch of the initial dam age and no dam age at the end of its next turn. unoccupied space that y ou can see.
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
Sorcerer Warlock Wizard Player´s Handbook (SRD)
higher, the dam age (both initial and later) increases by 1 d4 for each slot lev el
abov e 2 nd.
Moonbeam
Wizard Player´s Handbook (SRD) level 2 - evocation
Cast ing Time: 1 action
Mind Spike Range: 1 2 0 feet
level 2 - divination Component s: V, S, M (sev eral seeds of any m oonseed plant and a piece of
Cast ing Time: 1 action opalescent feldspar)
Range: 6 0 feet Durat ion: Concentration, up to 1 m inute
Component s: S A silv ery beam of pale light shines down in a 5-foot-radius, 4 0-foot-high
Durat ion: Concentration, up to 1 hour cy linder centered on a point within range. Until the spell ends, dim light fills
the cy linder.
Des cription not available (not OGL).
When a creature enters the spell's area for the first tim e on a turn or starts its
But here is a s um m ary:
turn there, it is engulfed in ghostly flam es that cause searing pain, and it
The target m ust succeed on a Wis. sav e or take 3 d8 psy chic dam age m ust m ake a Constitution sav ing throw. It takes 2 d1 0 radiant dam age on a
(dam age/lv l). failed sav e, or half as m uch dam age on a successful one.
A shapechanger m akes its sav ing throw with disadv antage. If it fails, it also
Sorcerer Warlock Wizard Xanathar´s Guide to Everything
instantly rev erts to its original form and can't assum e a different form until it
leav es the spell's light.
On each of y our turns after y ou cast this spell, y ou can use an action to m ov e
the beam up to 6 0 feet in any direction.
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
higher, the dam age increases by 1 d1 0 for each slot lev el abov e 2 nd.

Druid Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 23/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Nystul's Magic Aura Phantasmal Force


level 2 - illusion level 2 - illusion
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Touch Range: 6 0 feet
Component s: V, S, M (a sm all square of silk) Component s: V, S, M (a bit of fleece)
Durat ion: 2 4 hours Durat ion: Concentration, up to 1 m inute
You place an illusion on a creature or an object y ou touch so that div ination You craft an illusion that takes root in the m ind of a creature that y ou can see
spells rev eal false inform ation about it. The target can be a willing creature within range. The target m ust m ake an Intelligence sav ing throw. On a failed
or an object that isn't being carried or worn by another creature. sav e, y ou create a phantasm al object, creature, or other v isible phenom enon
When y ou cast the spell, choose one or both of the following effects. The effect of y our choice that is no larger than a 1 0-foot cube and that is perceiv able
lasts for the duration. If y ou cast this spell on the sam e creature or object only to the target for the duration. This spell has no effect on undead or
ev ery day for 3 0 day s, placing the sam e effect on it each tim e, the illusion constructs.
lasts until it is dispelled. The phantasm includes sound, tem perature, and other stim uli, also ev ident
False Aura. You change the way the target appears to spells and m agical only to the creature.
effects, such as detect magic, that detect m agical auras. You can m ake a The target can use its action to exam ine the phantasm with an Intelligence
nonm agical object appear m agical, a m agical object appear nonm agical, or (Inv estigation) check against y our spell sav e DC. If the check succeeds, the
change the object's m agical aura so that it appears to belong to a specific target realizes that the phantasm is an illusion, and the spell ends.
school of m agic that y ou choose. When y ou use this effect on an object, y ou While a target is affected by the spell, the target treats the phantasm as if it
can m ake the false m agic apparent to any creature that handles the item . were real. The target rationalizes any illogical outcom es from interacting
Mask. You change the way the target appears to spells and m agical effects with the phantasm . For exam ple, a target attem pting to walk across a
that detect creature ty pes, such as a paladin's Div ine Sense or the trigger of a phantasm al bridge that spans a chasm falls once it steps onto the bridge. If the
symbol spell. You choose a creature ty pe and other spells and m agical effects target surv iv es the fall, it still believ es that the bridge exists and com es up
treat the target as if it were a creature of that ty pe or of that alignm ent. with som e other explanation for its fall—it was pushed, it slipped, or a strong
wind m ight hav e knocked it off.
Wizard Player´s Handbook (SRD)
An affected target is so conv inced of the phantasm 's reality that it can ev en
take dam age from the illusion. A phantasm created to appear as a creature
Pass without Trace can attack the target. Sim ilarly , a phantasm created to appear as fire, a pool
level 2 - abjuration of acid, or lav a can burn the target. Each round on y our turn, the phantasm
Cast ing Time: 1 action can deal 1 d6 psy chic dam age to the target if it is in the phantasm 's area or
Range: Self within 5 feet of the phantasm , prov ided that the illusion is of a creature or
Component s: V, S, M (ashes from a burned leaf of m istletoe and a sprig of hazard that could logically deal dam age, such as by attacking. The target
spruce) perceiv es the dam age as a ty pe appropriate to the illusion.
Durat ion: Concentration, up to 1 hour
Bard Sorcerer Wizard Player´s Handbook (BR+)
A v eil of shadows and silence radiates from y ou, m asking y ou and y our
com panions from detection. For the duration, each creature y ou choose
within 3 0 feet of y ou (including y ou) has a + 1 0 bonus to Dexterity (Stealth)
Prayer of Healing
level 2 - evocation
checks and can't be tracked except by m agical m eans. A creature that
receiv es this bonus leav es behind no tracks or other traces of its passage. Cast ing Time: 1 0 m inutes
Range: 3 0 feet
Druid Ranger Player´s Handbook (SRD) Component s: V
Durat ion: Instantaneous
Up to six creatures of y our choice that y ou can see within range each regain
hit points equal to 2 d8 + y our spellcasting ability m odifier. This spell has no
effect on undead or constructs.
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
higher, the healing increases by 1 d8 for each slot lev el abov e 2 nd.

Cleric Paladin [TCoE] Player´s Handbook (SRD)

Protection from Poison


level 2 - abjuration
Cast ing Time: 1 action
Range: Touch
Component s: V, S
Durat ion: 1 hour
You touch a creature. If it is poisoned, y ou neutralize the poison. If m ore than
one poison afflicts the targe y ou neutralize one poison that y ou know is
present, or y ou neutralize one at random .
For the duration, the target has adv antage on sav ing throws against being
poisoned, and it has resistance to poison dam age.

Cleric Druid Paladin Ranger Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 24/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Pyrotechnics See Invisibility


level 2 - transmutation level 2 - divination
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: Self
Component s: V, S Component s: V, S, M (a pinch of talc and a sm all sprinkling of powdered
Durat ion: Instantaneous silv er)
Choose an area of nonm agical flam e that y ou can see and that fits within a 5- Durat ion: 1 hour
foot cube within range. You can extinguish the fire in that area, and y ou For the duration, y ou see inv isible creatures and objects as if they were
create either fireworks or sm oke when y ou do so. v isible, and y ou can see into the Ethereal Plane. Ethereal creatures and
Fireworks. The target explodes with a dazzling display of colors. Each objects appear ghostly and translucent.
creature within 1 0 feet of the target m ust succeed on a Constitution sav ing
Bard Sorcerer Wizard Player´s Handbook (SRD)
throw or becom e blinded until the end of y our next turn.
Smoke. Thick black sm oke spreads out from the target in a 2 0-foot radius,
m ov ing around corners. The area of the sm oke is heav ily obscured. The sm oke Shadow Blade
persists for 1 m inute or until a strong wind disperses it. level 2 - illusion
Cast ing Time: 1 bonus action
Bard Sorcerer Wizard Xanathar´s Guide to Everything
Range: Self
Component s: V, S
Ray of Enfeeblement Durat ion: Concentration, up to 1 m inute
level 2 - necromancy
You weav e together threads of shadow to create a sword of solidified gloom in
Cast ing Time: 1 action y our hand. This m agic sword lasts until the spell ends. It counts as a sim ple
Range: 6 0 feet m elee weapon with which y ou are proficient. It deals 2 d8 psy chic dam age on
Component s: V, S a hit and has the finesse, light, and thrown properties (range 2 0/6 0). In
Durat ion: Concentration, up to 1 m inute addition, when y ou use the sword to attack a target that is in dim light or
A black beam of enerv ating energy springs from y our finger toward a darkness, y ou m ake the attack roll with adv antage. If y ou drop the weapon or
creature within range. Make a ranged spell attack against the target. On a throw it, it dissipates at the end of the turn. Thereafter, while the spell
hit, the target deals only half dam age with weapon attacks that use Strength persists, y ou can use a bonus action to cause the sword to reappear in y our
until the spell ends. hand.
At the end of each of the target's turns, it can m ake a Constitution sav ing At Higher Levels. When y ou cast this spell using a 3 rd- or 4 th—lev el spell
throw against the spell. On a success, the spell ends. slot, the dam age increases to 3 d8. When y ou cast it using a 5th— or 6 th-lev el
spell slot, the dam age increases to 4 d8. When y ou cast it using a spell slot of
Warlock Wizard Player´s Handbook (SRD)
7 th lev el or higher, the dam age increases to 5d8.

Rope Trick Sorcerer Warlock Wizard Xanathar´s Guide to Everything


level 2 - transmutation
Cast ing Time: 1 action Shatter
Range: Touch level 2 - evocation
Component s: V, S, M (powdered corn extract and a twisted loop of Cast ing Time: 1 action
parchm ent) Range: 6 0 feet
Durat ion: 1 hour Component s: V, S, M (a chip of m ica)
You touch a length of rope that is up to 6 0 feet long. One end of the rope then Durat ion: Instantaneous
rises into the air until the whole rope hangs perpendicular to the ground. At A sudden loud ringing noise, painfully intense, erupts from a point of y our
the upper end of the rope, an inv isible entrance opens to an extradim ensional choice within range. Each creature in a 1 0-foot-radius sphere centered on
space that lasts until the spell ends. that point m ust m ake a Constitution sav ing throw. A creature takes 3 d8
The extradim ensional space can be reached by clim bing to the top of the rope. thunder dam age on a failed sav e, or half as m uch dam age on a successful one.
The space can hold as m any as eight Medium or sm aller creatures. The rope A creature m ade of inorganic m aterial such as stone, cry stal, or m etal has
can be pulled into the space, m aking the rope disappear from v iew outside the disadv antage on this sav ing throw.
space. A nonm agical object that isn't being worn or carried also takes the dam age if
Attacks and spells can't cross through the entrance into or out of the it's in the spell's area.
extradim ensional space, but those inside can see out of it as if through a 3 - At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
foot-by -5-foot window centered on the rope. higher, the dam age increases by 1 d8 for each slot lev el abov e 2 nd.
Any thing inside the extradim ensional space drops out when the spell ends.
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
Wizard Player´s Handbook (SRD)
Silence
Scorching Ray level 2 - illusion (ritual)
level 2 - evocation Cast ing Time: 1 action
Cast ing Time: 1 action Range: 1 2 0 feet
Range: 1 2 0 feet Component s: V, S
Component s: V, S Durat ion: Concentration, up to 1 0 m inutes
Durat ion: Instantaneous For the duration, no sound can be created within or pass through a 2 0-foot-
You create three ray s of fire and hurl them at targets within range. You can radius sphere centered on a point y ou choose within range. Any creature or
hurl them at one target or sev eral. object entirely inside the sphere is im m une to thunder dam age, and creatures
Make a ranged spell attack for each ray . On a hit, the target takes 2 d6 fire are deafened while entirely inside it.
dam age. Casting a spell that includes a v erbal com ponent is im possible there.
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
Bard Cleric Ranger Player´s Handbook (SRD)
higher, y ou create one additional ray for each slot lev el abov e 2 nd.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 25/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Skywrite Spiritual Weapon


level 2 - transmutation (ritual) level 2 - evocation
Cast ing Time: 1 action Cast ing Time: 1 bonus action
Range: Sight Range: 6 0 feet
Component s: V, S Component s: V, S
Durat ion: Concentration, up to 1 hour Durat ion: 1 m inute
You cause up to ten words to form in a part of the sky y ou can see. The words You create a floating, spectral weapon within range that lasts for the duration
appear to be m ade of cloud and rem ain in place for the spell's duration. The or until y ou cast this spell again. When y ou cast the spell, y ou can m ake a
words dissipate when the spell ends. A strong wind can disperse the clouds and m elee spell attack against a creature within 5 feet of the weapon. On a hit, the
end the spell early . target takes force dam age equal to 1 d8 + y our spellcasting ability m odifier.
As a bonus action on y our turn, y ou can m ov e the weapon up to 2 0 feet and
Bard Druid Wizard Xanathar´s Guide to Everything
repeat the attack against a creature within 5 feet of it.
The weapon can take whatev er form y ou choose. Clerics of deities who are
Snilloc's Snowball Swarm associated with a particular weapon (as St. Cuthbert is known for his m ace
level 2 - evocation and Thor for his ham m er) m ake this spell's effect resem ble that weapon.
Cast ing Time: 1 action At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or
Range: 9 0 feet higher, the dam age increases by 1 d8 for ev ery two slot lev els abov e the 2 nd.
Component s: V, S, M (a piece of ice or a sm all white rock chip)
Cleric Player´s Handbook (SRD)
Durat ion: Instantaneous
A flurry of m agic snowballs erupts from a point y ou choose within range.
Each creature in a 5-foot-radius sphere centered on that point m ust m ake a
Suggestion
level 2 - enchantment
Dexterity sav ing throw. A creature takes 3 d6 cold dam age on a failed sav e, or
half as m uch dam age on a successful one. Cast ing Time: 1 action
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or Range: 3 0 feet
higher, the dam age increases by 1 d6 for each slot lev el abov e 2 nd. Component s: V, M (a snake's tongue and either a bit of honey com b or a drop
of sweet oil)
Sorcerer Wizard Xanathar´s Guide to Everything Durat ion: Concentration, up to 8 hours
You suggest a course of activ ity (lim ited to a sentence or two) and m agically
Spider Climb influence a creature y ou can see within range that can hear and understand
level 2 - transmutation
y ou. Creatures that can't be charm ed are im m une to this effect. The
Cast ing Time: 1 action suggestion m ust be worded in such a m anner as to m ake the course of action
Range: Touch sound reasonable. Asking the creature to stab itself, throw itself onto a spear,
Component s: V, S, M (a drop of bitum en and a spider) im m olate itself, or do som e other obv iously harm ful act ends the spell.
Durat ion: Concentration, up to 1 hour The target m ust m ake a Wisdom sav ing throw. On a failed sav e, it pursues
Until the spell ends, one willing creature y ou touch gains the ability to m ov e the course of action y ou described to the best of its ability . The suggested
up, down, and across v ertical surfaces and upside down along ceilings, while course of action can continue for the entire duration. If the suggested activ ity
leav ing its hands free. The target also gains a clim bing speed equal to its can be com pleted in a shorter tim e, the spell ends when the subject finishes
walking speed. what it was asked to do.
You can also specify conditions that will trigger a special activ ity during the
Sorcerer Warlock Wizard Player´s Handbook (SRD)
duration. For exam ple, y ou m ight suggest that a knight giv e her warhorse to
the first beggar she m eets. If the condition isn't m et before the spell expires,
Spike Growth the activ ity isn't perform ed.
level 2 - transmutation If y ou or any of y our com panions dam age the target, the spell ends.
Cast ing Time: 1 action
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
Range: 1 50 feet
Component s: V, S, M (sev en sharp thorns or sev en sm all twigs, each
sharpened to a point)
Summon Beast
level 2 - conjuration
Durat ion: Concentration, up to 1 0 m inutes
The ground in a 2 0-foot radius centered on a point within range twists and Cast ing Time: 1 action
sprouts hard spikes and thorns. The area becom es difficult terrain for the Range: 9 0 feet
duration. When a creature m ov es into or within the area, it takes 2 d4 Component s: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn
piercing dam age for ev ery 5 feet it trav els. worth at least 2 00 gp)
The transform ation of the ground is cam ouflaged to look natural. Any Durat ion: Concentration, up to 1 hour
creature that can't see the area at the tim e the spell is cast m ust m ake a You call forth a bestial spirit. It m anifests in an unoccupied space that y ou
Wisdom (Perception) check against y our spell sav e DC to recognize the terrain can see within range. This corporeal form uses the Bestial Spirit stat block.
as hazardous before entering it. When y ou cast the spell, choose an env ironm ent: Air, Land, or Water. The
creature resem bles an anim al of y our choice that is nativ e to the chosen
Druid Ranger Player´s Handbook (SRD)
env ironm ent, which determ ines certain traits in its stat block. The creature
disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to y ou and y our com panions. In com bat, the creature
shares y our initiativ e count, but it takes its turn im m ediately after y ours. It
obey s y our v erbal com m ands (no action required by y ou). If y ou don't issue
any , it takes the Dodge action and uses its m ov e to av oid danger.

Druid Ranger Tasha´s Cauldron of Everything

[Link] w w .[Link]/dnd/[Link] 26/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Tasha's Mind Whip Web


level 2 - enchantment level 2 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 9 0 feet Range: 6 0 feet
Component s: V Component s: V, S, M (a bit of spiderweb)
Durat ion: 1 round Durat ion: Concentration, up to 1 hour
You psy chically lash out at one creature y ou can see within range. The target You conjure a m ass of thick, sticky webbing at a point of y our choice within
m ust m ake an Intelligence sav ing throw. On a failed sav e, the target takes range. The webs fill a 2 0-foot cube from that point for the duration. The webs
3 d6 psy chic dam age, and it can't take a reaction until the end of its next are difficult terrain and lightly obscure their area.
turn. Moreov er, on its next turn, it m ust choose whether it gets a m ov e, an If the webs aren't anchored between two solid m asses (such as walls or trees)
action, or a bonus action; it gets only one of the three. On a successful sav e, or lay ered across a floor, wall, or ceiling, the conjured web collapses on itself,
the target takes half as m uch dam age and suffers none of the spell's other and the spell ends at the start of y our next turn. Webs lay ered ov er a flat
effects. surface hav e a depth of 5 feet.
At Higher Levels. When y ou cast this spell using a spell slot of 3 rd lev el or Each creature that starts its turn in the webs or that enters them during its
higher, y ou can target one additional creature for each slot lev el abov e 2 nd. turn m ust m ake a Dexterity sav ing throw. On a failed sav e, the creature is
The creatures m ust be within 3 0 feet of each other when y ou target them . restrained as long as it rem ains in the webs or until it breaks free.
A creature restrained by the webs can use its action to m ake a Strength check
Sorcerer Wizard Tasha´s Cauldron of Everything
against y our spell sav e DC. If it succeeds, it is no longer restrained.
The webs are flam m able. Any 5-foot cube of webs exposed to fire burns away
Warding Bond in 1 round, dealing 2 d4 fire dam age to any creature that starts its turn in the
level 2 - abjuration fire.
Cast ing Time: 1 action
Sorcerer Wizard Player´s Handbook (SRD)
Range: Touch
Component s: V, S, M (a pair of platinum rings worth at least 50 gp each,
which y ou and the target m ust wear for the duration) Zone of Truth
Durat ion: 1 hour level 2 - enchantment

This spell wards a willing creature y ou touch and creates a m y stic connection Cast ing Time: 1 action
between y ou and the target until the spell ends. While the target is within 6 0 Range: 6 0 feet
feet of y ou, it gains a + 1 bonus to AC and sav ing throws, and it has resistance Component s: V, S
to all dam age. Also, each tim e it takes dam age, y ou take the sam e am ount of Durat ion: 1 0 m inutes
dam age. You create a m agical zone that guards against deception in a 1 5-foot-radius
The spell ends if y ou drop to 0 hit points or if y ou and the target becom e sphere centered on a point of y our choice within range. Until the spell ends, a
separated by m ore than 6 0 feet. It also ends if the spell is cast again on either creature that enters the spell's area for the first tim e on a turn or starts its
of the connected creatures. You can also dism iss the spell as an action. turn there m ust m ake a Charism a sav ing throw. On a failed sav e, a creature
can't speak a deliberate lie while in the radius. You know whether each
Cleric Paladin [TCoE] Player´s Handbook (SRD)
creature succeeds or fails on its sav ing throw.
An affected creature is aware of the spell and can thus av oid answering
Warding Wind questions to which it would norm ally respond with a lie. Such a creature can
level 2 - evocation be ev asiv e in its answers as long as it rem ains within the boundaries of the
Cast ing Time: 1 action truth.
Range: Self
Bard Cleric Paladin Player´s Handbook (SRD)
Component s: V
Durat ion: Concentration, up to 1 0 m inutes
A strong wind (2 0 m iles per hour) blows around y ou in a 1 0-foot radius and LEVEL 3
m ov es with y ou, rem aining centered on y ou. The wind lasts for the spell's
duration.
The wind has the following effects:
• It deafens y ou and other creatures in its area.
• It extinguishes unprotected flam es in its area that are torch-sized or sm aller.
• It hedges out v apor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than y ou.
• The attack rolls of ranged weapon attacks hav e disadv antage if they pass in
or out of the wind.

Bard Druid Sorcerer Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 27/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Animate Dead Bestow Curse


level 3 - necromancy level 3 - necromancy
Cast ing Time: 1 m inute Cast ing Time: 1 action
Range: 1 0 feet Range: Touch
Component s: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone Component s: V, S
dust) Durat ion: Concentration, up to 1 m inute
Durat ion: Instantaneous You touch a creature, and that creature m ust succeed on a Wisdom sav ing
This spell creates an undead serv ant. Choose a pile of bones or a corpse of a throw or becom e cursed for the duration of the spell. When y ou cast this spell,
Medium or Sm all hum anoid within range. Your spell im bues the target with choose the nature of the curse from the following options:
a foul m im icry of life, raising it as an undead creature. The target becom es a • Choose one ability score. While cursed, the target has disadv antage on
skeleton if y ou chose bones or a zom bie if y ou chose a corpse (the DM has the ability checks and sav ing throws m ade with that ability score.
creature's gam e statistics). • While cursed, the target has disadv antage on attack rolls against y ou.
On each of y our turns, y ou can use a bonus action to m entally com m and any • While cursed, the target m ust m ake a Wisdom sav ing throw at the start of
creature y ou m ade with this spell if the creature is within 6 0 feet of y ou (if each of its turns. If it fails, it wastes its action that turn doing nothing.
y ou control m ultiple creatures, y ou can com m and any or all of them at the • While the target is cursed, y our attacks and spells deal an extra 1 d8 necrotic
sam e tim e, issuing the sam e com m and to each one). You decide what action dam age to the target.
the creature will take and where it will m ov e during its next turn, or y ou can A remove curse spell ends this effect. At the DM's option, y ou m ay choose an
issue a general com m and, such as to guard a particular cham ber or corridor. alternativ e curse effect, but it should be no m ore powerful than those
If y ou issue no com m ands, the creature only defends itself against hostile described abov e. The DM has final say on such a curse's effect.
creatures. Once giv en an order, the creature continues to follow it until its At Higher Levels. If y ou cast this spell using a spell slot of 4 th lev el or
task is com plete. higher, the duration is concentration, up to 1 0 m inutes. If y ou use a spell slot
The creature is under y our control for 2 4 hours, after which it stops obey ing of 5th lev el or higher, the duration is 8 hours. If y ou use a spell slot of 7 th
any com m and y ou'v e giv en it. To m aintain control of the creature for lev el or higher, the duration is 2 4 hours. If y ou use a 9 th lev el spell slot, the
another 2 4 hours, y ou m ust cast this spell on the creature again before the spell lasts until it is dispelled. Using a spell slot of 5th lev el or higher grants a
current 2 4 -hour period ends. This use of the spell reasserts y our control ov er duration that doesn't require concentration.
up to four creatures y ou hav e anim ated with this spell, rather than
Bard Cleric Wizard Player´s Handbook (SRD)
anim ating a new one.
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
higher, y ou anim ate or reassert control ov er two additional undead creatures Blinding Smite
for each slot lev el abov e 3 rd. Each of the creatures m ust com e from a different level 3 - evocation
corpse or pile of bones. Cast ing Time: 1 bonus action
Range: Self
Cleric Wizard Player´s Handbook (SRD)
Component s: V
Durat ion: Concentration, up to 1 m inute
Aura of Vitality
level 3 - evocation Des cription not available (not OGL).
But here is a s um m ary:
Cast ing Time: 1 action
Range: Self (3 0-foot radius) If the attack hits, deals an extra 3 d8 radiant dam age and the target m ust
Component s: V succeed on a Con. sav e or be blinded.
Durat ion: Concentration, up to 1 m inute
Paladin Player´s Handbook
Des cription not available (not OGL).
But here is a s um m ary: Blink
level 3 - transmutation
One target in a 3 0-ft radius regains 2 d6 hp.
Cast ing Time: 1 action
Paladin Cleric [TCoE] Druid [TCoE] Player´s Handbook
Range: Self
Component s: V, S
Beacon of Hope Durat ion: 1 m inute
level 3 - abjuration
Roll a d2 0 at the end of each of y our turns for the duration of the spell. On a
Cast ing Time: 1 action roll of 1 1 or higher, y ou v anish from y our current plane of existence and
Range: 3 0 feet appear in the Ethereal Plane (the spell fails and the casting is wasted if y ou
Component s: V, S were already on that plane). At the start of y our next turn, and when the
Durat ion: Concentration, up to 1 m inute spell ends if y ou are on the Ethereal Plane, y ou return to an unoccupied space
This spell bestows hope and v itality . Choose any num ber of creatures within of y our choice that y ou can see within 1 0 feet of the space y ou v anished from .
range. For the duration, each target has adv antage on Wisdom sav ing throws If no unoccupied space is av ailable within that range, y ou appear in the
and death sav ing throws, and regains the m axim um num ber of hit points nearest unoccupied space (chosen at random if m ore than one space is equally
possible from any healing. near). You can dism iss this spell as an action.
While on the Ethereal Plane, y ou can see and hear the plane y ou originated
Cleric Player´s Handbook (SRD)
from , which is cast in shades of gray , and y ou can't see any thing there m ore
than 6 0 feet away . You can only affect and be affected by other creatures on
the Ethereal Plane. Creatures that aren't there can't perceiv e y ou or interact
with y ou, unless they hav e the ability to do so.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 28/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Call Lightning Conjure Animals


level 3 - conjuration level 3 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 2 0 feet Range: 6 0 feet
Component s: V, S Component s: V, S
Durat ion: Concentration, up to 1 0 m inutes Durat ion: Concentration, up to 1 hour
A storm cloud appears in the shape of a cy linder that is 1 0 feet tall with a 6 0- You sum m on fey spirits that take the form of beasts and appear in unoccupied
foot radius, centered on a point y ou can see within range directly abov e y ou. spaces that y ou can see within range. Choose one of the following options for
The spell fails if y ou can't see a point in the air where the storm cloud could what appears:
appear (for exam ple, if y ou are in a room that can't accom m odate the cloud). • One beast of challenge rating 2 or lower
When y ou cast the spell, choose a point y ou can see under the cloud. A bolt of • Two beasts of challenge rating 1 or lower
lightning flashes down from the cloud to that point. Each creature within 5 • Four beasts of challenge rating 1 /2 or lower
feet of that point m ust m ake a Dexterity sav ing throw. A creature takes 3 d1 0 • Eight beasts of challenge rating 1 /4 or lower
lightning dam age on a failed sav e, or half as m uch dam age on a successful Each beast is also considered fey , and it disappears when it drops to 0 hit
one. On each of y our turns until the spell ends, y ou can use y our action to call points or when the spell ends. The sum m oned creatures are friendly to y ou
down lightning in this way again, targeting the sam e point or a different one. and y our com panions. Roll initiativ e for the sum m oned creatures as a group,
If y ou are outdoors in storm y conditions when y ou cast this spell, the spell which has its own turns. They obey any v erbal com m ands that y ou issue to
giv es y ou control ov er the existing storm instead of creating a new one. Under them (no action required by y ou). If y ou don't issue any com m ands to them ,
such conditions, the spell's dam age increases by 1 d1 0. they defend them selv es from hostile creatures, but otherwise take no actions.
At Higher Levels. When y ou cast this spell using a spell slot of 4 th or higher The DM has the creatures' statistics.
lev el, the dam age increases by 1 d1 0 for each slot lev el abov e 3 rd. At Higher Levels. When y ou cast this spell using certain higher-lev el spell
slots, y ou choose one of the sum m oning options abov e, and m ore creatures
Druid Player´s Handbook (SRD)
appear: twice as m any with a 5th-lev el slot, three tim es as m any with a 7 th-
lev el slot, and four tim es as m any with a 9 th-lev el slot.
Catnap
level 3 - enchantment Druid Ranger Player´s Handbook (SRD)

Cast ing Time: 1 action


Range: 3 0 feet Conjure Barrage
Component s: S, M (a pinch of sand) level 3 - conjuration
Durat ion: 1 0 m inutes Cast ing Time: 1 action
Range: Self (6 0-foot cone)
Des cription not available (not OGL).
Component s: V, S, M (one piece of am m unition or a thrown weapon)
But here is a s um m ary:
Durat ion: Instantaneous
3 willing creatures fall unconscious and gain the benefice of a short rest (+ 1
Des cription not available (not OGL).
creature/lv l).
But here is a s um m ary:
Bard Sorcerer Wizard Xanathar´s Guide to Everything
Creatures in a 6 0-ft cone m ust succeed on a Dex. sav e or take 3 d8 dam age
from the weapon/am m unition used.
Clairvoyance
level 3 - divination Ranger Player´s Handbook

Cast ing Time: 1 0 m inutes


Range: 1 m ile Counterspell
Component s: V, S, M (a focus worth at least 1 00 gp, either a jeweled horn for level 3 - abjuration
hearing or a glass ey e for seeing) Cast ing Time: 1 reaction, which y ou take when y ou see a creature within
Durat ion: Concentration, up to 1 0 m inutes 6 0 feet of y ou casting a spell
You create an inv isible sensor within range in a location fam iliar to y ou (a Range: 6 0 feet
place y ou hav e v isited or seen before) or in an obv ious location that is Component s: S
unfam iliar to y ou (such as behind a door, around a corner, or in a grov e of Durat ion: Instantaneous
trees). The sensor rem ains in place for the duration, and it can't be attacked You attem pt to interrupt a creature in the process of casting a spell. If the
or otherwise interacted with. creature is casting a spell of 3 rd lev el or lower, its spell fails and has no effect.
When y ou cast the spell, y ou choose seeing or hearing. You can use the chosen If it is casting a spell of 4 th lev el or higher, m ake an ability check using y our
sense through the sensor as if y ou were in its space. As y our action, y ou can spellcasting ability . The DC equals 1 0 + the spell's lev el. On a success, the
switch between seeing and hearing. creature's spell fails and has no effect.
A creature that can see the sensor (such as a creature benefiting from see At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
invisibility or truesight) sees a lum inous, intangible orb about the size of y our higher, the interrupted spell has no effect if its lev el is less than or equal to the
fist. lev el of the spell slot y ou used.

Bard Cleric Sorcerer Wizard Player´s Handbook (SRD) Sorcerer Warlock Wizard Player´s Handbook (SRD)

Create Food and Water


level 3 - conjuration
Cast ing Time: 1 action
Range: 3 0 feet
Component s: V, S
Durat ion: Instantaneous
You create 4 5 pounds of food and 3 0 gallons of water on the ground or in
containers within range, enough to sustain up to fifteen hum anoids or fiv e
steeds for 2 4 hours. The food is bland but nourishing, and spoils if uneaten
after 2 4 hours. The water is clean and doesn't go bad.

Cleric Paladin Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 29/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Crusader's Mantle Enemies Abound


level 3 - evocation level 3 - enchantment
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Self Range: 1 2 0 feet
Component s: V Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 m inute

Des cription not available (not OGL). Des cription not available (not OGL).
But here is a s um m ary: But here is a s um m ary:

Friendly creatures in a 3 0-ft radius deal an extra 1 d4 radiant dam age when The target m ust succeed on an Int. sav e or not be able to distinguish friend
they hit with a weapon attack. from foe ; all are ennem is for it.

Paladin Player´s Handbook Bard Sorcerer Warlock Wizard Xanathar´s Guide to Everything

Daylight Erupting Earth


level 3 - evocation level 3 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 1 2 0 feet
Component s: V, S Component s: V, S, M (a piece of obsidian)
Durat ion: 1 hour Durat ion: Instantaneous
A 6 0-foot-radius sphere of light spreads out from a point y ou choose within Choose a point y ou can see on the ground within range. A fountain of churned
range. The sphere is bright light and sheds dim light for an additional 6 0 feet. earth and stone erupts in a 2 0-foot cube centered on that point. Each creature
If y ou chose a point on an object y ou are holding or one that isn't being worn in that area m ust m ake a Dexterity sav ing throw. A creature takes 3 d1 2
or carried, the light shines from the object and m ov es with it. Com pletely bludgeoning dam age on a failed sav e, or half as m uch dam age on a successful
cov ering the affected object with an opaque object, such as a bowl or a helm , one. Additionally , the ground in that area becom es difficult terrain until
blocks the light. cleared away . Each 5-foot-square portion of the area requires at least 1
If any of this spell's area ov erlaps with an area of darkness created by a spell of m inute to clear by hand.
3 rd lev el or lower, the spell that created the darkness is dispelled. At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
higher, the dam age increases by 1 d1 2 for each slot lev el abov e 3 rd.
Cleric Druid Paladin Ranger Sorcerer Player´s Handbook (SRD)
Druid Sorcerer Wizard Xanathar´s Guide to Everything
Dispel Magic
level 3 - abjuration Fear
Cast ing Time: 1 action level 3 - illusion
Range: 1 2 0 feet Cast ing Time: 1 action
Component s: V, S Range: Self (3 0-foot cone)
Durat ion: Instantaneous Component s: V, S, M (a white feather or the heart of a hen)
Choose one creature, object, or m agical effect within range. Any spell of 3 rd Durat ion: Concentration, up to 1 m inute
lev el or lower on the target ends. For each spell of 4 th lev el or higher on the You project a phantasm al im age of a creature's worst fears. Each creature in a
target, m ake an ability check using y our spellcasting ability . The DC equals 3 0-foot cone m ust succeed on a Wisdom sav ing throw or drop whatev er it is
1 0 + the spell's lev el. On a successful check, the spell ends. holding and becom e frightened for the duration. While frightened by this
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or spell, a creature m ust take the Dash action and m ov e away from y ou by the
higher, y ou autom atically end the effects of a spell on the target if the spell's safest av ailable route on each of its turns, unless there is nowhere to m ov e. If
lev el is equal to or less than the lev el of the spell slot y ou used. the creature ends its turn in a location where it doesn't hav e line of sight to
y ou, the creature can m ake a Wisdom sav ing throw. On a successful sav e, the
Bard Cleric Druid Paladin Sorcerer Warlock Wizard Player´s Handbook (SRD)
spell ends for that creature.

Elemental Weapon Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)


level 3 - transmutation
Cast ing Time: 1 action Feign Death
Range: Touch level 3 - necromancy (ritual)
Component s: V, S Cast ing Time: 1 action
Durat ion: Concentration, up to 1 hour Range: Touch
Component s: V, S, M (a pinch of grav ey ard dirt)
Des cription not available (not OGL).
Durat ion: 1 hour
But here is a s um m ary:
Des cription not available (not OGL).
A weapon becom es m agical with a + 1 bonus to attack rolls and deal an extra
But here is a s um m ary:
1 d4 dam age of a chosen ty pe (bonus/lv l).
The willing target appears dead to all outward inspection.
Paladin Druid [TCoE] Ranger [TCoE] Player´s Handbook
Bard Cleric Druid Wizard Player´s Handbook

[Link] w w .[Link]/dnd/[Link] 30/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Fireball Glyph of Warding


level 3 - evocation level 3 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 hour
Range: 1 50 feet Range: Touch
Component s: V, S, M (a tiny ball of bat guano and sulfur) Component s: V, S, M (incense and powdered diam ond worth at least 2 00 gp,
Durat ion: Instantaneous which the spell consum es)
A bright streak flashes from y our pointing finger to a point y ou choose within Durat ion: Until dispelled or triggered
range and then blossom s with a low roar into an explosion of flam e. Each W h en y ou ca st t h is spell, y ou in scr ibe a g ly ph t h a t h a r m s ot h er cr ea t u r es,
creature in a 2 0-foot-radius sphere centered on that point m ust m ake a eit h er u pon a su r fa ce (su ch a s a t a ble or a sect ion of floor or w a ll) or w it h in a n
Dexterity sav ing throw. A target takes 8d6 fire dam age on a failed sav e, or object t h a t ca n be closed (su ch a s a book , a scr oll, or a t r ea su r e ch est ) t o

half as m uch dam age on a successful one. con cea l t h e g ly ph . T h e g ly ph ca n cov er a n a r ea n o la r g er t h a n 1 0 feet in
dia m et er . If t h e su r fa ce or object is m ov ed m or e t h a n 1 0 feet fr om w h er e y ou
The fire spreads around corners. It ignites flam m able objects in the area that
ca st t h is spell, t h e g ly ph is br ok en , a n d t h e spell en ds w it h ou t bein g t r ig g er ed.
aren't being worn or carried.
T h e g ly ph is n ea r ly in v isible a n d r equ ir es a su ccessfu l In t ellig en ce
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
(In v est ig a t ion ) ch eck a g a in st y ou r spell sa v e DC t o be fou n d.
higher, the dam age increases by 1 d6 for each slot lev el abov e 3 rd. Y ou decide w h a t t r ig g er s t h e g ly ph w h en y ou ca st t h e spell. For g ly ph s
in scr ibed on a su r fa ce, t h e m ost t y pica l t r ig g er s in clu de t ou ch in g or st a n din g
Sorcerer Wizard Player´s Handbook (SRD)
on t h e g ly ph , r em ov in g a n ot h er object cov er in g t h e g ly ph , a ppr oa ch in g
w it h in a cer t a in dist a n ce of t h e g ly ph , or m a n ipu la t in g t h e object on w h ich
Flame Arrows t h e g ly ph is in scr ibed. For g ly ph s in scr ibed w it h in a n object , t h e m ost
level 3 - transmutation com m on t r ig g er s in clu de open in g t h a t object , a ppr oa ch in g w it h in a cer t a in
Cast ing Time: 1 action dist a n ce of t h e object , or seein g or r ea din g t h e g ly ph . On ce a g ly ph is
Range: Touch t r ig g er ed, t h is spell en ds.
Y ou ca n fu r t h er r efin e t h e t r ig g er so t h e spell a ct iv a t es on ly u n der cer t a in
Component s: V, S
cir cu m st a n ces or a ccor din g t o ph y sica l ch a r a ct er ist ics (su ch a s h eig h t or
Durat ion: Concentration, up to 1 hour
w eig h t ), cr ea t u r e k in d (for ex a m ple, t h e w a r d cou ld be set t o a ffect
You touch a quiv er containing arrows or bolts. When a target is hit by a a ber r a t ion s or dr ow ), or a lig n m en t . Y ou ca n a lso set con dit ion s for cr ea t u r es
ranged weapon attack using a piece of am m unition drawn from the quiv er, t h a t don 't t r ig g er t h e g ly ph , su ch a s t h ose w h o sa y a cer t a in pa ssw or d.
the target takes an extra 1 d6 fire dam age. The spell's m agic ends on the piece W h en y ou in scr ibe t h e g ly ph , ch oose explos ive runes or a s pell glyph.
of am m unition when it hits or m isses, and the spell ends when twelv e pieces of Expl osi v e Ru n es. W h en t r ig g er ed, t h e g ly ph er u pt s w it h m a g ica l en er g y in
am m unition hav e been drawn from the quiv er. a 2 0 -foot -r a diu s sph er e cen t er ed on t h e g ly ph . T h e sph er e spr ea ds a r ou n d
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or cor n er s. Ea ch cr ea t u r e in t h e a r ea m u st m a k e a Dex t er it y sa v in g t h r ow . A
higher, the num ber of pieces of am m unition y ou can affect with this spell cr ea t u r e t a k es 5 d8 a cid, cold, fir e, lig h t n in g , or t h u n der da m a g e on a fa iled
sa v in g t h r ow (y ou r ch oice w h en y ou cr ea t e t h e g ly ph ), or h a lf a s m u ch
increases by two for each slot lev el abov e 3 rd.
da m a g e on a su ccessfu l on e.
Druid Ranger Sorcerer Wizard Xanathar´s Guide to Everything Spel l Gl y ph . Y ou ca n st or e a pr epa r ed spell of 3 r d lev el or low er in t h e g ly ph
by ca st in g it a s pa r t of cr ea t in g t h e g ly ph . T h e spell m u st t a r g et a sin g le
Fly cr ea t u r e or a n a r ea . T h e spell bein g st or ed h a s n o im m edia t e effect w h en ca st
in t h is w a y . W h en t h e g ly ph is t r ig g er ed, t h e st or ed spell is ca st . If t h e spell
level 3 - transmutation
h a s a t a r g et , it t a r g et s t h e cr ea t u r e t h a t t r ig g er ed t h e g ly ph . If t h e spell
Cast ing Time: 1 action a ffect s a n a r ea , t h e a r ea is cen t er ed on t h a t cr ea t u r e. If t h e spell su m m on s
Range: Touch h ost ile cr ea t u r es or cr ea t es h a r m fu l object s or t r a ps, t h ey a ppea r a s close a s
Component s: V, S, M (a wing feather from any bird) possible t o t h e in t r u der a n d a t t a ck it . If t h e spell r equ ir es con cen t r a t ion , it
Durat ion: Concentration, up to 1 0 m inutes la st s u n t il t h e en d of it s fu ll du r a t ion .
You touch a willing creature. The target gains a fly ing speed of 6 0 feet for the A t Higher Levels . W h en y ou ca st t h is spell u sin g a spell slot of 4 t h lev el or
h ig h er , t h e da m a g e of a n ex plosiv e r u n es g ly ph in cr ea ses by 1 d8 for ea ch slot
duration. When the spell ends, the target falls if it is still aloft, unless it can
lev el a bov e 3 r d. If y ou cr ea t e a s pell glyph, y ou ca n st or e a n y spell of u p t o t h e
stop the fall.
sa m e lev el a s t h e slot y ou u se for t h e glyph of w arding.
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
higher, y ou can target one additional creature for each slot lev el abov e 3 rd. Bard Cleric Wizard Player´s Handbook (SRD)

Sorcerer Warlock Wizard Player´s Handbook (SRD)


Haste
level 3 - transmutation
Gaseous Form
Cast ing Time: 1 action
level 3 - transmutation
Range: 3 0 feet
Cast ing Time: 1 action
Component s: V, S, M (a shav ing of licorice root)
Range: Touch
Durat ion: Concentration, up to 1 m inute
Component s: V, S, M (a bit of gauze and a wisp of sm oke)
Choose a willing creature that y ou can see within range. Until the spell ends,
Durat ion: Concentration, up to 1 hour
the target's speed is doubled, it gains a + 2 bonus to AC, it has adv antage on
You transform a willing creature y ou touch, along with ev ery thing it's
Dexterity sav ing throws, and it gains an additional action on each of its
wearing and carry ing, into a m isty cloud for the duration. The spell ends if
turns. That action can be used only to take the Attack (one weapon attack
the creature drops to 0 hit points. An incorporeal creature isn't affected.
only ), Dash, Disengage, Hide, or Use an Object action.
While in this form , the target's only m ethod of m ov em ent is a fly ing speed of
When the spell ends, the target can't m ov e or take actions until after its next
1 0 feet. The target can enter and occupy the space of another creature. The
turn, as a wav e of lethargy sweeps ov er it.
target has resistance to nonm agical dam age, and it has adv antage on
Strength, Dexterity , and Constitution sav ing throws. The target can pass Sorcerer Wizard Player´s Handbook (SRD)
through sm all holes, narrow openings, and ev en m ere cracks, though it treats
liquids as though they were solid surfaces. The target can't fall and rem ains
hov ering in the air ev en when stunned or otherwise incapacitated.
While in the form of a m isty cloud, the target can't talk or m anipulate objects,
and any objects it was carry ing or holding can't be dropped, used, or
otherwise interacted with. The target can't attack or cast spells.

Sorcerer Warlock Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 31/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Hunger of Hadar Life Transference


level 3 - conjuration level 3 - necromancy
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 50 feet Range: 3 0 feet
Component s: V, S, M (a pickled octopus tentacle) Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Instantaneous
You sacrifice som e of y our health to m end another creature's injuries. You
Des cription not available (not OGL).
take 4 d8 necrotic dam age, and one creature of y our choice that y ou can see
But here is a s um m ary:
within range regains a num ber of hit points equal to twice the necrotic
Creatures in a 2 0-ft-radius sphere take 2 d6 cold dam age et m ust succeed on a dam age y ou take.
Dex. sav e or take 2 d6 acid dam age. At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
higher, the dam age increases by 1 d8 for each slot lev el abov e 3 rd.
Warlock Player´s Handbook
Cleric Wizard Xanathar´s Guide to Everything
Hypnotic Pattern
level 3 - illusion Lightning Arrow
Cast ing Time: 1 action level 3 - transmutation
Range: 1 2 0 feet Cast ing Time: 1 bonus action
Component s: S, M (a glowing stick of incense or a cry stal v ial filled with Range: Self
phosphorescent m aterial) Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 m inute
You create a twisting pattern of colors that weav es through the air inside a
Des cription not available (not OGL).
3 0-foot cube within range. The pattern appears for a m om ent and v anishes.
But here is a s um m ary:
Each creature in the area who sees the pattern m ust m ake a Wisdom sav ing
throw. On a failed sav e, the creature becom es charm ed for the duration. If the attack hits, deals 4 d8 Iightning dam age. Creatures within 1 0 ft m ust
While charm ed by this spell, the creature is incapacitated and has a speed of succeed on a Dex. sav e or take 2 d8 lightning dam age.
0. The spell ends for an affected creature if it takes any dam age or if som eone
Ranger Player´s Handbook
else uses an action to shake the creature out of its stupor.

Bard Sorcerer Warlock Wizard Player´s Handbook (SRD) Lightning Bolt


level 3 - evocation
Intellect Fortress Cast ing Time: 1 action
level 3 - abjuration Range: Self (1 00-foot line)
Cast ing Time: 1 action Component s: V, S, M (a bit of fur and a rod of am ber, cry stal, or glass)
Range: 3 0 feet Durat ion: Instantaneous
Component s: V A stroke of lightning form ing a line 1 00 feet long and 5 feet wide blasts out
Durat ion: Concentration, up to 1 hour from y ou in a direction y ou choose. Each creature in the line m ust m ake a
Dexterity sav ing throw. A creature takes 8d6 lightning dam age on a failed
Des cription not available (not OGL).
sav e, or half as m uch dam age on a successful one.
But here is a s um m ary:
The lightning ignites flam m able objects in the area that aren't being worn or
A willing creature has resistance to psy chic dam age and adv antage on Int., carried.
Wis. and Cha. sav ing throws (+ 1 creature/lv l). At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
higher, the dam age increases by 1 d6 for each slot lev el abov e 3 rd.
Bard Sorcerer Warlock Wizard Tasha´s Cauldron of Everything
Sorcerer Wizard Player´s Handbook (SRD)
Leomund's Tiny Hut
level 3 - evocation (ritual)
Cast ing Time: 1 m inute
Range: Self (1 0-foot-radius hem isphere)
Component s: V, S, M (a sm all cry stal bead)
Durat ion: 8 hours
A 1 0-foot-radius im m obile dom e of force springs into existence around and
abov e y ou and rem ains stationary for the duration. The spell ends if y ou
leav e its area.
Nine creatures of Medium size or sm aller can fit inside the dom e with y ou.
The spell fails if its area includes a larger creature or m ore than nine
creatures. Creatures and objects within the dom e when y ou cast this spell can
m ov e through it freely . All other creatures and objects are barred from
passing through it. Spells and other m agical effects can't extend through the
dom e or be cast through it. The atm osphere inside the space is com fortable
and dry , regardless of the weather outside.
Until the spell ends, y ou can com m and the interior to becom e dim ly lit or
dark. The dom e is opaque from the outside, of any color y ou choose, but it is
transparent from the inside.

Bard Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 32/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Magic Circle Mass Healing Word


level 3 - abjuration level 3 - evocation
Cast ing Time: 1 m inute Cast ing Time: 1 bonus action
Range: 1 0 feet Range: 6 0 feet
Component s: V, S, M (holy water or powdered silv er and iron worth at least Component s: V
1 00 gp, which the spell consum es) Durat ion: Instantaneous
Durat ion: 1 hour As y ou call out words of restoration, up to six creatures of y our choice that
You create a 1 0-foot-radius, 2 0-foot-tall cy linder of m agical energy centered y ou can see within range regain hit points equal to 1 d4 + y our spellcasting
on a point on the ground that y ou can see within range. Glowing runes ability m odifier. This spell has no effect on undead or constructs.
appear wherev er the cy linder intersects with the floor or other surface. At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
Choose one or m ore of the following ty pes of creatures: celestials, elem entals, higher, the healing increases by 1 d4 for each slot lev el abov e 3 rd.
fey , fiends, or undead. The circle affects a creature of the chosen ty pe in the
Cleric Bard [TCoE] Player´s Handbook (SRD)
following way s:
• The creature can't willingly enter the cy linder by nonm agical m eans. If the
creature tries to use teleportation or interplanar trav el to do so, it m ust first Meld into Stone
succeed on a Charism a sav ing throw. level 3 - transmutation (ritual)
• The creature has disadv antage on attack rolls against targets within the Cast ing Time: 1 action
cy linder. Range: Touch
• Targets within the cy linder can't be charm ed, frightened, or possessed by Component s: V, S
the creature. Durat ion: 8 hours
When y ou cast this spell, y ou can elect to cause its m agic to operate in the You step into a stone object or surface large enough to fully contain y our
rev erse direction, prev enting a creature of the specified ty pe from leav ing the body , m elding y ourself and all the equipm ent y ou carry with the stone for
cy linder and protecting targets outside it. the duration. Using y our m ov em ent, y ou step into the stone at a point y ou
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or can touch. Nothing of y our presence rem ains v isible or otherwise detectable
higher, the duration increases by 1 hour for each slot lev el abov e 3 rd. by nonm agical senses.
While m erged with the stone, y ou can't see what occurs outside it, and any
Cleric Paladin Warlock Wizard Player´s Handbook (SRD)
Wisdom (Perception) checks y ou m ake to hear sounds outside it are m ade with
disadv antage. You rem ain aware of the passage of tim e and can cast spells on
Major Image y ourself while m erged in the stone. You can use y our m ov em ent to leav e the
level 3 - illusion
stone where y ou entered it, which ends the spell. You otherwise can't m ov e.
Cast ing Time: 1 action Minor phy sical dam age to the stone doesn't harm y ou, but its partial
Range: 1 2 0 feet destruction or a change in its shape (to the extent that y ou no longer fit
Component s: V, S, M (a bit of fleece) within it) expels y ou and deals 6 d6 bludgeoning dam age to y ou. The stone's
Durat ion: Concentration, up to 1 0 m inutes com plete destruction (or transm utation into a different substance) expels y ou
You create the im age of an object, a creature, or som e other v isible and deals 50 bludgeoning dam age to y ou. If expelled, y ou fall prone in an
phenom enon that is no larger than a 2 0-foot cube. The im age appears at a unoccupied space closest to where y ou first entered.
spot that y ou can see within range and lasts for the duration. It seem s
Cleric Druid Ranger [TCoE] Player´s Handbook (SRD)
com pletely real, including sounds, sm ells, and tem perature appropriate to
the thing depicted. You can't create sufficient heat or cold to cause dam age, a
sound loud enough to deal thunder dam age or deafen a creature, or a sm ell Melf's Minute Meteors
level 3 - evocation
that m ight sicken a creature (like a troglody te's stench).
As long as y ou are within range of the illusion, y ou can use y our action to Cast ing Time: 1 action
cause the im age to m ov e to any other spot within range. As the im age Range: Self
changes location, y ou can alter its appearance so that its m ov em ents appear Component s: V, S, M (niter, sulfur, and pine tar form ed into a bead)
natural for the im age. For exam ple, if y ou create an im age of a creature and Durat ion: Concentration, up to 1 0 m inutes
m ov e it, y ou can alter the im age so that it appears to be walking. Sim ilarly , You create six tiny m eteors in y our space. They float in the air and orbit y ou
y ou can cause the illusion to m ake different sounds at different tim es, ev en for the spell's duration. When y ou cast the spell—and as a bonus action on
m aking it carry on a conv ersation, for exam ple. each of y our turns thereafter—y ou can expend one or two of the m eteors,
Phy sical interaction with the im age rev eals it to be an illusion, because sending them streaking toward a point or points y ou choose within 1 2 0 feet of
things can pass through it. A creature that uses its action to exam ine the y ou. Once a m eteor reaches its destination or im pacts against a solid surface,
im age can determ ine that it is an illusion with a successful Intelligence the m eteor explodes. Each creature within 5 feet of the point where the
(Inv estigation) check against y our spell sav e DC. If a creature discerns the m eteor explodes m ust m ake a Dexterity sav ing throw. A creature takes 2 d6
illusion for what it is, the creature can see through the im age, and its other fire dam age on a failed sav e, or half as m uch dam age on a successful one.
sensory qualities becom e faint to the creature. At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or higher, the num ber of m eteors created increases by two for each slot lev el
higher, the spell lasts until dispelled, without requiring y our concentration. abov e 3 rd.

Bard Sorcerer Warlock Wizard Player´s Handbook (SRD) Sorcerer Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 33/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Nondetection Remove Curse


level 3 - abjuration level 3 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Touch Range: Touch
Component s: V, S, M (a pinch of diam ond dust worth 2 5 gp sprinkled ov er Component s: V, S
the target, which the spell consum es) Durat ion: Instantaneous
Durat ion: 8 hours At y our touch, all curses affecting one creature or object end. If the object is a
For the duration, y ou hide a target that y ou touch from div ination m agic. cursed m agic item , its curse rem ains, but the spell breaks its owner's
The target can be a willing creature or a place or an object no larger than 1 0 attunem ent to the object so it can be rem ov ed or discarded.
feet in any dim ension. The target can't be targeted by any div ination m agic
Cleric Paladin Warlock Wizard Player´s Handbook (SRD)
or perceiv ed through m agical scry ing sensors.

Bard Ranger Wizard Player´s Handbook (SRD) Revivify


level 3 - necromancy
Phantom Steed Cast ing Time: 1 action
level 3 - illusion (ritual) Range: Touch
Cast ing Time: 1 m inute Component s: V, S, M (diam onds worth 3 00 gp, which the spell consum es)
Range: 3 0 feet Durat ion: Instantaneous
Component s: V, S You touch a creature that has died within the last m inute. That creature
Durat ion: 1 hour returns to life with 1 hit point. This spell can't return to life a creature that
A Large quasi-real, horselike creature appears on the ground in an has died of old age, nor can it restore any m issing body parts.
unoccupied space of y our choice within range. You decide the creature's
Cleric Paladin Druid [TCoE] Ranger [TCoE] Player´s Handbook (SRD)
appearance, but it is equipped with a saddle, bit, and bridle. Any of the
equipm ent created by the spell v anishes in a puff of sm oke if it is carried m ore
than 1 0 feet away from the steed.
Sending
For the duration, y ou or a creature y ou choose can ride the steed. The level 3 - evocation
creature uses the statistics for a riding horse, except it has a speed of 1 00 feet Cast ing Time: 1 action
and can trav el 1 0 m iles in an hour, or 1 3 m iles at a fast pace. When the spell Range: Unlim ited
ends, the steed gradually fades, giv ing the rider 1 m inute to dism ount. The Component s: V, S, M (a short piece of fine copper wire)
spell ends if y ou use an action to dism iss it or if the steed takes any dam age. Durat ion: 1 round
You send a short m essage of twenty -fiv e words or less to a creature with which
Wizard Player´s Handbook (SRD)
y ou are fam iliar. The creature hears the m essage in its m ind, recognizes y ou
as the sender if it knows y ou, and can answer in a like m anner im m ediately .
Plant Growth The spell enables creatures with Intelligence scores of at least 1 to understand
level 3 - transmutation
the m eaning of y our m essage.
Cast ing Time: 1 action or 8 hours You can send the m essage across any distance and ev en to other planes of
Range: 1 50 feet existence, but if the target is on a different plane than y ou, there is a 5
Component s: V, S percent chance that the m essage doesn't arriv e.
Durat ion: Instantaneous
Bard Cleric Wizard Player´s Handbook (SRD)
This spell channels v itality into plants within a specific area. There are two
possible uses for the spell, granting either im m ediate or long-term benefits.
If y ou cast this spell using 1 action, choose a point within range. All norm al Sleet Storm
plants in a 1 00-foot radius centered on that point becom e thick and level 3 - conjuration
ov ergrown. A creature m ov ing through the area m ust spend 4 feet of Cast ing Time: 1 action
m ov em ent for ev ery 1 foot it m ov es. Range: 1 50 feet
You can exclude one or m ore areas of any size within the spell's area from Component s: V, S, M (a pinch of dust and a few drops of water)
being affected. Durat ion: Concentration, up to 1 m inute
If y ou cast this spell ov er 8 hours, y ou enrich the land. All plants in a half- Until the spell ends, freezing rain and sleet fall in a 2 0-foot-tall cy linder with
m ile radius centered on a point within range becom e enriched for 1 y ear. The a 4 0-foot radius centered on a point y ou choose within range. The area is
plants y ield twice the norm al am ount of food when harv ested. heav ily obscured, and exposed flam es in the area are doused.
The ground in the area is cov ered with slick ice, m aking it difficult terrain.
Bard Druid Ranger Player´s Handbook (SRD)
When a creature enters the spell's area for the first tim e on a turn or starts its
turn there, it m ust m ake a Dexterity sav ing throw. On a failed sav e, it falls
Protection from Energy prone.
level 3 - abjuration
If a creature starts its turn in the spell's area and is concentrating on a spell,
Cast ing Time: 1 action the creature m ust m ake a successful Constitution sav ing throw against y our
Range: Touch spell sav e DC or lose concentration.
Component s: V, S
Durat ion: Concentration, up to 1 hour Druid Sorcerer Wizard Player´s Handbook (SRD)

For the duration, the willing creature y ou touch has resistance to one dam age
ty pe of y our choice: acid, cold, fire, lightning, or thunder.

Cleric Druid Ranger Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 34/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Slow Spirit Guardians


level 3 - transmutation level 3 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 2 0 feet Range: Self (1 5-foot radius)
Component s: V, S, M (a drop of m olasses) Component s: V, S, M (a holy sy m bol)
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 0 m inutes
You alter tim e around up to six creatures of y our choice in a 4 0-foot cube You call forth spirits to protect y ou. They flit around y ou to a distance of 1 5
within range. Each target m ust succeed on a Wisdom sav ing throw or be feet for the duration. If y ou are good or neutral, their spectral form appears
affected by this spell for the duration. angelic or fey (y our choice). If y ou are ev il, they appear fiendish.
An affected target's speed is halv ed, it takes a -2 penalty to AC and Dexterity When y ou cast this spell, y ou can designate any num ber of creatures y ou can
sav ing throws, and it can't use reactions. On its turn, it can use either an see to be unaffected by it. An affected creature's speed is halv ed in the area,
action or a bonus action, not both. Regardless of the creature's abilities or and when the creature enters the area for the first tim e on a turn or starts its
m agic item s, it can't m ake m ore than one m elee or ranged attack during its turn there, it m ust m ake a Wisdom sav ing throw. On a failed sav e, the
turn. creature takes 3 d8 radiant dam age (if y ou are good or neutral) or 3 d8
If the creature attem pts to cast a spell with a casting tim e of 1 action, roll a necrotic dam age (if y ou are ev il). On a successful sav e, the creature takes half
d2 0. On an 1 1 or higher, the spell doesn't take effect until the creature's next as m uch dam age.
turn, and the creature m ust use its action on that turn to com plete the spell. At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
If it can't, the spell is wasted. higher, the dam age increases by 1 d8 for each slot lev el abov e 3 rd.
A creature affected by this spell m akes another Wisdom sav ing throw at the
Cleric Player´s Handbook (SRD)
end of each of its turns. On a successful sav e, the effect ends for it.

Sorcerer Wizard Bard [TCoE] Player´s Handbook (SRD) Spirit Shroud


level 3 - necromancy
Speak with Dead Cast ing Time: 1 bonus action
level 3 - necromancy Range: Self
Cast ing Time: 1 action Component s: V, S
Range: 1 0 feet Durat ion: Concentration, up to 1 m inute
Component s: V, S, M (burning incense) You call forth spirits of the dead, which flit around y ou for the spell's duration.
Durat ion: 1 0 m inutes The spirits are intangible and inv ulnerable. Until the spell ends, any attack
You grant the sem blance of life and intelligence to a corpse of y our choice y ou m ake deals 1 d8 extra dam age when y ou hit a creature within 1 0 feet of
within range, allowing it to answer the questions y ou pose. The corpse m ust y ou. This dam age is radiant, necrotic, or cold (y our choice when y ou cast the
still hav e a m outh and can't be undead. The spell fails if the corpse was the spell). Any creature that takes this dam age can't regain hit points until the
target of this spell within the last 1 0 day s. start of y our next turn.
Until the spell ends, y ou can ask the corpse up to fiv e questions. The corpse In addition, any creature of y our choice that y ou can see that starts its turn
knows only what it knew in life, including the languages it knew. Answers within 1 0 feet of y ou has its speed reduced by 1 0 feet until the start of y our
are usually brief, cry ptic, or repetitiv e, and the corpse is under no com pulsion next turn.
to offer a truthful answer if y ou are hostile to it or it recognizes y ou as an At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
enem y . This spell doesn't return the creature's soul to its body , only its higher, the dam age increases by 1 d8 for ev ery two slot lev els abov e 3 rd.
anim ating spirit. Thus, the corpse can't learn new inform ation, doesn't
Cleric Paladin Warlock Wizard Tasha´s Cauldron of Everything
com prehend any thing that has happened since it died, and can't speculate
about future ev ents.
Stinking Cloud
Bard Cleric Wizard [TCoE] Player´s Handbook (SRD) level 3 - conjuration
Cast ing Time: 1 action
Speak with Plants Range: 9 0 feet
level 3 - transmutation Component s: V, S, M (a rotten egg or sev eral skunk cabbage leav es)
Cast ing Time: 1 action Durat ion: Concentration, up to 1 m inute
Range: Self (3 0-foot radius) You create a 2 0-foot-radius sphere of y ellow, nauseating gas centered on a
Component s: V, S point within range. The cloud spreads around corners, and its area is heav ily
Durat ion: 1 0 m inutes obscured. The cloud lingers in the air for the duration.
You im bue plants within 3 0 feet of y ou with lim ited sentience and anim ation, Each creature that is com pletely within the cloud at the start of its turn m ust
giv ing them the ability to com m unicate with y ou and follow y our sim ple m ake a Constitution sav ing throw against poison. On a failed sav e, the
com m ands. You can question plants about ev ents in the spell's area within the creature spends its action that turn retching and reeling. Creatures that don't
past day , gaining inform ation about creatures that hav e passed, weather, need to breathe or are im m une to poison autom atically succeed on this sav ing
and other circum stances. throw.
You can also turn difficult terrain caused by plant growth (such as thickets A m oderate wind (at least 1 0 m iles per hour) disperses the cloud after 4
and undergrowth) into ordinary terrain that lasts for the duration. Or y ou rounds. A strong wind (at least 2 0 m iles per hour) disperses it after 1 round.
can turn ordinary terrain where plants are present into difficult terrain that
Bard Sorcerer Wizard Player´s Handbook (SRD)
lasts for the duration, causing v ines and branches to hinder pursuers, for
exam ple.
Plants m ight be able to perform other tasks on y our behalf, at the DM's
discretion. The spell doesn't enable plants to uproot them selv es and m ov e
about, but they can freely m ov e branches, tendrils, and stalks.
If a plant creature is in the area, y ou can com m unicate with it as if y ou
shared a com m on language, but y ou gain no m agical ability to influence it.
This spell can cause the plants created by the entangle spell to release a
restrained creature.

Bard Druid Ranger Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 35/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Summon Fey Tidal Wave


level 3 - conjuration level 3 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 9 0 feet Range: 1 2 0 feet
Component s: V, S, M (a gilded flower worth at least 3 00 gp) Component s: V, S, M (a drop of water)
Durat ion: Concentration, up to 1 hour Durat ion: Instantaneous
You conjure up a wav e of water that crashes down on an area within range.
Des cription not available (not OGL).
The area can be up to 3 0 feet long, up to 1 0 feet wide, and up to 1 0 feet tall.
But here is a s um m ary:
Each creature in that area m ust m ake a Dexterity sav ing throw. On a failed
Sum m on 1 fey spirit (fum ing, m irthful, or tricksy ), friendly (stat block/y our sav e, a creature takes 4 d8 bludgeoning dam age and is knocked prone. On a
lv l). successful sav e, a creature takes half as m uch dam age and isn't knocked
prone. The water then spreads out across the ground in all directions,
Druid Ranger Warlock Wizard Tasha´s Cauldron of Everything
extinguishing unprotected flam es in its area and within 3 0 feet of it, and then
it v anishes.
Summon Lesser Demons
level 3 - conjuration Druid Sorcerer Wizard Xanathar´s Guide to Everything

Cast ing Time: 1 action


Range: 6 0 feet Tiny Servant
Component s: V, S, M (a v ial of blood from a hum anoid killed within the past level 3 - transmutation
2 4 hours) Cast ing Time: 1 m inute
Durat ion: Concentration, up to 1 hour Range: Touch
Component s: V, S
Des cription not available (not OGL).
Durat ion: 8 hours
But here is a s um m ary:
Des cription not available (not OGL).
Sum m on 2 CR 1 dem ons 1 to 8 CR 1 /4 dem ons, unfriendly (nbr of
But here is a s um m ary:
creatures/lv l).
Transform one Tiny object into a creature with arm s and legs under the
Warlock Wizard Xanathar´s Guide to Everything
caster control (+ 2 objects/lv l).

Summon Shadowspawn Wizard Xanathar´s Guide to Everything


level 3 - conjuration
Cast ing Time: 1 action Tongues
Range: 9 0 feet level 3 - divination
Component s: V, S, M (tears inside a gem worth at least 3 00 gp) Cast ing Time: 1 action
Durat ion: Concentration, up to 1 hour Range: Touch
Component s: V, M (a sm all clay m odel of a ziggurat)
Des cription not available (not OGL).
Durat ion: 1 hour
But here is a s um m ary:
This spell grants the creature y ou touch the ability to understand any spoken
Sum m on 1 shadowy spirit (fury , despair, or fear), friendly (stat block/y our language it hears. Moreov er, when the target speaks, any creature that
lv l). knows at least one language and can hear the target understands what it
say s.
Warlock Wizard Tasha´s Cauldron of Everything
Bard Cleric Sorcerer Warlock Wizard Player´s Handbook (SRD)
Summon Undead
level 3 - necromancy Vampiric Touch
Cast ing Time: 1 action level 3 - necromancy
Range: 9 0 feet Cast ing Time: 1 action
Component s: V, S, M (a gilded skull worth at least 3 00 gp) Range: Self
Durat ion: Concentration, up to 1 hour Component s: V, S
Durat ion: Concentration, up to 1 m inute
Des cription not available (not OGL).
The touch of y our shadow-wreathed hand can siphon life force from others to
But here is a s um m ary:
heal y our wounds. Make a m elee spell attack against a creature within y our
Sum m on 1 undead spirit (ghostly , putrid, or skeletal), friendly (stat reach. On a hit, the target takes 3 d6 necrotic dam age, and y ou regain hit
block/y our lv l). points equal to half the am ount of necrotic dam age dealt. Until the spell ends,
y ou can m ake the attack again on each of y our turns as an action.
Warlock Wizard Tasha´s Cauldron of Everything
At Higher Levels. When y ou cast this spell using a spell slot of 4 th lev el or
higher, the dam age increases by 1 d6 for each slot lev el abov e 3 rd.
Thunder Step
level 3 - conjuration Warlock Wizard Sorcerer [TCoE] Player´s Handbook (SRD)

Cast ing Time: 1 action


Range: 9 0 feet
Component s: V
Durat ion: Instantaneous

Des cription not available (not OGL).


But here is a s um m ary:

The caster teleports and creatures within 1 0 ft m ust succeed on a Con. sav e or
take 3 d1 0 thunder dam age.

Sorcerer Warlock Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 36/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Wall of Sand Water Walk


level 3 - evocation level 3 - transmutation (ritual)
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 9 0 feet Range: 3 0 feet
Component s: V, S, M (a handful of sand) Component s: V, S, M (a piece of cork)
Durat ion: Concentration, up to 1 0 m inutes Durat ion: 1 hour
You create a wall of swirling sand on the ground at a point y ou can see within This spell grants the ability to m ov e across any liquid surface—such as water,
range. You can m ake the wall up to 3 0 feet long, 1 0 feet high, and 1 0 feet acid, m ud, snow, quicksand, or lav a—as if it were harm less solid ground
thick, and it v anishes when the spell ends. It blocks line of sight but not (creatures crossing m olten lav a can still take dam age from the heat). Up to
m ov em ent. A creature is blinded while in the wall's space and m ust spend 3 ten willing creatures y ou can see within range gain this ability for the
feet of m ov em ent for ev ery 1 foot it m ov es there. duration.
If y ou target a creature subm erged in a liquid, the spell carries the target to
Wizard Xanathar´s Guide to Everything
the surface of the liquid at a rate of 6 0 feet per round.

Wall of Water Cleric Druid Ranger Sorcerer Player´s Handbook (SRD)


level 3 - evocation
Cast ing Time: 1 action Wind Wall
Range: 6 0 feet level 3 - evocation
Component s: V, S, M (a drop of water) Cast ing Time: 1 action
Durat ion: Concentration, up to 1 0 m inutes Range: 1 2 0 feet
You create a wall of water on the ground at a point y ou can see within range. Component s: V, S, M (a tiny fan and a feather of exotic origin)
You can m ake the wall up to 3 0 feet long, 1 0 feet high, and 1 foot thick, or y ou Durat ion: Concentration, up to 1 m inute
can m ake a ringed wall up to 2 0 feet in diam eter, 2 0 feet high, and 1 foot A wall of strong wind rises from the ground at a point y ou choose within
thick. The wall v anishes when the spell ends. The wall's space is difficult range. You can m ake the wall up to 50 feet long, 1 5 feet high, and 1 foot thick.
terrain. You can shape the wall in any way y ou choose so long as it m akes one
Any ranged weapon attack that enters the wall's space has disadv antage on continuous path along the ground. The wall lasts for the duration.
the attack roll, and fire dam age is halv ed if the fire effect passes through the When the wall appears, each creature within its area m ust m ake a Strength
wall to reach its target. Spells that deal cold dam age that pass through the sav ing throw. A creature takes 3 d8 bludgeoning dam age on a failed sav e, or
wall cause the area of the wall they pass through to freeze solid (at least a 5- half as m uch dam age on a successful one.
foot square section is frozen). Each 5-foot-square frozen section has AC 5 and The strong wind keeps fog, sm oke, and other gases at bay . Sm all or sm aller
1 5 hit points. Reducing a frozen section to 0 hit points destroy s it. When a fly ing creatures or objects can't pass through the wall. Loose, lightweight
section is destroy ed, the wall's water doesn't fill it. m aterials brought into the wall fly upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall are deflected upward and
Druid Sorcerer Wizard Xanathar´s Guide to Everything
autom atically m iss. (Boulders hurled by giants or siege engines, and sim ilar
projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Water Breathing
level 3 - transmutation (ritual) Druid Ranger Player´s Handbook (SRD)

Cast ing Time: 1 action


Range: 3 0 feet LEVEL 4
Component s: V, S, M (a short reed or piece of straw)
Durat ion: 2 4 hours
Arcane Eye
This spell grants up to ten willing creatures y ou can see within range the level 4 - divination
ability to breathe underwater until the spell ends. Affected creatures also
Cast ing Time: 1 action
retain their norm al m ode of respiration.
Range: 3 0 feet
Druid Ranger Sorcerer Wizard Player´s Handbook (SRD) Component s: V, S, M (a bit of bat fur)
Durat ion: Concentration, up to 1 hour
You create an inv isible, m agical ey e within range that hov ers in the air for
the duration.
You m entally receiv e v isual inform ation from the ey e, which has norm al
v ision and darkv ision out to 3 0 feet. The ey e can look in ev ery direction.
As an action, y ou can m ov e the ey e up to 3 0 feet in any direction. There is no
lim it to how far away from y ou the ey e can m ov e, but it can't enter another
plane of existence. A solid barrier blocks the ey e's m ov em ent, but the ey e can
pass through an opening as sm all as 1 inch in diam eter.

Wizard Player´s Handbook (SRD)

Aura of Life
level 4 - abjuration
Cast ing Time: 1 action
Range: Self (3 0-foot radius)
Component s: V
Durat ion: Concentration, up to 1 0 m inutes

Des cription not available (not OGL).


But here is a s um m ary:

Creatures in a 3 0-ft radius gain resistance to necrotic dam age and regain 1
hp when at 0 hp.

Paladin Cleric [TCoE] Player´s Handbook

[Link] w w .[Link]/dnd/[Link] 37/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Aura of Purity Compulsion


level 4 - abjuration level 4 - enchantment
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Self (3 0-foot radius) Range: 3 0 feet
Component s: V Component s: V, S
Durat ion: Concentration, up to 1 0 m inutes Durat ion: Concentration, up to 1 m inute
Creatures of y our choice that y ou can see within range and that can hear y ou
Des cription not available (not OGL).
m ust m ake a Wisdom sav ing throw. A target autom atically succeeds on this
But here is a s um m ary:
sav ing throw if it can't be charm ed. On a failed sav e, a target is affected by
Creatures in a 3 0-ft radius can not becom e diseased, gain resistance to poison, this spell. Until the spell ends, y ou can use a bonus action on each of y our
and get adv antage to v arious sav ing throws. turns to designate a direction that is horizontal to y ou. Each affected target
m ust use as m uch of its m ov em ent as possible to m ov e in that direction on its
Paladin Cleric [TCoE] Player´s Handbook
next turn. It can take its action before it m ov es. After m ov ing in this way , it
can m ake another Wisdom sav ing to try to end the effect.
Banishment A target isn't com pelled to m ov e into an obv iously deadly hazard, such as a
level 4 - abjuration fire or pit, but it will prov oke opportunity attacks to m ov e in the designated
Cast ing Time: 1 action direction.
Range: 6 0 feet
Bard Player´s Handbook (SRD)
Component s: V, S, M (an item distasteful to the target)
Durat ion: Concentration, up to 1 m inute
You attem pt to send one creature that y ou can see within range to another
Confusion
level 4 - enchantment
plane of existence. The target m ust succeed on a Charism a sav ing throw or be
banished. Cast ing Time: 1 action
If the target is nativ e to the plane of existence y ou're on, y ou banish the target Range: 9 0 feet
to a harm less dem iplane. While there, the target is incapacitated. The target Component s: V, S, M (three nut shells)
rem ains there until the spell ends, at which point the target reappears in the Durat ion: Concentration, up to 1 m inute
space it left or in the nearest unoccupied space if that space is occupied. This spell assaults and twists creatures' m inds, spawning delusions and
If the target is nativ e to a different plane of existence than the one y ou're on, prov oking uncontrolled action. Each creature in a 1 0-foot-radius sphere
the target is banished with a faint popping noise, returning to its hom e plane. centered on a point y ou choose within range m ust succeed on a Wisdom
If the spell ends before 1 m inute has passed, the target reappears in the space sav ing throw when y ou cast this spell or be affected by it.
it left or in the nearest unoccupied space if that space is occupied. Otherwise, An affected target can't take reactions and m ust roll a d1 0 at the start of each
the target doesn't return. of its turns to determ ine its behav ior for that turn.
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or
d10 Behavior
higher, y ou can target one additional creature for each slot lev el abov e 4 th.
1 The creature uses all its movement to move in a random direction. To determine the
Cleric Paladin Sorcerer Warlock Wizard Player´s Handbook (SRD) direction, roll a d8 and assign a direction to each die face. The creature doesn't
take an action this turn.

Blight 2-6 The creature doesn't move or take actions this turn.
level 4 - necromancy 7-8 The creature uses its action to make a melee attack against a randomly determined
creature w ithin its reach. If there is no creature w ithin its reach, the creature does
Cast ing Time: 1 action
nothing this turn.
Range: 3 0 feet
Component s: V, S 9-10 The creature can act and move normally.

Durat ion: Instantaneous


At the end of each of its turns, an affected target can m ake a Wisdom sav ing
Necrom antic energy washes ov er a creature of y our choice that y ou can see
throw. If it succeeds, this effect ends for that target.
within range, draining m oisture and v itality from it. The target m ust m ake
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or
a Constitution sav ing throw. The target takes 8d8 necrotic dam age on a failed
higher, the radius of the sphere increases by 5 feet for each slot lev el abov e
sav e, or half as m uch dam age on a successful one. This spell has no effect on
4 th.
undead or constructs. If y ou target a plant creature or a m agical plant, it
m akes the sav ing throw with disadv antage, and the spell deals m axim um Bard Druid Sorcerer Wizard Player´s Handbook (SRD)
dam age to it.
If y ou target a nonm agical plant that isn't a creature, such as a tree or shrub,
it doesn't m ake a sav ing throw; it sim ply withers and dies.
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or
higher, the dam age increases by 1 d8 for each slot lev el abov e 4 th.

Druid Sorcerer Warlock Wizard Player´s Handbook (SRD)

Charm Monster
level 4 - enchantment
Cast ing Time: 1 action
Range: 3 0 feet
Component s: V, S
Durat ion: 1 hour

Des cription not available (not OGL).


But here is a s um m ary:

The target m ust succeed on a Wis. sav e or be charm ed by the caster


(duration/lv l).

Bard Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 38/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Conjure Minor Elementals Control Water


level 4 - conjuration level 4 - transmutation
Cast ing Time: 1 m inute Cast ing Time: 1 action
Range: 9 0 feet Range: 3 00 feet
Component s: V, S Component s: V, S, M (a drop of water and a pinch of dust)
Durat ion: Concentration, up to 1 hour Durat ion: Concentration, up to 1 0 m inutes
You sum m on elem entals that appear in unoccupied spaces that y ou can see Un t il t h e spell en ds, y ou con t r ol a n y fr eest a n din g w a t er in side a n a r ea y ou
within range. You choose one the following options for what appears: ch oose t h a t is a cu be u p t o 1 0 0 feet on a side. Y ou ca n ch oose fr om a n y of t h e
• One elem ental of challenge rating 2 or lower follow in g effect s w h en y ou ca st t h is spell. A s a n a ct ion on y ou r t u r n , y ou ca n

• Two elem entals of challenge rating 1 or lower r epea t t h e sa m e effect or ch oose a differ en t on e.
Flood. Y ou ca u se t h e w a t er lev el of a ll st a n din g w a t er in t h e a r ea t o r ise by a s
• Four elem entals of challenge rating 1 /2 or lower
m u ch a s 2 0 feet . If t h e a r ea in clu des a sh or e, t h e floodin g w a t er spills ov er
• Eight elem entals of challenge rating 1 /4 or lower
on t o dr y la n d. If y ou ch oose a n a r ea in a la r g e body of w a t er , y ou in st ea d
An elem ental sum m oned by this spell disappears when it drops to 0 hit points
cr ea t e a 2 0 -foot t a ll w a v e t h a t t r a v els fr om on e side of t h e a r ea t o t h e ot h er
or when the spell ends. a n d t h en cr a sh es dow n . A n y Hu g e or sm a ller v eh icles in t h e w a v e's pa t h a r e
The sum m oned creatures are friendly to y ou and y our com panions. Roll ca r r ied w it h it t o t h e ot h er side. A n y Hu g e or sm a ller v eh icles st r u ck by t h e
initiativ e for the sum m oned creatures as a group, which has its own turns. w a v e h a v e a 2 5 per cen t ch a n ce of ca psizin g . T h e w a t er lev el r em a in s
They obey any v erbal com m ands that y ou issue to them (no action required elev a t ed u n t il t h e spell en ds or y ou ch oose a differ en t effect . If t h is effect
by y ou). If y ou don't issue any com m ands to them , they defend them selv es pr odu ced a w a v e, t h e w a v e r epea t s on t h e st a r t of y ou r n ex t t u r n w h ile t h e
from hostile creatures, but otherwise take no actions. The DM has the flood effect la st s.
creatures' statistics. Part Water. Y ou ca u se w a t er in t h e a r ea t o m ov e a pa r t a n d cr ea t e a t r en ch .

At Higher Levels. When y ou cast this spell using certain higher-lev el spell T h e t r en ch ex t en ds a cr oss t h e spell's a r ea , a n d t h e sepa r a t ed w a t er for m s a
w a ll t o eit h er side. T h e t r en ch r em a in s u n t il t h e spell en ds or y ou ch oose a
slots, y ou choose one of the sum m oning options abov e, and m ore creatures
differ en t effect . T h e w a t er t h en slow ly fills in t h e t r en ch ov er t h e cou r se of t h e
appear: twice as m any with a 6 th-lev el slot and three tim es as m any with an
n ex t r ou n d u n t il t h e n or m a l w a t er lev el is r est or ed.
8th-lev el slot.
Redirect Flow. Y ou ca u se flow in g w a t er in t h e a r ea t o m ov e in a dir ect ion
Druid Wizard Player´s Handbook (SRD) y ou ch oose, ev en if t h e w a t er h a s t o flow ov er obst a cles, u p w a lls, or in ot h er
u n lik ely dir ect ion s. T h e w a t er in t h e a r ea m ov es a s y ou dir ect it , bu t on ce it
m ov es bey on d t h e spell's a r ea , it r esu m es it s flow ba sed on t h e t er r a in
Conjure Woodland Beings con dit ion s. T h e w a t er con t in u es t o m ov e in t h e dir ect ion y ou ch ose u n t il t h e
level 4 - conjuration spell en ds or y ou ch oose a differ en t effect .
Cast ing Time: 1 action Whirlpool. T h is effect r equ ir es a body of w a t er a t lea st 5 0 feet squ a r e a n d 2 5
Range: 6 0 feet feet deep. Y ou ca u se a w h ir lpool t o for m in t h e cen t er of t h e a r ea . T h e
Component s: V, S, M (one holly berry per creature sum m oned) w h ir lpool for m s a v or t ex t h a t is 5 feet w ide a t t h e ba se, u p t o 5 0 feet w ide a t
t h e t op, a n d 2 5 feet t a ll. A n y cr ea t u r e or object in t h e w a t er a n d w it h in 2 5
Durat ion: Concentration, up to 1 hour
feet of t h e v or t ex is pu lled 1 0 feet t ow a r d it . A cr ea t u r e ca n sw im a w a y fr om
You sum m on fey creatures that appear in unoccupied spaces that y ou can see
t h e v or t ex by m a k in g a St r en g t h (A t h let ics) ch eck a g a in st y ou r spell sa v e DC.
within range. Choose one of the following options for what appears: W h en a cr ea t u r e en t er s t h e v or t ex for t h e fir st t im e on a t u r n or st a r t s it s
• One fey creature of challenge rating 2 or lower t u r n t h er e, it m u st m a k e a St r en g t h sa v in g t h r ow . On a fa iled sa v e, t h e
• Two fey creatures of challenge rating 1 or lower cr ea t u r e t a k es 2 d8 blu dg eon in g da m a g e a n d is ca u g h t in t h e v or t ex u n t il t h e
• Four fey creatures of challenge rating 1 /2 or lower spell en ds. On a su ccessfu l sa v e, t h e cr ea t u r e t a k es h a lf da m a g e, a n d isn 't
• Eight fey creatures of challenge rating 1 /4 or lower ca u g h t in t h e v or t ex . A cr ea t u r e ca u g h t in t h e v or t ex ca n u se it s a ct ion t o t r y
A sum m oned creature disappears when it drops to 0 hit points or when the t o sw im a w a y fr om t h e v or t ex a s descr ibed a bov e, bu t h a s disa dv a n t a g e on
spell ends. t h e St r en g t h (A t h let ics) ch eck t o do so.
T h e fir st t im e ea ch t u r n t h a t a n object en t er s t h e v or t ex , t h e object t a k es 2 d8
The sum m oned creatures are friendly to y ou and y our com panions. Roll
blu dg eon in g da m a g e; t h is da m a g e occu r s ea ch r ou n d it r em a in s in t h e
initiativ e for the sum m oned creatures as a group, which hav e their own
v or t ex .
turns. They obey any v erbal com m ands that y ou issue to them (no action
required by y ou). If y ou don't issue any com m ands to them , they defend Cleric Druid Wizard Player´s Handbook (SRD)
them selv es from hostile creatures, but otherwise take no actions. The DM has
the creatures' statistics. Death Ward
At Higher Levels. When y ou cast this spell using certain higher-lev el spell level 4 - abjuration
slots, y ou choose one of the sum m oning options abov e, and m ore creatures
Cast ing Time: 1 action
appear: twice as m any with a 6 th-lev el slot and three tim es as m any with an
Range: Touch
8th-lev el slot.
Component s: V, S
Druid Ranger Player´s Handbook (SRD) Durat ion: 8 hours
You touch a creature and grant it a m easure of protection from death.
The first tim e the target would drop to 0 hit points as a result of taking
dam age, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would
kill it instantaneously without dealing dam age, that effect is instead negated
against the target, and the spell ends.

Cleric Paladin Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 39/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Dimension Door Elemental Bane


level 4 - conjuration level 4 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 500 feet Range: 9 0 feet
Component s: V Component s: V, S
Durat ion: Instantaneous Durat ion: Concentration, up to 1 m inute
You teleport y ourself from y our current location to any other spot within Choose one creature y ou can see within range, and choose one of the following
range. You arriv e at exactly the spot desired. It can be a place y ou can see, dam age ty pes: acid, cold, fire, lightning, or thunder. The target m ust succeed
one y ou can v isualize, or one y ou can describe by stating distance and on a Constitution sav ing throw or be affected by the spell for its duration. The
direction, such as "2 00 feet straight downward" or "upward to the northwest first tim e each turn the affected target takes dam age of the chosen ty pe, the
at a 4 5-degree angle, 3 00 feet." target takes an extra 2 d6 dam age of that ty pe. Moreov er, the target loses any
You can bring along objects as long as their weight doesn't exceed what y ou resistance to that dam age ty pe until the spell ends.
can carry . You can also bring one willing creature of y our size or sm aller who At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or
is carry ing gear up to its carry ing capacity . The creature m ust be within 5 higher, y ou can target one additional creature for each slot lev el abov e 4 th.
feet of y ou when y ou cast this spell. The creatures m ust be within 3 0 feet of each other when y ou target them .
If y ou would arriv e in a place already occupied by an object or a creature, y ou
Druid Warlock Wizard Xanathar´s Guide to Everything
and any creature trav eling with y ou each take 4 d6 force dam age, and the
spell fails to teleport y ou.
Evard's Black Tentacles
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD) level 4 - conjuration
Cast ing Time: 1 action
Divination Range: 9 0 feet
level 4 - divination (ritual) Component s: V, S, M (a piece of tentacle from a giant octopus or a giant
Cast ing Time: 1 action squid)
Range: Self Durat ion: Concentration, up to 1 m inute
Component s: V, S, M (incense and a sacrificial offering appropriate to y our Squirm ing, ebony tentacles fill a 2 0-foot square on ground that y ou can see
religion, together worth at least 2 5 gp, which the spell consum es) within range. For the duration, these tentacles turn the ground in the area
Durat ion: Instantaneous into difficult terrain.
Your m agic and an offering put y ou in contact with a god or a god's serv ants. When a creature enters the affected area for the first tim e on a turn or starts
You ask a single question concerning a specific goal, ev ent, or activ ity to its turn there, the creature m ust succeed on a Dexterity sav ing throw or take
occur within 7 day s. The DM offers a truthful reply . The reply m ight be a 3 d6 bludgeoning dam age and be restrained by the tentacles until the spell
short phrase, a cry ptic rhy m e, or an om en. ends. A creature that starts its turn in the area and is already restrained by
The spell doesn't take into account any possible circum stances that m ight the tentacles takes 3 d6 bludgeoning dam age.
change the outcom e, such as the casting of additional spells or the loss or gain A creature restrained by the tentacles can use its action to m ake a Strength
of a com panion. or Dexterity check (its choice) against y our spell sav e DC. On a success, it
If y ou cast the spell two or m ore tim es before finishing y our next long rest, frees itself.
there is a cum ulativ e 2 5 percent chance for each casting after the first that
Wizard Player´s Handbook (SRD)
y ou get a random reading. The DM m akes this roll in secret.

Cleric Druid [TCoE] Wizard [TCoE] Player´s Handbook (SRD) Fabricate


level 4 - transmutation
Dominate Beast Cast ing Time: 1 0 m inutes
level 4 - enchantment Range: 1 2 0 feet
Cast ing Time: 1 action Component s: V, S
Range: 6 0 feet Durat ion: Instantaneous
Component s: V, S You conv ert raw m aterials into products of the sam e m aterial. For exam ple,
Durat ion: Concentration, up to 1 m inute y ou can fabricate a wooden bridge from a clum p of trees, a rope from a patch
You attem pt to beguile a beast that y ou can see within range. It m ust succeed of hem p, and clothes from flax or wool.
on a Wisdom sav ing throw or be charm ed by y ou for the duration. If y ou or Choose raw m aterials that y ou can see within range. You can fabricate a
creatures that are friendly to y ou are fighting it, it has adv antage on the Large or sm aller object (contained within a 1 0-foot cube, or eight connected 5-
sav ing throw. foot cubes), giv en a sufficient quantity of raw m aterial. If y ou are working
While the beast is charm ed, y ou hav e a telepathic link with it as long as the with m etal, stone, or another m ineral substance, howev er, the fabricated
two of y ou are on the sam e plane of existence. You can use this telepathic link object can be no larger than Medium (contained within a single 5-foot cube).
to issue com m ands to the creature while y ou are conscious (no action The quality of objects m ade by the spell is com m ensurate with the quality of
required), which it does its best to obey . You can specify a sim ple and general the raw m aterials.
course of action, such as "Attack that creature," "Run ov er there," or "Fetch Creatures or m agic item s can't be created or transm uted by this spell. You
that object." If the creature com pletes the order and doesn't receiv e further also can't use it to create item s that ordinarily require a high degree of
direction from y ou, it defends and preserv es itself to the best of its ability . craftsm anship, such as jewelry , weapons, glass, or arm or, unless y ou hav e
You can use y our action to take total and precise control of the target. Until proficiency with the ty pe of artisan's tools used to craft such objects.
the end of y our next turn, the creature takes only the actions y ou choose, and
Wizard Player´s Handbook (SRD)
doesn't do any thing that y ou don't allow it to do. During this tim e, y ou can
also cause the creature to use a reaction, but this requires y ou to use y our
own reaction as well. Each tim e the target takes dam age, it m akes a new
Wisdom sav ing throw against the spell. If the sav ing throw succeeds, the spell
ends.
At Higher Levels. When y ou cast this spell with a 5th-lev el spell slot, the
duration is concentration, up to 1 0 m inutes. When y ou use a 6 th-lev el spell
slot, the duration is concentration, up to 1 hour. When y ou use a spell slot of
7 th lev el or higher, the duration is concentration, up to 8 hours.

Druid Sorcerer Ranger [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 40/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Find Greater Steed Grasping Vine


level 4 - conjuration level 4 - conjuration
Cast ing Time: 1 0 m inutes Cast ing Time: 1 bonus action
Range: 3 0 feet Range: 3 0 feet
Component s: V, S Component s: V, S
Durat ion: Instantaneous Durat ion: Concentration, up to 1 m inute

Des cription not available (not OGL). Des cription not available (not OGL).
But here is a s um m ary: But here is a s um m ary:

Sum m on a spirit that assum es the form a steed (griffon, pegasus, etc) The target m ust succeed on a Dex. sav e or be pulled 2 0 ft toward the v ine.
telepathically linked to the caster.
Druid Ranger Player´s Handbook
Paladin Xanathar´s Guide to Everything
Greater Invisibility
Fire Shield level 4 - illusion
level 4 - evocation Cast ing Time: 1 action
Cast ing Time: 1 action Range: Touch
Range: Self Component s: V, S
Component s: V, S, M (a bit of phosphorus or a firefly ) Durat ion: Concentration, up to 1 m inute
Durat ion: 1 0 m inutes You or a creature y ou touch becom es inv isible until the spell ends. Any thing
Thin and wispy flam es wreathe y our body for the duration, shedding bright the target is wearing or carry ing is inv isible as long as it is on the target's
light in a 1 0-foot radius and dim light for an additional 1 0 feet. You can end person.
the spell early by using an action to dism iss it.
Bard Sorcerer Wizard Player´s Handbook (SRD)
The flam es prov ide y ou with a warm shield or a chill shield, as y ou choose.
The warm shield grants y ou resistance to cold dam age, and the chill shield
grants y ou resistance to fire dam age. Guardian of Faith
level 4 - conjuration
In addition, whenev er a creature within 5 feet of y ou hits y ou with a m elee
attack, the shield erupts with flam e. The attacker takes 2 d8 fire dam age from Cast ing Time: 1 action
a warm shield, or 2 d8 cold dam age from a cold shield. Range: 3 0 feet
Component s: V
Wizard Druid [TCoE] Sorcerer [TCoE] Player´s Handbook (SRD)
Durat ion: 8 hours
A Large spectral guardian appears and hov ers for the duration in an
Freedom of Movement unoccupied space of y our choice that y ou can see within range. The guardian
level 4 - abjuration
occupies that space and is indistinct except for a gleam ing sword and shield
Cast ing Time: 1 action em blazoned with the sy m bol of y our deity .
Range: Touch Any creature hostile to y ou that m ov es to a space within 1 0 feet of the
Component s: V, S, M (a leather strap, bound around the arm or a sim ilar guardian for the first tim e on a turn m ust succeed on a Dexterity sav ing
appendage) throw. The creature takes 2 0 radiant dam age on a failed sav e, or half as
Durat ion: 1 hour m uch dam age on a successful one. The guardian v anishes when it has dealt a
You touch a willing creature. For the duration, the target's m ov em ent is total of 6 0 dam age.
unaffected by difficult terrain, and spells and other m agical effects can
Cleric Player´s Handbook (SRD)
neither reduce the target's speed nor cause the target to be paraly zed or
restrained.
The target can also spend 5 feet of m ov em ent to autom atically escape from Guardian of Nature
nonm agical restraints, such as m anacles or a creature that has it grappled. level 4 - transmutation
Finally , being underwater im poses no penalties on the target's m ov em ent or Cast ing Time: 1 bonus action
attacks. Range: Self
Component s: V
Bard Cleric Druid Ranger Player´s Handbook (SRD)
Durat ion: Concentration, up to 1 m inute

Giant Insect Des cription not available (not OGL).


level 4 - transmutation But here is a s um m ary:

Cast ing Time: 1 action Transform the caster into a Prim al Beast (+ 1 0 ft, darkv ision, ...) or a Great
Range: 3 0 feet Tree (+ 1 0 hp, adv antage to som e rolls, ...).
Component s: V, S
Durat ion: Concentration, up to 1 0 m inutes Druid Ranger Xanathar´s Guide to Everything

You transform up to ten centipedes, three spiders, fiv e wasps, or one scorpion
within range into giant v ersions of their natural form s for the duration. A
centipede becom es a giant centipede, a spider becom es a giant spider, a wasp
becom es a giant wasp, and a scorpion becom es a giant scorpion.
Each creature obey s y our v erbal com m ands, and in com bat, they act on y our
turn each round. The DM has the statistics for these creatures and resolv es
their actions and m ov em ent.
A creature rem ains in its giant size for the duration, until it drops to 0 hit
points, or until y ou use an action to dism iss the effect on it.
The DM m ight allow y ou to choose different targets. For exam ple, if y ou
transform a bee, its giant v ersion m ight hav e the sam e statistics as a giant
wasp.

Druid Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 41/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Hallucinatory Terrain Locate Creature


level 4 - illusion level 4 - divination
Cast ing Time: 1 0 m inutes Cast ing Time: 1 action
Range: 3 00 feet Range: Self
Component s: V, S, M (a stone, a twig, and a bit of green plant) Component s: V, S, M (a bit of fur from a bloodhound)
Durat ion: 2 4 hours Durat ion: Concentration, up to 1 hour
You m ake natural terrain in a 1 50-foot cube in range look, sound, and sm ell Describe or nam e a creature that is fam iliar to y ou. You sense the direction to
like som e other sort of natural terrain. Thus, open fields or a road can be m ade the creature's location, as long as that creature is within 1 ,000 feet of y ou. If
to resem ble a swam p, hill, crev asse, or som e other difficult or im passable the creature is m ov ing, y ou know the direction of its m ov em ent.
terrain. A pond can be m ade to seem like a grassy m eadow, a precipice like a The spell can locate a specific creature known to y ou, or the nearest creature
gentle slope, or a rock-strewn gully like a wide and sm ooth road. of a specific kind (such as a hum an or a unicorn), so long as y ou hav e seen
Manufactured structures, equipm ent, and creatures within the area aren't such a creature up close-within 3 0 feet-at least once. If the creature y ou
changed in appearance. described or nam ed is in a different form , such as being under the effects of a
The tactile characteristics of the terrain are unchanged, so creatures entering polymorph spell, this spell doesn't locate the creature.
the area are likely to see through the illusion. If the difference isn't obv ious by This spell can't locate a creature if running water at least 1 0 feet wide blocks a
touch, a creature carefully exam ining the illusion can attem pt an direct path between y ou and the creature.
Intelligence (Inv estigation) check against y our spell sav e DC to disbeliev e it.
Bard Cleric Druid Paladin Ranger Wizard Player´s Handbook (SRD)
A creature who discerns the illusion for what it is, sees it as a v ague im age
superim posed on the terrain.
Mordenkainen's Faithful Hound
Bard Druid Warlock Wizard Player´s Handbook (SRD) level 4 - conjuration
Cast ing Time: 1 action
Ice Storm Range: 3 0 feet
level 4 - evocation Component s: V, S, M (a tiny silv er whistle, a piece of bone, and a thread)
Cast ing Time: 1 action Durat ion: 8 hours
Range: 3 00 feet You conjure a phantom watchdog in an unoccupied space that y ou can see
Component s: V, S, M (a pinch of dust and a few drops of water) within range, where it rem ains for the duration, until y ou dism iss it as an
Durat ion: Instantaneous action, or until y ou m ov e m ore than 1 00 feet away from it.
A hail of rock-hard ice pounds to the ground in a 2 0-foot-radius, 4 0-foot-high The hound is inv isible to all creatures except y ou and can't be harm ed. When
cy linder centered on a point within range. Each creature in the cy linder a Sm all or larger creature com es within 3 0 feet of it without first speaking
m ust m ake a Dexterity sav ing throw. A creature takes 2 d8 bludgeoning the password that y ou specify when y ou cast this spell, the hound starts
dam age and 4 d6 cold dam age on a failed sav e, or half as m uch dam age on a barking loudly . The hound sees inv isible creatures and can see into the
successful one. Ethereal Plane. It ignores illusions.
Hailstones turn the storm 's area of effect into difficult terrain until the end of At the start of each of y our turns, the hound attem pts to bite one creature
y our next turn. within 5 feet of it that is hostile to y ou. The hound's attack bonus is equal to
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or y our spellcasting ability m odifier + y our proficiency bonus. On a hit, it deals
higher, the bludgeoning dam age increases by 1 d8 for each slot lev el abov e 4 d8 piercing dam age.
4 th.
Wizard Player´s Handbook (SRD)
Druid Sorcerer Wizard Player´s Handbook (SRD)
Mordenkainen's Private Sanctum
Leomund's Secret Chest level 4 - abjuration
level 4 - conjuration Cast ing Time: 1 0 m inutes
Cast ing Time: 1 action Range: 1 2 0 feet
Range: Touch Component s: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of
Component s: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, cotton or cloth, and powdered chry solite)
constructed from rare m aterials worth at least 5,000 gp, and a Tiny replica Durat ion: 2 4 hours
m ade from the sam e m aterials worth at least 50 gp) You m ake an area within range m agically secure. The area is a cube that can
Durat ion: Instantaneous be as sm all as 5 feet to as large as 1 00 feet on each side. The spell lasts for the
You hide a chest, and all its contents, on the Ethereal Plane. You m ust touch duration or until y ou use an action to dism iss it.
the chest and the m iniature replica that serv es as a m aterial com ponent for When y ou cast the spell, y ou decide what sort of security the spell prov ides,
the spell. The chest can contain up to 1 2 cubic feet of nonliv ing m aterial (3 choosing any or all of the following properties:
feet by 2 feet by 2 feet). • Sound can't pass through the barrier at the edge of the warded area.
While the chest rem ains on the Ethereal Plane, y ou can use an action and • The barrier of the warded area appears dark and foggy , prev enting v ision
touch the replica to recall the chest. It appears in an unoccupied space on the (including darkv ision through it.
ground within 5 feet of y ou. You can send the chest back to the Ethereal Plane • Sensors created by div ination spells can't appear inside the protected area or
by using an action and touching both the chest and the replica. pass through the barrier at its perim eter.
After 6 0 day s, there is a cum ulativ e 5 percent chance per day that the spell's • Creatures in the area can't be targeted by div ination spells.
effect ends. This effect ends if y ou cast this spell again, if the sm aller replica • Nothing can teleport into or out of the warded area.
chest is destroy ed, or if y ou choose to end the spell as an action. If the spell • Planar trav el is blocked within the warded area.
ends and the larger chest is on the Ethereal Plane, it is irretriev ably lost. Casting this spell on the sam e spot ev ery day for a y ear m akes this effect
perm anent.
Wizard Player´s Handbook (SRD)
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or
higher, y ou can increase the size of the cube by 1 00 feet for each slot lev el
bey ond 4 th. Thus y ou could protect a cube that can be up to 2 00 feet on one
side by using a spell slot of 5th lev el.

Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 42/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Otiluke's Resilient Sphere Shadow of Moil


level 4 - evocation level 4 - necromancy
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: Self
Component s: V, S, M (a hem ispherical piece of clear cry stal and a m atching Component s: V, S, M (an undead ey eball encased in a gem worth at least
hem ispherical piece of gum arabic) 1 50 gp)
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 m inute
A sphere of shim m ering force encloses a creature or object of Large size or
Des cription not available (not OGL).
sm aller within range. An unwilling creature m ust m ake a Dexterity sav ing
But here is a s um m ary:
throw. On a failed sav e, the creature is enclosed for the duration.
Nothing—not phy sical objects, energy , or other spell effects—can pass through Tha caster gains resistance to radiant dam age and deals 2 d8 necrotic dam age
the barrier, in or out, though a creature in the sphere can breathe there. The to creatures that hit him with an attack.
sphere is im m une to all dam age, and a creature or object inside can't be
Warlock Xanathar´s Guide to Everything
dam aged by attacks or effects originating from outside, nor can a creature
inside the sphere dam age any thing outside it.
The sphere is weightless and just large enough to contain the creature or Sickening Radiance
object inside. An enclosed creature can use its action to push against the level 4 - evocation
sphere's walls and thus roll the sphere at up to half the creature's speed. Cast ing Time: 1 action
Sim ilarly , the globe can be picked up and m ov ed by other creatures. Range: 1 2 0 feet
A disintegrate spell targeting the globe destroy s it without harm ing any thing Component s: V, S
inside it. Durat ion: Concentration, up to 1 0 m inutes

Wizard Player´s Handbook (SRD) Des cription not available (not OGL).
But here is a s um m ary:
Phantasmal Killer Creatures in a 3 0-ft radius m ust succeed on a Con. sav e or take 4 d1 0 radiant
level 4 - illusion
dam age and one lev el of exhaustion.
Cast ing Time: 1 action
Range: 1 2 0 feet Sorcerer Warlock Wizard Xanathar´s Guide to Everything

Component s: V, S
Durat ion: Concentration, up to 1 m inute Staggering Smite
You tap into the nightm ares of a creature y ou can see within range and level 4 - evocation
create an illusory m anifestation of its deepest fears, v isible only to that Cast ing Time: 1 bonus action
creature. The target m ust m ake a Wisdom sav ing throw. On a failed sav e, the Range: Self
target becom es frightened for the duration. At the end of each of the target's Component s: V
turns before the spell ends, the target m ust succeed on a Wisdom sav ing Durat ion: Concentration, up to 1 m inute
throw or take 4 d1 0 psy chic dam age. On a successful sav e, the spell ends.
Des cription not available (not OGL).
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or
But here is a s um m ary:
higher, the dam age increases by 1 d1 0 for each slot lev el abov e 4 th.
If the attack hits, deals an extra 4 d6 py schic dam age and the target m ust
Wizard Bard [TCoE] Player´s Handbook (SRD)
succeed on a Wis. sav e or hav e a disadv antage.

Polymorph Paladin Player´s Handbook


level 4 - transmutation
Cast ing Time: 1 action Stone Shape
Range: 6 0 feet level 4 - transmutation
Component s: V, S, M (a caterpillar cocoon) Cast ing Time: 1 action
Durat ion: Concentration, up to 1 hour Range: Touch
This spell transform s a creature that y ou can see within range into a new Component s: V, S, M (soft clay , which m ust be worked into roughly the
form . An unwilling creature m ust m ake a Wisdom sav ing throw to av oid the desired shape of the stone object)
effect. The spell has no effect on a shapechanger or a creature with 0 hit Durat ion: Instantaneous
points. You touch a stone object of Medium size or sm aller or a section of stone no
The transform ation lasts for the duration, or until the target drops to 0 hit m ore than 5 feet in any dim ension and form it into any shape that suits y our
points or dies. The new form can be any beast whose challenge rating is equal purpose. So, for exam ple, y ou could shape a large rock into a weapon, idol, or
to or less than the target's (or the target's lev el, if it doesn't hav e a challenge coffer, or m ake a sm all passage through a wall, as long as the wall is less than
rating). The target's gam e statistics, including m ental ability scores, are 5 feet thick. You could also shape a stone door or its fram e to seal the door
replaced by the statistics of the chosen beast. It retains its alignm ent and shut. The object y ou create can hav e up to two hinges and a latch, but finer
personality . m echanical detail isn't possible.
The target assum es the hit points of its new form . When it rev erts to its
Cleric Druid Wizard Player´s Handbook (SRD)
norm al form , the creature returns to the num ber of hit points it had before it
transform ed. If it rev erts as a result of dropping to 0 hit points, any excess
dam age carries ov er to its norm al form . As long as the excess dam age doesn't
reduce the creature's norm al form to 0 hit points, it isn't knocked
unconscious.
The creature is lim ited in the actions it can perform by he nature of its new
form , and it can't speak, cast spells, or take any other action that requires
hands or speech.
The target's gear m elds into the new form . The creature can't activ ate, use,
wield, or otherwise benefit from any of its equipm ent.

Bard Druid Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 43/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Stoneskin Summon Elemental


level 4 - abjuration level 4 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Touch Range: 9 0 feet
Component s: V, S, M (diam ond dust worth 1 00 gp, which the spell Component s: V, S, M (air, a pebble, ash, and water inside a gold-inlaid v ial
consum es) worth at least 4 00 gp)
Durat ion: Concentration, up to 1 hour Durat ion: Concentration, up to 1 hour
This spell turns the flesh of a willing creature y ou touch as hard as stone.
Des cription not available (not OGL).
Until the spell ends, the target has resistance to nonm agical bludgeoning,
But here is a s um m ary:
piercing, and slashing dam age.
Sum m on 1 elem ental spirit (air, earth, fire, or water), friendly (stat
Druid Ranger Sorcerer Wizard Player´s Handbook (SRD)
block/y our lv l).

Storm Sphere Druid Ranger Wizard Tasha´s Cauldron of Everything


level 4 - evocation
Cast ing Time: 1 action Summon Greater Demon
Range: 1 50 feet level 4 - conjuration
Component s: V, S Cast ing Time: 1 action
Durat ion: Concentration, up to 1 m inute Range: 6 0 feet
A 2 0-foot-radius sphere of whirling air springs into existence centered on a Component s: V, S, M (a v ial of blood from a hum anoid killed within the past
point y ou choose within range. The sphere rem ains for the spell's duration. 2 4 hours)
Each creature in the sphere when it appears or that ends its turn there m ust Durat ion: Concentration, up to 1 hour
succeed on a Strength sav ing throw or take 2 d6 bludgeoning dam age. The
Des cription not available (not OGL).
sphere's space is difficult terrain.
But here is a s um m ary:
Until the spell ends, y ou can use a bonus action on each of y our turns to cause
a bolt of lightning to leap from the center of the sphere toward one creature Sum m on 1 CR 5 dem on, friendly (CR + 1 /lv l).
y ou choose within 6 0 feet of the center. Make a ranged spell attack. You hav e
Warlock Wizard Xanathar´s Guide to Everything
adv antage on the attack roll if the target is in the sphere. On a hit, the target
takes 4 d6 lightning dam age.
Creatures within 3 0 feet of the sphere hav e disadv antage on Wisdom Vitriolic Sphere
level 4 - evocation
(Perception) checks m ade to listen.
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or Cast ing Time: 1 action
higher, the dam age increases for each of its effects by 1 d6 for each slot lev el Range: 1 50 feet
abov e 4 th. Component s: V, S, M (a drop of giant slug bile)
Durat ion: Instantaneous
Sorcerer Wizard Xanathar´s Guide to Everything
You point at a location within range, and a glowing 1 -foot-diam eter ball of
em erald acid streaks there and explodes in a 2 0-foot-radius sphere. Each
Summon Aberration creature in that area m ust m ake a Dexterity sav ing throw. On a failed sav e,
level 4 - conjuration
a creature takes 1 0d4 acid dam age and another 5d4 acid dam age at the end
Cast ing Time: 1 action of its next turn. On a successful sav e, a creature takes half the initial dam age
Range: 9 0 feet and no dam age at the end of its next turn.
Component s: V, S, M (a pickled tentacle and an ey eball in a platinum -inlaid At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or
v ial worth at least 4 00 gp) higher, the initial dam age increases by 2 d4 for each slot lev el abov e 4 th.
Durat ion: Concentration, up to 1 hour
Sorcerer Wizard Xanathar´s Guide to Everything
Des cription not available (not OGL).
But here is a s um m ary:

Sum m on 1 aberrant spirit (beholderkin, slaad, or star spawn), friendly (stat


block/y our lv l).

Warlock Wizard Tasha´s Cauldron of Everything

Summon Construct
level 4 - conjuration
Cast ing Time: 1 action
Range: 9 0 feet
Component s: V, S, M (an ornate stone and m etal lockbox worth at least 4 00
gp)
Durat ion: Concentration, up to 1 hour

Des cription not available (not OGL).


But here is a s um m ary:

Sum m on 1 spirit of a construct (clay , m etal, or stone), friendly (stat


block/y our lv l).

Wizard Tasha´s Cauldron of Everything

[Link] w w .[Link]/dnd/[Link] 44/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Wall of Fire Animate Objects


level 4 - evocation level 5 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 2 0 feet Range: 1 2 0 feet
Component s: V, S, M (a sm all piece of phosphorus) Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: Concentration, up to 1 m inute
You create a wall of fire on a solid surface within range. You can m ake the Object s com e t o life a t y ou r com m a n d. Ch oose u p t o t en n on m a g ica l object s
wall up to 6 0 feet long, 2 0 feet high, and 1 foot thick, or a ringed wall up to 2 0 w it h in r a n g e t h a t a r e n ot bein g w or n or ca r r ied. Mediu m t a r g et s cou n t a s t w o
feet in diam eter, 2 0 feet high, and 1 foot thick. The wall is opaque and lasts object s, La r g e t a r g et s cou n t a s fou r object s, Hu g e t a r g et s cou n t a s eig h t
for the duration. object s. Y ou ca n 't a n im a t e a n y object la r g er t h a n Hu g e. Ea ch t a r g et a n im a t es
a n d becom es a cr ea t u r e u n der y ou r con t r ol u n t il t h e spell en ds or u n t il
When the wall appears, each creature within its area m ust m ake a Dexterity
r edu ced t o 0 h it poin t s.
sav ing throw. On a failed sav e, a creature takes 5d8 fire dam age, or half as
A s a bon u s a ct ion , y ou ca n m en t a lly com m a n d a n y cr ea t u r e y ou m a de w it h
m uch dam age on a successful sav e.
t h is spell if t h e cr ea t u r e is w it h in 5 0 0 feet of y ou (if y ou con t r ol m u lt iple
One side of the wall, selected by y ou when y ou cast this spell, deals 5d8 fire cr ea t u r es, y ou ca n com m a n d a n y or a ll of t h em a t t h e sa m e t im e, issu in g t h e
dam age to each creature that ends its turn within 1 0 feet of that side or inside sa m e com m a n d t o ea ch on e). Y ou decide w h a t a ct ion t h e cr ea t u r e w ill t a k e
the wall. A creature takes the sam e dam age when it enters the wall for the a n d w h er e it w ill m ov e du r in g it s n ex t t u r n , or y ou ca n issu e a g en er a l
first tim e on a turn or ends its turn there. com m a n d, su ch a s t o g u a r d a pa r t icu la r ch a m ber or cor r idor . If y ou issu e n o
The other side of the wall deals no dam age. com m a n ds, t h e cr ea t u r e on ly defen ds it self a g a in st h ost ile cr ea t u r es. On ce
At Higher Levels. When y ou cast this spell using a spell slot of 5th lev el or g iv en a n or der , t h e cr ea t u r e con t in u es t o follow it u n t il it s t a sk is com plet e.
higher, the dam age increases by 1 d8 for each slot lev el abov e 4 th. Size HP AC Attack Str Dex

Druid Sorcerer Wizard Player´s Handbook (SRD) Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14

Watery Sphere Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12


level 4 - conjuration Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Cast ing Time: 1 action Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6
Range: 9 0 feet
Component s: V, S, M (a droplet of water) A n a n im a t ed object is a con st r u ct w it d A C, h it poin t s, a t t a ck s, St r en g t h , a n d
Durat ion: Concentration, up to 1 m inute Dex t er it y det er m in ed by it s size. It s Con st it u t ion is 1 0 a n d it s In t ellig en ce a n d
W isdom a r e 3 , a n d it s Ch a r ism a is 1 . It s speed is 3 0 feet ; if t h e object la ck s leg s
You conjure up a sphere of water with a 5-foot radius on a point y ou can see
or ot h er a ppen da g es it ca n u se for locom ot ion , it in st ea d h a s a fly in g speed of
within range. The sphere can hov er but no m ore than 1 0 feet off the ground.
3 0 feet a n d ca n h ov er . If t h e object is secu r ely a t t a ch ed t o a su r fa ce or a
The sphere rem ains for the spell's duration. la r g er object , su ch a s a ch a in bolt ed t o a w a ll, it s speed is 0 . It h a s blin dsig h t
Any creature in the sphere's space m ust m ake a Strength sav ing throw. On a w it h a r a diu s of 3 0 feet a n d is blin d bey on d t h a t dist a n ce. W h en t h e a n im a t ed
successful sav e, a creature is ejected from that space to the nearest object dr ops t o 0 h it poin t s, it r ev er t s t o it s or ig in a l object for m , a n d a n y
unoccupied space of the creature's choice outside the sphere. A Huge or larger r em a in in g da m a g e ca r r ies ov er t o it s or ig in a l object for m .
creature succeeds on the sav ing throw autom atically , and a Large or sm aller If y ou com m a n d a n object t o a t t a ck , it ca n m a k e a sin g le m elee a t t a ck a g a in st
creature can choose to fail it. On a failed sav e, a creature is restrained by the a cr ea t u r e w it h in 5 feet of it . It m a k es a sla m a t t a ck w it h a n a t t a ck bon u s a n d
sphere and is engulfed by the water. At the end of each of its turns, a blu dg eon in g da m a g e det er m in ed by it s size. T h e DM m ig h t r u le t h a t a specific
restrained target can repeat the sav ing throw, ending the effect on itself on a object in flict s sla sh in g or pier cin g da m a g e ba sed on it s for m .
A t Higher Levels . If y ou ca st t h is spell u sin g a spell slot of 6 t h lev el or h ig h er ,
success.
y ou ca n a n im a t e t w o a ddit ion a l object s for ea ch slot lev el a bov e 5 t h .
The sphere can restrain as m any as four Medium or sm aller creatures or one
Large creature. If the sphere restrains a creature that causes it to exceed this Bard Sorcerer Wizard Player´s Handbook (SRD)
capacity , a random creature that was already restrained by the sphere falls
out of it and lands prone in a space within 5 feet of it. Antilife Shell
As an action, y ou can m ov e the sphere up to 3 0 feet in a straight line. If it level 5 - abjuration
m ov es ov er a pit, a cliff, or other drop-off, it safely descends until it is
Cast ing Time: 1 action
hov ering 1 0 feet abov e the ground. Any creature restrained by the sphere
Range: Self (1 0-foot radius)
m ov es with it. You can ram the sphere into creatures, forcing them to m ake
Component s: V, S
the sav ing throw.
Durat ion: Concentration, up to 1 hour
When the spell ends, the sphere falls to the ground and extinguishes all
A shim m ering barrier extends out from y ou in a 1 0-foot radius and m ov es
norm al flam es within 3 0 feet of it. Any creature restrained by the sphere is
with y ou, rem aining centered on y ou and hedging out creatures other than
knocked prone in the space where it falls. The water then v anishes.
undead and constructs. The barrier lasts for the duration.
Druid Sorcerer Wizard Xanathar´s Guide to Everything The barrier prev ents an affected creature from passing or reaching through.
An affected creature can cast spells or m ake attacks with ranged or reach
LEVEL 5 weapons through the barrier.
If y ou m ov e so that an affected creature is forced to pass through the barrier,
the spell ends.

Druid Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 45/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Awaken Bigby's Hand


level 5 - transmutation level 5 - evocation
Cast ing Time: 8 hours Cast ing Time: 1 action
Range: Touch Range: 1 2 0 feet
Component s: V, S, M (an agate worth at least 1 ,000 gp, which the spell Component s: V, S, M (an eggshell and a snakeskin glov e)
consum es) Durat ion: Concentration, up to 1 m inute
Durat ion: Instantaneous You create a Large hand of shim m ering, translucent force in an unoccupied
After spending the casting tim e tracing m agical pathway s within a precious space that y ou can see within range. The hand lasts for the spell's duration,
gem stone, y ou touch a Huge or sm aller beast or plant. The target m ust hav e and it m ov es at y our com m and, m im icking the m ov em ents of y our own
either no Intelligence score or an Intelligence of 3 or less. The target gains an hand.
Intelligence of 1 0. The target also gains the ability to speak one language y ou The hand is an object that has AC 2 0 and hit points equal to y our hit point
know. If the target is a plant, it gains the ability to m ov e its lim bs, roots, m axim um . If it drops to 0 hit points, the spell ends. It has a Strength of 2 6
v ines, creepers, and so forth, and it gains senses sim ilar to a hum an's. Your (+ 8) and a Dexterity of 1 0 (+ 0). The hand doesn't fill its space.
DM chooses statistics appropriate for the awakened plant, such as the When y ou cast the spell and as a bonus action on y our subsequent turns, y ou
statistics for the awakened shrub or the awakened tree. can m ov e the hand up to 6 0 feet and then cause one of the following effects
The awakened beast or plant is charm ed by y ou for 3 0 day s or until y ou or with it.
y our com panions do any thing harm ful to it. When the charm ed condition Clenched Fist . The hand strikes one creature or object within 5 feet of it.
ends, the awakened creature chooses whether to rem ain friendly to y ou, Make a m elee spell attack for the hand using y our gam e statistics. On a hit,
based on how y ou treated it while it was charm ed. the target takes 4 d8 force dam age.
Forceful Hand. The hand attem pts to push a creature within 5 feet of it in a
Bard Druid Player´s Handbook (SRD)
direction y ou choose. Make a check with the hand's Strength contested by the
Strength (Athletics) check of the target. If the target is Medium or sm aller,
Banishing Smite y ou hav e adv antage on the check. If y ou succeed, the hand pushes the target
level 5 - abjuration up to 5 feet plus a num ber of feet equal to fiv e tim es y our spellcasting ability
Cast ing Time: 1 bonus action m odifier. The hand m ov es with the target to rem ain within 5 feet of it.
Range: Self Grasping Hand. The hand attem pts to grapple a Huge or sm aller creature
Component s: V within 5 feet of it. You use the hand's Strength score to resolv e the grapple. If
Durat ion: Concentration, up to 1 m inute the target is Medium or sm aller, y ou hav e adv antage on the check. While the
hand is grappling the target, y ou can use a bonus action to hav e the hand
Des cription not available (not OGL).
crush it. When y ou do so, the target takes bludgeoning dam age equal to 2 d6 +
But here is a s um m ary:
y our spellcasting ability m odifier.
If a weapon attack hits, deals an extra 5d1 0 force dam age. Target reduced to Int erposing Hand. The hand interposes itself between y ou and a creature
50 hp or fewer this way are banished. y ou choose until y ou giv e the hand a different com m and. The hand m ov es to
stay between y ou and the target, prov iding y ou with half cov er against the
Paladin Player´s Handbook
target. The target can't m ov e through the hand's space if its Strength score is
less than or equal to the hand's Strength score. If its Strength score is higher
than the hand's Strength score, the target can m ov e toward y ou through the
hand's space, but that space is difficult terrain for the target.
At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or
higher, the dam age from the clenched fist option increases by 2 d8 and the
dam age from the grasping hand increases by 2 d6 for each slot lev el abov e
5th.

Wizard Sorcerer [TCoE] Player´s Handbook (SRD)

Circle of Power
level 5 - abjuration
Cast ing Time: 1 action
Range: Self (3 0-foot radius)
Component s: V
Durat ion: Concentration, up to 1 0 m inutes

Des cription not available (not OGL).


But here is a s um m ary:

Friendly creatures in a 3 0-ft radius hav e adv antage on sav ing throws against
spells and other m agicial effects.

Paladin Player´s Handbook

[Link] w w .[Link]/dnd/[Link] 46/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Cloudkill Cone of Cold


level 5 - conjuration level 5 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 2 0 feet Range: Self (6 0-foot cone)
Component s: V, S Component s: V, S, M (a sm all cry stal or glass cone)
Durat ion: Concentration, up to 1 0 m inutes Durat ion: Instantaneous
You create a 2 0-foot-radius sphere of poisonous, y ellow-green fog centered on a A blast of cold air erupts from y our hands. Each creature in a 6 0-foot cone
point y ou choose within range. The fog spreads around corners. It lasts for the m ust m ake a Constitution sav ing throw. A creature takes 8d8 cold dam age on
duration or until strong wind disperses the fog, ending the spell. Its area is a failed sav e, or half as m uch dam age on a successful one.
heav ily obscured. A creature killed by this spell becom es a frozen statue until it thaws.
When a creature enters the spell's area for the first tim e on a turn or starts its At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or
turn there, that creature m ust m ake a Constitution sav ing throw. The higher, the dam age increases by 1 d8 for each slot lev el abov e 5th.
creature takes 5d8 poison dam age on a failed sav e, or half as m uch dam age on
Sorcerer Wizard Druid [TCoE] Player´s Handbook (SRD)
a successful one. Creatures are affected ev en if they hold their breath or don't
need to breathe.
The fog m ov es 1 0 feet away from y ou at the start of each of y our turns, Conjure Elemental
rolling along the surface of the ground. The v apors, being heav ier than air, level 5 - conjuration
sink to the lowest lev el of the land, ev en pouring down openings. Cast ing Time: 1 m inute
At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or Range: 9 0 feet
higher, the dam age increases by 1 d8 for each slot lev el abov e 5th. Component s: V, S, M (burning incense for air, soft clay for earth, sulfur and
phosphorus for fire, or water and sand for water)
Sorcerer Wizard Player´s Handbook (SRD)
Durat ion: Concentration, up to 1 hour
You call forth an elem ental serv ant. Choose an area of air, earth, fire, or
Commune water that fills a 1 0-foot cube within range. An elem ental of challenge rating
level 5 - divination (ritual)
5 or lower appropriate to the area y ou chose appears in an unoccupied space
Cast ing Time: 1 m inute within 1 0 feet of it. For exam ple, a fire elem ental em erges from a bonfire, and
Range: Self an earth elem ental rises up from the ground. The elem ental disappears when
Component s: V, S, M (incense and a v ial of holy or unholy water) it drops to 0 hit points or when the spell ends. The elem ental is friendly to y ou
Durat ion: 1 m inute and y our com panions for the duration. Roll initiativ e for the elem ental,
You contact y our deity or a div ine proxy and ask up to three questions that which has its own turns. It obey s any v erbal com m ands that y ou issue to it
can be answered with a y es or no. You m ust ask y our questions before the spell (no action required by y ou). If y ou don't issue any com m ands to the
ends. You receiv e a correct answer for each question. elem ental, it defends itself from hostile creatures but otherwise takes no
Div ine beings aren't necessarily om niscient, so y ou m ight receiv e "unclear" as actions.
an answer if a question pertains to inform ation that lies bey ond the deity 's If y our concentration is broken, the elem ental doesn't disappear. Instead, y ou
knowledge. In a case where a one-word answer could be m isleading or lose control of the elem ental, it becom es hostile toward y ou and y our
contrary to the deity 's interests, the DM m ight offer a short phrase as an com panions, and it m ight attack. An uncontrolled elem ental can't be
answer instead. dism issed by y ou, and it disappears 1 hour after y ou sum m oned it. The DM
If y ou cast the spell two or m ore tim es before finishing y our next long rest, has the elem ental's statistics.
there is a cum ulativ e 2 5 percent chance for each casting after the first that At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or
y ou get no answer. The DM m akes this roll in secret. higher, the challenge rating increases by 1 for each slot lev el abov e 5th.

Cleric Player´s Handbook (SRD) Druid Wizard Player´s Handbook (SRD)

Commune with Nature Conjure Volley


level 5 - divination (ritual) level 5 - conjuration
Cast ing Time: 1 m inute Cast ing Time: 1 action
Range: Self Range: 1 50 feet
Component s: V, S Component s: V, S, M (one piece of am m unition or one thrown weapon)
Durat ion: Instantaneous Durat ion: Instantaneous
You briefly becom e one with nature and gain knowledge of the surrounding
Des cription not available (not OGL).
territory . In the outdoors, the spell giv es y ou knowledge of the land within 3
But here is a s um m ary:
m iles of y ou. In cav es and other natural underground settings, the radius is
lim ited to 3 00 feet. The spell doesn't function where nature has been replaced Creatures in a 4 0-ft-radius, 2 0-ft-high cy linder m ust succeed on a Dex. sav e
by construction, such as in dungeons and towns. or take 8d8 dam age from the weapon/am m unition used.
You instantly gain knowledge of up to three facts of y our choice about any of
Ranger Player´s Handbook
the following subjects as they relate to the area:
• terrain and bodies of water
• prev alent plants, m inerals, anim als, or peoples
• powerful celestials, fey , fiends, elem entals, or undead
• influence from other planes of existence
• buildings
For exam ple, y ou could determ ine the location of powerful undead in the
area, the location of m ajor sources of safe drinking water, and the location of
any nearby towns.

Druid Ranger Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 47/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Contact Other Plane Control Winds


level 5 - divination (ritual) level 5 - transmutation
Cast ing Time: 1 m inute Cast ing Time: 1 action
Range: Self Range: 3 00 feet
Component s: V Component s: V, S
Durat ion: 1 m inute Durat ion: Concentration, up to 1 hour
You m entally contact a dem igod, the spirit of a long-dead sage, or som e other You take control of the air in a 1 00-foot cube that y ou can see within range.
m y sterious entity from another plane. Contacting this extraplanar Choose one of the following effects when y ou cast the spell. The effect lasts for
intelligence can strain or ev en break y our m ind. When y ou cast this spell, the spell's duration, unless y ou use y our action on a later turn to switch to a
m ake a DC 1 5 Intelligence sav ing throw. On a failure, y ou take 6 d6 psy chic different effect. You can also use y our action to tem porarily halt the effect or
dam age and are insane until y ou finish a long rest. While insane, y ou can't to restart one y ou'v e halted.
take actions, can't understand what other creatures say , can't read, and speak Gust s. A wind picks up within the cube, continually blowing in a horizontal
only in gibberish. A greater restoration spell cast on y ou ends this effect. direction y ou designate. You choose the intensity of the wind: calm ,
On a successful sav e, y ou can ask the entity up to fiv e questions. You m ust ask m oderate, or strong. If the wind is m oderate or strong, ranged weapon attacks
y our questions before the spell ends. The DM answers each question with one that enter or leav e the cube or pass through it hav e disadv antage on their
word, such as "y es," "no," "m ay be," "nev er," "irrelev ant," or "unclear" (if the attack rolls. If the wind is strong, any creature m ov ing against the wind m ust
entity doesn't know the answer to the question). If a one-word answer would spend 1 extra foot of m ov em ent for each foot m ov ed.
be m isleading, the DM m ight instead offer a short phrase as an answer. Downdraft . You cause a sustained blast of strong wind to blow downward
from the top of the cube. Ranged weapon attacks that pass through the cube
Warlock Wizard Player´s Handbook (SRD)
or that are m ade against targets within it hav e disadv antage on their attack
rolls. A creature m ust m ake a Strength sav ing throw if it flies into the cube
Contagion for the first tim e on a turn or starts its turn there fly ing. On a failed sav e, the
level 5 - necromancy creature is knocked prone.
Cast ing Time: 1 action Updraft . You cause a sustained updraft within the cube, rising upward from
Range: Touch the cube's bottom edge. Creatures that end a fall within the cube take only
Component s: V, S half dam age from the fall. When a creature in the cube m akes a v ertical
Durat ion: 7 day s jum p, the creature can jum p up to 1 0 feet higher than norm al.
Your touch inflicts disease. Make a m elee spell attack against a creature
Druid Sorcerer Wizard Xanathar´s Guide to Everything
within y our reach. On a hit, the target is poisoned.
At the end of each of the poisoned target's turns, the target m ust m ake a
Constitution sav ing throw. If the target succeeds on three of these sav ing
Creation
level 5 - illusion
throws, it is no longer poisoned, and the spell ends. If the target fails three of
these sav es, the target is no longer poisoned, but choose one of the diseases Cast ing Time: 1 m inute
below. The target is subjected to the chosen disease for the spell's duration. Range: 3 0 feet
Since this spell induces a natural disease in its target, any effect that rem ov es Component s: V, S, M (a tiny piece of m atter of the sam e ty pe of the item y ou
a disease or otherwise am eliorates a disease's effects apply to it. plan to create)
Blinding Sickness. Pain grips the creature's m ind, and its ey es turn m ilky Durat ion: Special
white. The creature has disadv antage on Wisdom checks and Wisdom sav ing You pull wisps of shadow m aterial from the Shadowfell to create a nonliv ing
throws and is blinded. object of v egetable m atter within range: soft goods, rope, wood, or som ething
Filt h Fever. A raging fev er sweeps through the creature's body . The sim ilar. You can also use this spell to create m ineral objects such as stone,
creature has disadv antage on Strength checks, Strength sav ing throws, and cry stal, or m etal. The object created m ust be no larger than a 5-foot cube, and
attack rolls that use Strength. the object m ust be of a form and m aterial that y ou hav e seen before.
Flesh Rot . The creature's flesh decay s. The creature has disadv antage on The duration depends on the object's m aterial. If the object is com posed of
Charism a checks and v ulnerability to all dam age. m ultiple m aterials, use the shortest duration.
Mindfire. The creature's m ind becom es fev erish. The creature has
Material Duration
disadv antage on Intelligence checks and Intelligence sav ing throws, and the
Vegetable matter 1 day
creature behav es as if under the effects of the confusion spell during com bat.
Stone or crystal 12 hours
Seizure. The creature is ov ercom e with shaking. The creature has
disadv antage on Dexterity checks, Dexterity sav ing throws, and attack rolls Precious metals 1 hour

that use Dexterity . Gems 10 minutes


Slimy Doom. The creature begins to bleed uncontrollably . The creature has Adamantine or mithral 1 minute
disadv antage on Constitution checks and Constitution sav ing throws. In
addition, whenev er the creature takes dam age, it is stunned until the end of Using any m aterial created by this spell as another spell's m aterial
its next turn. com ponent causes that spell to fail.
At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or
Cleric Druid Player´s Handbook (SRD)
higher, the cube increases by 5 feet for each slot lev el abov e 5th.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 48/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Danse Macabre Dominate Person


level 5 - necromancy level 5 - enchantment
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 6 0 feet
Component s: V, S Component s: V, S
Durat ion: Concentration, up to 1 hour Durat ion: Concentration, up to 1 m inute
You attem pt to beguile a hum anoid that y ou can see within range. It m ust
Des cription not available (not OGL).
succeed on a Wisdom sav ing throw or be charm ed by y ou for the duration. If
But here is a s um m ary:
y ou or creatures that are friendly to y ou are fighting it, it has adv antage on
Up to 5 Sm all or Medium corpses becom e zom bie or skeleton under the caster the sav ing throw.
control (+ 2 corpses/lv l). While the target is charm ed, y ou hav e a telepathic link with it as long as the
two of y ou are on the sam e plane of existence. You can use this telepathic link
Warlock Wizard Xanathar´s Guide to Everything
to issue com m ands to the creature while y ou are conscious (no action
required), which it does its best to obey . You can specify a sim ple and general
Dawn course of action, such as "Attack that creature," "Run ov er there," or "Fetch
level 5 - evocation that object." If the creature com pletes the order and doesn't receiv e further
Cast ing Time: 1 action direction from y ou, it defends and preserv es itself to the best of its ability .
Range: 6 0 feet You can use y our action to take total and precise control of the target. Until
Component s: V, S, M (a sunburst pendant worth at least 1 00 gp) the end of y our next turn, the creature takes only the actions y ou choose, and
Durat ion: Concentration, up to 1 m inute doesn't do any thing that y ou don't allow it to do. During this tim e y ou can
also cause the creature to use a reaction, but this requires y ou to use y our
Des cription not available (not OGL).
own reaction as well.
But here is a s um m ary:
Each tim e the target takes dam age, it m akes a new
Creatures in a 3 0-ft-radius, 4 0-ft-high cy linder m ust succeed on a Con. sav e Wisdom sav ing throw against the spell. If the sav ing throw succeeds, the spell
or take 4 d1 0 radiant dam age. ends.
At Higher Levels. When y ou cast this spell using a 6 th-lev el spell slot, the
Cleric Wizard Xanathar´s Guide to Everything
duration is concentration, up to 1 0 m inutes. When y ou use a 7 th-lev el spell
slot, the duration is concentration, up to 1 hour. When y ou use a spell slot of
Destructive Wave 8th lev el or higher, the duration is concentration, up to 8 hours.
level 5 - evocation
Bard Sorcerer Wizard Player´s Handbook (SRD)
Cast ing Time: 1 action
Range: Self (3 0-foot radius)
Component s: V Dream
Durat ion: Instantaneous level 5 - illusion
Cast ing Time: 1 m inute
Des cription not available (not OGL). Range: Special
But here is a s um m ary:
Component s: V, S, M (a handful of sand, a dab of ink, and a writing quill
Targets in a 3 0-ft radius m ust succeed on a Con. sav e or take 5d6 thunder plucked from a sleeping bird)
dam age and 5d6 radiant or necrotic dam age. Durat ion: 8 hours
This spell shapes a creature's dream s. Choose a creature known to y ou as the
Paladin Player´s Handbook
target of this spell. The target m ust be on the sam e plane of existence as y ou.
Creatures that don't sleep, such as elv es, can't be contacted by this spell. You,
Dispel Evil and Good or a willing creature y ou touch, enters a trance state, acting as a m essenger.
level 5 - abjuration While in the trance, the m essenger is aware of his or her surroundings, but
Cast ing Time: 1 action can't take actions or m ov e.
Range: Self If the target is asleep, the m essenger appears in the target's dream s and can
Component s: V, S, M (holy water or powdered silv er and iron) conv erse with the target as long as it rem ains asleep, through the duration of
Durat ion: Concentration, up to 1 m inute the spell. The m essenger can also shape the env ironm ent of the dream ,
Shim m ering energy surrounds and protects y ou from fey , undead, and creating landscapes, objects, and other im ages. The m essenger can em erge
creatures originating from bey ond the Material Plane. For the duration, from the trance at any tim e, ending the effect of the spell early . The target
celestials, elem entals, fey , fiends, and undead hav e disadv antage on attack recalls the dream perfectly upon waking. If the target is awake when y ou cast
rolls against y ou. the spell, the m essenger knows it, and can either end the trance (and the
You can end the spell early by using either of the following special functions. spell) or wait for the target to fall asleep, at which point the m essenger
Break Enchant ment . As y our action, y ou touch a creature y ou can reach appears in the target's dream s.
that is charm ed, frightened, or possessed by a celestial, an elem ental, a fey , a You can m ake the m essenger appear m onstrous and terrify ing to the target. If
fiend, or an undead. The creature y ou touch is no longer charm ed, y ou do, the m essenger can deliv er a m essage of no m ore than ten words and
frightened, or possessed by such creatures. then the target m ust m ake a Wisdom sav ing throw. On a failed sav e, echoes of
Dismissal. As y our action, m ake a m elee spell attack against a celestial, an the phantasm al m onstrosity spawn a nightm are that lasts the duration of the
elem ental, a fey , a fiend, or an undead y ou can reach. On a hit, y ou attem pt target's sleep and prev ents the target from gaining any benefit from that rest.
to driv e the creature back to its hom e plane. The creature m ust succeed on a In addition, when the target wakes up, it takes 3 d6 psy chic dam age.
Charism a sav ing throw or be sent back to its hom e plane (if it isn't there If y ou hav e a body part, lock of hair, clipping from a nail, or sim ilar portion of
already ). If they aren't on their hom e plane, undead are sent to the the target's body , the target m akes its sav ing throw with disadv antage.
Shadowfell, and fey are sent to the Fey wild.
Bard Warlock Wizard Player´s Handbook (SRD)
Cleric Paladin Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 49/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Enervation Greater Restoration


level 5 - necromancy level 5 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: Touch
Component s: V, S Component s: V, S, M (diam ond dust worth at least 1 00 gp, which the spell
Durat ion: Concentration, up to 1 m inute consum es)
Durat ion: Instantaneous
Des cription not available (not OGL).
You im bue a creature y ou touch with positiv e energy to undo a debilitating
But here is a s um m ary:
effect. You can reduce the target's exhaustion lev el by one, or end one of the
The target m ust succeed on a Dex. sav e or take 4 d8 necrotic dam age each following effects on the target:
turn (+ 1 d8/lv l). • One effect that charm ed or petrified the target
• One curse, including the target's attunem ent to a cursed m agic item
Sorcerer Warlock Wizard Xanathar´s Guide to Everything
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point m axim um
Far Step
level 5 - conjuration Bard Cleric Druid Ranger [TCoE] Player´s Handbook (SRD)

Cast ing Time: 1 bonus action


Range: Self Hallow
Component s: V level 5 - evocation
Durat ion: Concentration, up to 1 m inute Cast ing Time: 2 4 hours
Range: Touch
Des cription not available (not OGL).
Component s: V, S, M (herbs, oils, and incense worth at least 1 ,000 gp,
But here is a s um m ary:
which the spell consum es)
Teleport the caster up to 6 0 ft on each round with a bonus action. Durat ion: Until dispelled
Y ou t ou ch a poin t a n d in fu se a n a r ea a r ou n d it w it h h oly (or u n h oly ) pow er .
Sorcerer Warlock Wizard Xanathar´s Guide to Everything T h e a r ea ca n h a v e a r a diu s u p t o 6 0 feet , a n d t h e spell fa ils if t h e r a diu s
in clu des a n a r ea a lr ea dy u n der t h e effect a hallow spell. T h e a ffect ed a r ea is
Flame Strike su bject t o t h e follow in g effect s.
level 5 - evocation Fir st , celest ia ls, elem en t a ls, fey , fien ds, a n d u n dea d ca n 't en t er t h e a r ea , n or
ca n su ch cr ea t u r es ch a r m , fr ig h t en , or possess cr ea t u r es w it h in it . A n y
Cast ing Time: 1 action
cr ea t u r e ch a r m ed, fr ig h t en ed, or possessed by su ch a cr ea t u r e is n o lon g er
Range: 6 0 feet
ch a r m ed, fr ig h t en ed, or possessed u pon en t er in g t h e a r ea . Y ou ca n ex clu de
Component s: V, S, M (pinch of sulfur)
on e or m or e of t h ose t y pes of cr ea t u r es fr om t h is effect .
Durat ion: Instantaneous Secon d, y ou ca n bin d a n ex t r a effect t o t h e a r ea . Ch oose t h e effect fr om t h e
A v ertical colum n of div ine fire roars down from the heav ens in a location follow in g list , or ch oose a n effect offer ed by t h e DM. Som e of t h ese effect s a pply
y ou specify . Each creature in a 1 0-foot-radius, 4 0-foot-high cy linder centered t o cr ea t u r es in t h e a r ea ; y ou ca n desig n a t e w h et h er t h e effect a pplies t o a ll
on a point within range m ust m ake a Dexterity sav ing throw. A creature cr ea t u r es, cr ea t u r es t h a t follow a specific deit y or lea der , or cr ea t u r es of a
takes 4 d6 fire dam age and 4 d6 radiant dam age on a failed sav e, or half as specific sor t , su ch a s or cs or t r olls. W h en a cr ea t u r e t h a t w ou ld be a ffect ed

m uch dam age on a successful one. en t er s t h e spell's a r ea for t h e fir st t im e on a t u r n or st a r t s it s t u r n t h er e, it ca n


m a k e a Ch a r ism a sa v in g t h r ow . On a su ccess, t h e cr ea t u r e ig n or es t h e ex t r a
At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or
effect u n t il it lea v es t h e a r ea .
higher, the fire dam age or the radiant dam age (y our choice) increases by 1 d6
Courage. A ffect ed cr ea t u r es ca n 't be fr ig h t en ed w h ile in t h e a r ea .
for each slot lev el abov e 5th.
Darknes s . Da r k n ess fills t h e a r ea . Nor m a l lig h t , a s w ell a s m a g ica l lig h t
Cleric Player´s Handbook (SRD) cr ea t ed by spells of a low er lev el t h a n t h e slot y ou u sed t o ca st t h is spell, ca n 't
illu m in a t e t h e a r ea .
Daylight. Br ig h t lig h t fills t h e a r ea . Ma g ica l da r k n ess cr ea t ed by spells of a
Geas low er lev el t h a n t h e slot y ou u sed t o ca st t h is spell ca n 't ex t in g u ish t h e lig h t .
level 5 - enchantment Energy Protection. A ffect ed cr ea t u r es in t h e a r ea h a v e r esist a n ce t o on e
Cast ing Time: 1 m inute da m a g e t y pe of y ou r ch oice, ex cept for blu dg eon in g , pier cin g , or sla sh in g .
Range: 6 0 feet Energy V ulnerability. A ffect ed cr ea t u r es in t h e a r ea h a v e v u ln er a bilit y t o
Component s: V on e da m a g e t y pe of y ou r ch oice, ex cept for blu dg eon in g , pier cin g , or sla sh in g .
Everlas ting Res t. Dea d bodies in t er r ed in t h e a r ea ca n 't be t u r n ed in t o
Durat ion: 3 0 day s
u n dea d.
You place a m agical com m and on a creature that y ou can see within range,
Extradimens ional Interference. A ffect ed cr ea t u r es ca n 't m ov e or t r a v el
forcing it to carry out som e serv ice or refrain from som e action or course of u sin g t elepor t a t ion or by ex t r a dim en sion a l or in t er pla n a r m ea n s.
activ ity as y ou decide. If the creature can understand y ou, it m ust succeed on Fear. A ffect ed cr ea t u r es a r e fr ig h t en ed w h ile in t h e a r ea .
a Wisdom sav ing throw or becom e charm ed by y ou for the duration. While Silence. No sou n d ca n em a n a t e fr om w it h in t h e a r ea , a n d n o sou n d ca n r ea ch
the creature is charm ed by y ou, it takes 5d1 0 psy chic dam age each tim e it in t o it .
acts in a m anner directly counter to y our instructions, but no m ore than once T ongues . A ffect ed cr ea t u r es ca n com m u n ica t e w it h a n y ot h er cr ea t u r e in
each day . A creature that can't understand y ou is unaffected by the spell. t h e a r ea , ev en if t h ey don 't sh a r e a com m on la n g u a g e.
You can issue any com m and y ou choose, short of an activ ity that would result
Cleric Player´s Handbook (SRD)
in certain death. Should y ou issue a suicidal com m and, the spell ends.
You can end the spell early by using an action to dism iss it. A remove curse,
greater restoration, or wish spell also ends it.
At Higher Levels. When y ou cast this spell using a spell slot of 7 th or 8th
lev el, the duration is 1 y ear. When y ou cast this spell using a spell slot of 9 th
lev el, the spell lasts until it is ended by one of the spells m entioned abov e.

Bard Cleric Druid Paladin Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 50/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Hold Monster Insect Plague


level 5 - enchantment level 5 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 9 0 feet Range: 3 00 feet
Component s: V, S, M (a sm all, straight piece of iron) Component s: V, S, M (a few grains of sugar, som e kernels of grain, and a
Durat ion: Concentration, up to 1 m inute sm ear of fat)
Choose a creature that y ou can see within range. The target m ust succeed on Durat ion: Concentration, up to 1 0 m inutes
a Wisdom sav ing throw or be paraly zed for the duration. This spell has no Swarm ing, biting locusts fill a 2 0-foot-radius sphere centered on a point y ou
effect on undead. At the end of each of its turns, the target can m ake another choose within range. The sphere spreads around corners. The sphere rem ains
Wisdom sav ing throw. On a success, the spell ends on the target. for the duration, and its area is lightly obscured. The sphere's area is difficult
At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or terrain.
higher, y ou can target one additional creature for each slot lev el abov e 5th. When the area appears, each creature in it m ust m ake a Constitution sav ing
The creatures m ust be within 3 0 feet of each other when y ou target them . throw. A creature takes 4 d1 0 piercing dam age on a failed sav e, or half as
m uch dam age on a successful one. A creature m ust also m ake this sav ing
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
throw when it enters the spell's area for the first tim e on a turn or ends its
turn there.
Holy Weapon At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or
level 5 - evocation higher, the dam age increases by 1 d1 0 for each slot lev el abov e 5th.
Cast ing Time: 1 bonus action
Cleric Druid Sorcerer Player´s Handbook (SRD)
Range: Touch
Component s: V, S
Durat ion: Concentration, up to 1 hour Legend Lore
level 5 - divination
Des cription not available (not OGL).
Cast ing Time: 1 0 m inutes
But here is a s um m ary:
Range: Self
The touched weapon shines, deals an extra 2 d8 radiant dam age, and can Component s: V, S, M (incense worth at least 2 50 gp, which the spell
burst on a 3 0-ft radius (Sav e or 4 d8 radiant). consum es, and four iv ory strips worth at least 50 gp each)
Durat ion: Instantaneous
Cleric Paladin Xanathar´s Guide to Everything
Nam e or describe a person, place, or object. The spell brings to y our m ind a
brief sum m ary of the significant lore about the thing y ou nam ed. The lore
Immolation m ight consist of current tales, forgotten stories, or ev en secret lore that has
level 5 - evocation
nev er been widely known. If the thing y ou nam ed isn't of legendary
Cast ing Time: 1 action im portance, y ou gain no inform ation. The m ore inform ation y ou already
Range: 9 0 feet hav e about the thing, the m ore precise and detailed the inform ation y ou
Component s: V receiv e is.
Durat ion: Concentration, up to 1 m inute The inform ation y ou learn is accurate but m ight be couched in figurativ e
Flam es wreathe one creature y ou can see within range. The target m ust language. For exam ple, if y ou hav e a m y sterious m agic axe on hand, the spell
m ake a Dexterity sav ing throw. It takes 8d6 fire dam age on a failed sav e, or m ight y ield this inform ation: "Woe to the ev ildoer whose hand touches the
half as m uch dam age on a successful one. On a failed sav e, the target also axe, for ev en the haft slices the hand of the ev il ones. Only a true Child of
burns for the spell's duration. The burning target sheds bright light in a 3 0- Stone, lov er and belov ed of Moradin, m ay awaken the true powers of the axe,
foot radius and dim light for an additional 3 0 feet. At the end of each of its and only with the sacred word Rudnogg on the lips."
turns, the target repeats the sav ing throw. It takes 4 d6 fire dam age on a
Bard Cleric Wizard Player´s Handbook (SRD)
failed sav e, and the spell ends on a successful one. These m agical flam es can't
be extinguished by nonm agical m eans.
If dam age from this spell kills a target, the target is turned to ash.
Maelstrom
level 5 - evocation
Sorcerer Wizard Xanathar´s Guide to Everything Cast ing Time: 1 action
Range: 1 2 0 feet
Infernal Calling Component s: V, S, M (paper or leaf in the shape of a funnel)
level 5 - conjuration Durat ion: Concentration, up to 1 m inute
Cast ing Time: 1 m inute A m ass of 5-foot-deep water appears and swirls in a 3 0-foot radius centered on
Range: 9 0 feet a point y ou can see within range. The point m ust be on ground or in a body of
Component s: V, S, M (a ruby worth at least 9 9 9 gp) water. Until the spell ends, that area is difficult terrain, and any creature
Durat ion: Concentration, up to 1 hour that starts its turn there m ust succeed on a Strength sav ing throw or take
6 d6 bludgeoning dam age and be pulled 1 0 feet toward the center.
Des cription not available (not OGL).
But here is a s um m ary: Druid Xanathar´s Guide to Everything

Sum m on 1 CR 6 dev il, unfriendly (CR + 1 /lv l).

Warlock Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 51/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Mass Cure Wounds Negative Energy Flood


level 5 - evocation level 5 - necromancy
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 6 0 feet
Component s: V, S Component s: V, M (a broken bone and a square of black silk)
Durat ion: Instantaneous Durat ion: Instantaneous
A wav e of healing energy washes out from a point of y our choice within
Des cription not available (not OGL).
range. Choose up to six creatures in a 3 0-foot-radius sphere centered on that
But here is a s um m ary:
point. Each target regains hit points equal to 3 d8 + y our spellcasting ability
m odifier. This spell has no effect on undead or constructs. The target m ust succeed on a Con. sav e or take 5d1 2 necrotic dam age. Killed
At Higher Levels. When y ou cast this spell using a spell slot of 6 th lev el or that way , the target rises as a zom bi.
higher, the healing increases by 1 d8 for each slot lev el abov e 5th.
Warlock Wizard Xanathar´s Guide to Everything
Bard Cleric Druid Player´s Handbook (SRD)
Passwall
Mislead level 5 - transmutation
level 5 - illusion Cast ing Time: 1 action
Cast ing Time: 1 action Range: 3 0 feet
Range: Self Component s: V, S, M (a pinch of sesam e seeds)
Component s: S Durat ion: 1 hour
Durat ion: Concentration, up to 1 hour A passage appears at a point of y our choice that y ou can see on a wooden,
You becom e inv isible at the sam e tim e that an illusory double of y ou appears plaster, or stone surface (such as a wall, a ceiling, or a floor) within range,
where y ou are standing. The double lasts for the duration, but the inv isibility and lasts for the duration. You choose the opening's dim ensions: up to 5 feet
ends if y ou attack or cast a spell. wide, 8 feet tall, and 2 0 feet deep. The passage creates no instability in a
You can use y our action to m ov e y our illusory double up to twice y our speed structure surrounding it.
and m ake it gesture, speak, and behav e in whatev er way y ou choose. When the opening disappears, any creatures or objects still in the passage
You can see through its ey es and hear through its ears as if y ou were located created by the spell are safely ejected to an unoccupied space nearest to the
where it is. On each of y our turns as a bonus action, y ou can switch from surface on which y ou cast the spell.
using its senses to using y our own, or back again. While y ou are using its
Wizard Player´s Handbook (SRD)
senses, y ou are blinded and deafened in regard to y our own surroundings.

Bard Wizard Warlock [TCoE] Player´s Handbook (SRD) Planar Binding


level 5 - abjuration
Modify Memory Cast ing Time: 1 hour
level 5 - enchantment Range: 6 0 feet
Cast ing Time: 1 action Component s: V, S, M (a jewel worth at least 1 ,000 gp, which the spell
Range: 3 0 feet consum es)
Component s: V, S Durat ion: 2 4 hours
Durat ion: Concentration, up to 1 m inute With this spell, y ou attem pt to bind a celestial, an elem ental, a fey , or a fiend
You attem pt to reshape another creature's m em ories. One creature that y ou to y our serv ice. The creature m ust be within range for the entire casting of
can see m ust m ake a Wisdom sav ing throw. If y ou are fighting the creature, the spell. (Ty pically , the creature is first sum m oned into the center of an
it has adv antage on the sav ing throw. On a failed sav e, the target becom es inv erted m agic circle in order to keep it trapped while this spell is cast.) At
charm ed by y ou for the duration. The charm ed target is incapacitated and the com pletion of the casting, the target m ust m ake a Charism a sav ing
unaware of its surroundings, though it can still hear y ou. If it takes any throw. On a failed sav e, it is bound to serv e y ou for the duration. If the
dam age or is targeted by another spell, this spell ends, and none of the target's creature was sum m oned or created by another spell, that spell's duration is
m em ories are m odified. extended to m atch the duration of this spell.
While this charm lasts, y ou can affect the target's m em ory of an ev ent that it A bound creature m ust follow y our instructions to the best of its ability . You
experienced within the last 2 4 hours and that lasted no m ore than 1 0 m ight com m and the creature to accom pany y ou on an adv enture, to guard a
m inutes. You can perm anently elim inate all m em ory of the ev ent, allow the location, or to deliv er a m essage. The creature obey s the letter of y our
target to recall the ev ent with perfect clarity and exacting detail, change its instructions, but if the creature is hostile to y ou, it striv es to twist y our words
m em ory of the details of the ev ent, or create a m em ory of som e other ev ent. to achiev e its own objectiv es. If the creature carries out y our instructions
You m ust speak to the target to describe how its m em ories are affected, and it com pletely before the spell ends, it trav els to y ou to report this fact if y ou are
m ust be able to understand y our language for the m odified m em ories to take on the sam e plane of existence. If y ou are on a different plane of existence, it
root. Its m ind fills in any gaps in the details of y our description. If the spell returns to the place where y ou bound it and rem ains there until the spell
ends before y ou hav e finished describing the m odified m em ories, the ends.
creature's m em ory isn't altered. Otherwise, the m odified m em ories take hold At Higher Levels. When y ou cast this spell using a spell slot of a higher lev el,
when the spell ends. the duration increases to 1 0 day s with a 6 th-lev el slot, to 3 0 day s with a 7 th-
A m odified m em ory doesn't necessarily affect how a creature behav es, lev el slot, to 1 80 day s with an 8th-lev el slot, and to a y ear and a day with a
particularly if the m em ory contradicts the creature's natural inclinations, 9 th-lev el spell slot.
alignm ent, or beliefs. An illogical m odified m em ory , such as im planting a
Bard Cleric Druid Wizard Warlock [TCoE] Player´s Handbook (SRD)
m em ory of how m uch the creature enjoy ed dousing itself in acid, is dism issed,
perhaps as a bad dream . The DM m ight deem a m odified m em ory too
nonsensical to affect a creature in a significant m anner.
A remove curse or greater restoration spell cast on the target restores the
creature's true m em ory .
At Higher Levels. If y ou cast this spell using a spell slot of 6 th lev el or
higher, y ou can alter the target's m em ories of an ev ent that took place up to 7
day s ago (6 th lev el), 3 0 day s ago (7 th lev el), 1 y ear ago (8th lev el), or any
tim e in the creature's past (9 th lev el).

Bard Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 52/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Raise Dead Reincarnate


level 5 - necromancy level 5 - transmutation
Cast ing Time: 1 hour Cast ing Time: 1 hour
Range: Touch Range: Touch
Component s: V, S, M (a diam ond worth at least 500 gp, which the spell Component s: V, S, M (rare oils and unguents worth at least 1 ,000 gp, which
consum es) the spell consum es)
Durat ion: Instantaneous Durat ion: Instantaneous
You return a dead creature y ou touch to life, prov ided that it has been dead You touch a dead hum anoid or a piece of a dead hum anoid. Prov ided that the
no longer than 1 0 day s. If the creature's soul is both willing and at liberty to creature has been dead no longer than 1 0 day s, the spell form s a new adult
rejoin the body , the creature returns to life with 1 hit point. body for it and then calls the soul to enter that body .
This spell also neutralizes any poisons and cures nonm agical diseases that If the target's soul isn't free or willing to do so, the spell fails.
affected the creature at the tim e it died. This spell doesn't, howev er, rem ov e The m agic fashions a new body for the creature to inhabit, which likely
m agical diseases, curses, or sim ilar effects; if these aren't first rem ov ed prior causes the creature's race to change. The DM rolls a d1 00 and consults the
to casting the spell, they take effect when the creature returns to life. The following table to determ ine what form the creature takes when restored to
spell can't return an undead creature to life. life, or the DM chooses a form .
This spell closes all m ortal wounds, but it doesn't restore m issing body parts. If
d100 Race
the creature is lacking body parts or organs integral for its surv iv al—its head,
01-04 Dragonborn
for instance—the spell autom atically fails.
05-13 Dw arf, hill
Com ing back from the dead is an ordeal. The target takes a -4 penalty to all
attack rolls, sav ing throws, and ability checks. Ev ery tim e the target finishes 14-21 Dw arf, mountain
a long rest, the penalty is reduced by 1 until it disappears. 22-25 Elf, dark
26-34 Elf, high
Bard Cleric Paladin Player´s Handbook (SRD)
35-42 Elf, w ood

Rary's Telepathic Bond 43-46 Gnome, forest

level 5 - divination (ritual) 47-52 Gnome, rock

Cast ing Time: 1 action 53-56 Half-elf

Range: 3 0 feet 57-60 Half-orc


Component s: V, S, M (pieces of eggshell from two different kinds of 61-68 Halfling, lightfoot
creatures) 69-76 Halfling, stout
Durat ion: 1 hour 77-96 Human
You forge a telepathic link am ong up to eight willing creatures of y our choice 97-00 Tiefling
within range, psy chically linking each creature to all the others for the
duration. Creatures with Intelligence scores of 2 or less aren't affected by this
The reincarnated creature recalls its form er life and experiences. It retains
spell. the capabilities it had in its original form , except it exchanges its original race
Until the spell ends, the targets can com m unicate telepathically through the
for the new one and changes its racial traits accordingly .
bond whether or not they hav e a com m on language. The com m unication is
possible ov er any distance, though it can't extend to other planes of existence. Druid Player´s Handbook (SRD)

Wizard Bard [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 53/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Scrying Skill Empowerment


level 5 - divination level 5 - transmutation
Cast ing Time: 1 0 m inutes Cast ing Time: 1 action
Range: Self Range: Touch
Component s: V, S, M (a focus worth at least 1 ,000 gp, such as a cry stal ball, Component s: V, S
a silv er m irror, or a font filled with holy water) Durat ion: Concentration, up to 1 hour
Durat ion: Concentration, up to 1 0 m inutes
Des cription not available (not OGL).
You can see and hear a particular creature y ou choose that is on the sam e
But here is a s um m ary:
plane of existence as y ou. The target m ust m ake a Wisdom sav ing throw,
which is m odified by how well y ou know the target and the sort of phy sical The target doubles its proficiency bonus for one skill.
connection y ou hav e to it. If a target knows y ou're casting this spell, it can fail
Bard Sorcerer Wizard Xanathar´s Guide to Everything
the sav ing throw v oluntarily if it wants to be observ ed.

Know ledge Save Modifier


Steel Wind Strike
Secondhand (you have heard of the target) +5 level 5 - conjuration
Firsthand (you have met the target) +0 Cast ing Time: 1 action
Familiar (you know the target w ell) −5 Range: 3 0 feet
Component s: S, M (a m elee weapon worth at least 1 sp)
Connection Save Modifier
Durat ion: Instantaneous

Likeness or picture −2 Des cription not available (not OGL).


Possession or garment −4 But here is a s um m ary:

Body part, lock of hair, bit of nail, or the like −10


If the spell attack hits, deals 6 d1 0 force dam age to 5 creatures, then the caster
teleports.
On a successful sav e, the target isn't affected, and y ou can't use this spell
against it again for 2 4 hours. On a failed sav e, the spell creates an inv isible Ranger Wizard Xanathar´s Guide to Everything
sensor within 1 0 feet of the target. You can see and hear through the sensor as
if y ou were there. The sensor m ov es with the target, rem aining within 1 0 feet Summon Celestial
of it for the duration. A creature that can see inv isible objects sees the sensor level 5 - conjuration
as a lum inous orb about the size of y our fist. Instead of targeting a creature, Cast ing Time: 1 action
y ou can choose a location y ou hav e seen before as the target of this spell. Range: 9 0 feet
When y ou do, the sensor appears at that location and doesn't m ov e. Component s: V, S, M (a golden reliquary worth at least 500 gp)
Durat ion: Concentration, up to 1 hour
Bard Cleric Druid Warlock Wizard Player´s Handbook (SRD)

Des cription not available (not OGL).


Seeming But here is a s um m ary:
level 5 - illusion
Sum m on 1 celestial spirit (av enger or defender), friendly (stat block/y our
Cast ing Time: 1 action
lv l).
Range: 3 0 feet
Component s: V, S Cleric Paladin Tasha´s Cauldron of Everything
Durat ion: 8 hours
This spell allows y ou to change the appearance of any num ber of creatures Swift Quiver
that y ou can see within range. You giv e each target y ou choose a new, level 5 - transmutation
illusory appearance. An unwilling target can m ake a Charism a sav ing Cast ing Time: 1 bonus action
throw, and if it succeeds, it is unaffected by this spell. Range: Touch
The spell disguises phy sical appearance as well as clothing, arm or, weapons, Component s: V, S, M (a quiv er containing at least one piece of am m unition)
and equipm ent. You can m ake each creature seem 1 foot shorter or taller and Durat ion: Concentration, up to 1 m inute
appear thin, fat, or in between. You can't change a target's body ty pe, so y ou
m ust choose a form that has the sam e basic arrangem ent of lim bs. Otherwise, Des cription not available (not OGL).
the extent of the illusion is up to y ou. The spell lasts for the duration, unless But here is a s um m ary:

y ou use y our action to dism iss it sooner.


Make a quiv er to produce an endless supply of nonm agical am m unition,
The changes wrought by this spell fail to hold up to phy sical inspection. For
allowing 2 attacks per round with a bonus action.
exam ple, if y ou use this spell to add a hat to a creature's outfit, objects pass
through the hat, and any one who touches it would feel nothing or would feel Ranger Player´s Handbook
the creature's head and hair. If y ou use this spell to appear thinner than y ou
are, the hand of som eone who reaches out to touch y ou would bum p into y ou Synaptic Static
while it was seem ingly still in m idair. level 5 - enchantment
A creature can use its action to inspect a target and m ake an Intelligence Cast ing Time: 1 action
(Inv estigation) check against y our spell sav e DC. If it succeeds, it becom es Range: 1 2 0 feet
aware that the target is disguised. Component s: V, S
Bard Sorcerer Wizard Player´s Handbook (SRD) Durat ion: Instantaneous

Des cription not available (not OGL).


But here is a s um m ary:

Creatures in a 2 0-ft radius m ust succeed on an Int. sav e or take 8d6 psy chic
dam age.

Bard Sorcerer Warlock Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 54/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Telekinesis Transmute Rock


level 5 - transmutation level 5 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 1 2 0 feet
Component s: V, S Component s: V, S, M (clay and water)
Durat ion: Concentration, up to 1 0 m inutes Durat ion: Until dispelled
You gain the ability to m ov e or m anipulate creatures or objects by thought. You choose an area of stone or m ud that y ou can see that fits within a 4 0-foot
When y ou cast the spell, and as y our action each round for the duration, y ou cube and is within range, and choose one of the following effects.
can exert y our will on one creature or object that y ou can see within range, Transmut e Rock t o Mud. Nonm agical rock of any sort in the area becom es
causing the appropriate effect below. You can affect the sam e target round an equal v olum e of thick, flowing m ud that rem ains for the spell's duration.
after round, or choose a new one at any tim e. If y ou switch targets, the prior The ground in the spell's area becom es m uddy enough that creatures can sink
target is no longer affected by the spell. into it. Each foot that a creature m ov es through the m ud costs 4 feet of
Creature. You can try to m ov e a Huge or sm aller creature. Make an ability m ov em ent, and any creature on the ground when y ou cast the spell m ust
check with y our spellcasting ability contested by the creature's Strength m ake a Strength sav ing throw. A creature m ust also m ake the sav ing throw
check. If y ou win the contest, y ou m ov e the creature up to 3 0 feet in any when it m ov es into the area for the first tim e on a turn or ends its turn there.
direction, including upward but not bey ond the range of this spell. Until the On a failed sav e, a creature sinks into the m ud and is restrained, though it
end of y our next turn, the creature is restrained in y our telekinetic grip. A can use an action to end the restrained condition on itself by pulling itself free
creature lifted upward is suspended in m id-air. On subsequent rounds, y ou of the m ud.
can use y our action to attem pt to m aintain y our telekinetic grip on the If y ou cast the spell on a ceiling, the m ud falls. Any creature under the m ud
creature by repeating the contest. when it falls m ust m ake a Dexterity sav ing throw. A creature takes 4 d8
Object. You can try to m ov e an object that weighs up to 1 ,000 pounds. If the bludgeoning dam age on a failed sav e, or half as m uch dam age on a successful
object isn't being worn or carried, y ou autom atically m ov e it up to 3 0 feet in one.
any direction, but not bey ond the range of this spell. If the object is worn or Transmut e Mud t o Rock. Nonm agical m ud or quicksand in the area no
carried by a creature, y ou m ust m ake an ability check with y our spellcasting m ore than 1 0 feet deep transform s into soft stone for the spell's duration. Any
ability contested by that creature's Strength check. If y ou succeed, y ou pull creature in the m ud when it transform s m ust m ake a Dexterity sav ing
the object away from that creature and can m ov e it up to 3 0 feet in any throw. On a successful sav e, a creature is shunted safely to the surface to an
direction but not bey ond the range of this spell. unoccupied space. On a failed sav e, a creature becom es restrained by the
You can exert fine control on objects with y our telekinetic grip, such as rock. A restrained creature, or another creature within reach, can use an
m anipulating a sim ple tool, opening a door or a container, stowing or action to try to break the rock by succeeding on a DC 2 0 Strength check or by
retriev ing an item from an open container, or pouring the contents from a dealing dam age to it. The rock has AC 1 5 and 2 5 hit points, and it is im m une
v ial. to poison and psy chic dam age.

Sorcerer Wizard Player´s Handbook (SRD) Druid Wizard Xanathar´s Guide to Everything

Teleportation Circle Tree Stride


level 5 - conjuration level 5 - conjuration
Cast ing Time: 1 m inute Cast ing Time: 1 action
Range: 1 0 feet Range: Self
Component s: V, M (rare chalks and inks infused with precious gem s with 50 Component s: V, S
gp, which the spell consum es) Durat ion: Concentration, up to 1 m inute
Durat ion: 1 round You gain the ability to enter a tree and m ov e from inside it to inside another
As y ou cast the spell, y ou draw a 1 0-foot-diam eter circle on the ground tree of the sam e kind within 500 feet. Both trees m ust be liv ing and at least
inscribed with sigils that link y our location to a perm anent teleportation the sam e size as y ou. You m ust use 5 feet of m ov em ent to enter a tree. You
circle of y our choice whose sigil sequence y ou know and that is on the sam e instantly know the location of all other trees of the sam e kind within 500 feet
plane of existence as y ou. A shim m ering portal opens within the circle y ou and, as part of the m ov e used to enter the tree, can either pass into one of
drew and rem ains open until the end of y our next turn. Any creature that those trees or step out of the tree y ou're in. You appear in a spot of y our choice
enters the portal instantly appears within 5 feet of the destination circle or in within 5 feet of the destination tree, using another 5 feet of m ov em ent. If y ou
the nearest unoccupied space if that space is occupied. hav e no m ov em ent left, y ou appear within 5 feet of the tree y ou entered.
Many m ajor tem ples, guilds, and other im portant places hav e perm anent You can use this transportation ability once per round for the duration. You
teleportation circles inscribed som ewhere within their confines. Each such m ust end each turn outside a tree.
circle includes a unique sigil sequence—a string of m agical runes arranged in
Druid Ranger Player´s Handbook (SRD)
a particular pattern. When y ou first gain the ability to cast this spell, y ou
learn the sigil sequences for two destinations on the Material Plane,
determ ined by the DM. You can learn additional sigil sequences during y our
adv entures. You can com m it a new sigil sequence to m em ory after study ing
it for 1 m inute.
You can create a perm anent teleportation circle by casting this spell in the
sam e location ev ery day for one y ear. You need not use the circle to teleport
when y ou cast the spell in this way .

Bard Sorcerer Wizard Warlock [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 55/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Wall of Force Wall of Stone


level 5 - evocation level 5 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 2 0 feet Range: 1 2 0 feet
Component s: V, S, M (a pinch of powder m ade by crushing a clear Component s: V, S, M (a sm all block of granite)
gem stone) Durat ion: Concentration, up to 1 0 m inutes
Durat ion: Concentration, up to 1 0 m inutes A nonm agical wall of solid stone springs into existence at a point y ou choose
An inv isible wall of force springs into existence at a point y ou choose within within range. The wall is 6 inches thick and is com posed of ten 1 0-foot-by -1 0-
range. The wall appears in any orientation y ou choose, as a horizontal or foot panels. Each panel m ust be contiguous with at least one other panel.
v ertical barrier or at an angle. It can be free floating or resting on a solid Alternativ ely , y ou can create 1 0-foot-by -2 0-foot panels that are only 3 inches
surface. You can form it into a hem ispherical dom e or a sphere with a radius thick.
of up to 1 0 feet, or y ou can shape a flat surface m ade up of ten 1 0-foot-by -1 0- If the wall cuts through a creature's space when it appears, the creature is
foot panels. Each panel m ust be contiguous with another panel. In any form , pushed to one side of the wall (y our choice). If a creature would be surrounded
the wall is 1 /4 inch thick. It lasts for the duration. If the wall cuts through a on all sides by the wall (or the wall and another solid surface), that creature
creature's space when it appears, the creature is pushed to one side of the wall can m ake a Dexterity sav ing throw. On a success, it can use its reaction to
(y our choice which side). m ov e up to its speed so that it is no longer enclosed by the wall.
Nothing can phy sically pass through the wall. It is im m une to all dam age The wall can hav e any shape y ou desire, though it can't occupy the sam e
and can't be dispelled by dispel magic. A disintegrate spell destroy s the wall space as a creature or object. The wall doesn't need to be v ertical or rest on
instantly , howev er. The wall also extends into the Ethereal Plane, blocking any firm foundation. It m ust, howev er, m erge with and be solidly supported
ethereal trav el through the wall. by existing stone. Thus, y ou can use this spell to bridge a chasm or create a
ram p.
Wizard Player´s Handbook (SRD)
If y ou create a span greater than 2 0 feet in length, y ou m ust halv e the size of
each panel to create supports. You can crudely shape the wall to create
Wall of Light crenellations, battlem ents, and so on.
level 5 - evocation The wall is an object m ade of stone that can be dam aged and thus breached.
Cast ing Time: 1 action Each panel has AC 1 5 and 3 0 hit points per inch of thickness. Reducing a
Range: 1 2 0 feet panel to 0 hit points destroy s it and m ight cause connected panels to collapse
Component s: V, S, M (a hand m irror) at the DM's discretion.
Durat ion: Concentration, up to 1 0 m inutes If y ou m aintain y our concentration on this spell for its whole duration, the
wall becom es perm anent and can't be dispelled. Otherwise, the wall
Des cription not available (not OGL).
disappears when the spell ends.
But here is a s um m ary:
Druid Sorcerer Wizard Player´s Handbook (SRD)
Create a 6 0-ft-long, 1 0-ft-high, 5-ft-thick wall of light that can deal 4 d8
radiant dam age to one target (dam age/lv l).
Wrath of Nature
Sorcerer Warlock Wizard Xanathar´s Guide to Everything level 5 - evocation
Cast ing Time: 1 action
Range: 1 2 0 feet
Component s: V, S
Durat ion: Concentration, up to 1 m inute

Des cription not available (not OGL).


But here is a s um m ary:

Anim ate trees, rocks, and grasses in a 6 0 x 6 0 x 6 0 ft cube.

Druid Ranger Xanathar´s Guide to Everything

LEVEL 6

[Link] w w .[Link]/dnd/[Link] 56/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Arcane Gate Chain Lightning


level 6 - conjuration level 6 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 500 feet Range: 1 50 feet
Component s: V, S Component s: V, S, M (a bit of fur; a piece of am ber, glass, or a cry stal rod;
Durat ion: Concentration, up to 1 0 m inutes and three silv er pins)
Durat ion: Instantaneous
Des cription not available (not OGL).
You create a bolt of lightning that arcs toward a target of y our choice that
But here is a s um m ary:
y ou can see within range. Three bolts then leap from that target to as m any
Create 2 portals (m ax 500 ft between them ) and allow teleport from one to as three other targets, each of which m ust be within 3 0 feet of the first target.
the other. A target can be a creature or an object and can be targeted by only one of the
bolts.
Sorcerer Warlock Wizard Player´s Handbook
A target m ust m ake a Dexterity sav ing throw. The target takes 1 0d8
lightning dam age on a failed sav e, or half as m uch dam age on a successful
Blade Barrier one.
level 6 - evocation At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
Cast ing Time: 1 action higher, one additional bolt leaps from the first target to another target for
Range: 9 0 feet each slot lev el abov e 6 th.
Component s: V, S
Sorcerer Wizard Player´s Handbook (SRD)
Durat ion: Concentration, up to 1 0 m inutes
You create a v ertical wall of whirling, razor-sharp blades m ade of m agical
energy . The wall appears within range and lasts for the duration. You can
Circle of Death
level 6 - necromancy
m ake a straight wall up to 1 00 feet long, 2 0 feet high, and 5 feet thick, or a
ringed wall up to 6 0 feet in diam eter, 2 0 feet high, and 5 feet thick. The wall Cast ing Time: 1 action
prov ides three-quarters cov er to creatures behind it, and its space is difficult Range: 1 50 feet
terrain. Component s: V, S, M (the powder of a crushed black pearl worth at least 500
When a creature enters the wall's area for the first tim e on a turn or starts its gp)
turn there, the creature m ust m ake a Dexterity sav ing throw. On a failed Durat ion: Instantaneous
sav e, the creature takes 6 d1 0 slashing dam age. On a successful sav e, the A sphere of negativ e energy ripples out in a 6 0-foot-radius sphere from a point
creature takes half as m uch dam age. within range. Each creature in that area m ust m ake a Constitution sav ing
throw. A target takes 8d6 necrotic dam age on a failed sav e, or half as m uch
Cleric Player´s Handbook (SRD)
dam age on a successful one.
At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
Bones of the Earth higher, the dam age increases by 2 d6 for each slot lev el abov e 6 th.
level 6 - transmutation
Sorcerer Warlock Wizard Player´s Handbook (SRD)
Cast ing Time: 1 action
Range: 1 2 0 feet
Component s: V, S Conjure Fey
Durat ion: Instantaneous level 6 - conjuration

You cause up to six pillars of stone to burst from places on the ground that y ou Cast ing Time: 1 m inute
can see within range. Each pillar is a cy linder that has a diam eter of 5 feet Range: 9 0 feet
and a height of up to 3 0 feet. The ground where a pillar appears m ust be wide Component s: V, S
enough for its diam eter, and y ou can target the ground under a creature if Durat ion: Concentration, up to 1 hour
that creature is Medium or sm aller. Each pillar has AC 5 and 3 0 hit points. You sum m on a fey creature of challenge rating 6 or lower, or a fey spirit that
When reduced to 0 hit points, a pillar crum bles into rubble, which creates an takes the form of a beast of challenge rating 6 or lower. It appears in an
area of difficult terrain with a 1 0-foot radius that lasts until the rubble is unoccupied space that y ou can see within range. The fey creature disappears
cleared. Each 5-foot-diam eter portion of the area requires at least 1 m inute to when it drops to 0 hit points or when the spell ends.
clear by hand. The fey creature is friendly to y ou and y our com panions for the duration. Roll
If a pillar is created under a creature, that creature m ust succeed on a initiativ e for the creature, which has its own turns. It obey s any v erbal
Dexterity sav ing throw or be lifted by the pillar. A creature can choose to fail com m ands that y ou issue to it (no action required by y ou), as long as they
the sav e. don't v iolate its alignm ent. If y ou don't issue any com m ands to the fey
If a pillar is prev ented from reaching its full height because of a ceiling or creature, it defends itself from hostile creatures but otherwise takes no
other obstacle, a creature on the pillar takes 6 d6 bludgeoning dam age and is actions.
restrained, pinched between the pillar and the obstacle. The restrained If y our concentration is broken, the fey creature doesn't disappear. Instead,
creature can use an action to m ake a Strength or Dexterity check (the y ou lose control of the fey creature, it becom es hostile toward y ou and y our
creature's choice) against the spell's sav e DC. On a success, the creature is no com panions, and it m ight attack. An uncontrolled fey creature can't be
longer restrained and m ust either m ov e off the pillar or fall off it. dism issed by y ou, and it disappears 1 hour after y ou sum m oned it. The DM
At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or has the fey creature's statistics.
higher, y ou can create two additional pillars for each slot lev el abov e 6 th. At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
higher, the challenge rating increases by 1 for each slot lev el abov e 6 th.
Druid Xanathar´s Guide to Everything
Druid Warlock Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 57/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Contingency Create Undead


level 6 - evocation level 6 - necromancy
Cast ing Time: 1 0 m inutes Cast ing Time: 1 m inute
Range: Self Range: 1 0 feet
Component s: V, S, M (a statuette of y ourself carv ed from iv ory and Component s: V, S, M (one clay pot filled with grav e dirt, one clay pot filled
decorated with gem s worth at least 1 ,500 gp) with brackish water, and one 1 50 gp black ony x stone for each corpse)
Durat ion: 1 0 day s Durat ion: Instantaneous
Choose a spell of 5th lev el or lower that y ou can cast, that has a casting tim e You can cast this spell only at night. Choose up to three corpses of Medium or
of 1 action, and that can target y ou. You cast that spell—called the contingent Sm all hum anoids within range. Each corpse becom es a ghoul under y our
spell—as part of casting contingency, expending spell slots for both, but the control. (The DM has gam e statistics for these creatures.)
contingent spell doesn't com e into effect. Instead, it takes effect when a certain As a bonus action on each of y our turns, y ou can m entally com m and any
circum stance occurs. You describe that circum stance when y ou cast the two creature y ou anim ated with this spell if the creature is within 1 2 0 feet of y ou
spells. For exam ple, a contingency cast with water breathing m ight stipulate (if y ou control m ultiple creatures, y ou can com m and any or all of them at the
that water breathing com es into effect when y ou are engulfed in water or a sam e tim e, issuing the sam e com m and to each one). You decide what action
sim ilar liquid. the creature will take and where it will m ov e during its next turn, or y ou can
The contingent spell takes effect im m ediately after the circum stance is m et issue a general com m and, such as to guard a particular cham ber or corridor.
for the first tim e, whether or not y ou want it to, and then contingency ends. If y ou issue no com m ands, the creature only defends itself against hostile
The contingent spell takes effect only on y ou, ev en if it can norm ally target creatures. Once giv en an order, the creature continues to follow it until its
others. You can use only one contingency spell at a tim e. If y ou cast this spell task is com plete.
again, the effect of another contingency spell on y ou ends. Also, contingency The creature is under y our control for 2 4 hours, after which it stops obey ing
ends on y ou if its m aterial com ponent is ev er not on y our person. any com m and y ou hav e giv en it. To m aintain control of the creature for
another 2 4 hours, y ou m ust cast this spell on the creature before the current
Wizard Player´s Handbook (SRD)
2 4 -hour period ends. This use of the spell reasserts y our control ov er up to
three creatures y ou hav e anim ated with this spell, rather than anim ating
Create Homunculus new ones.
level 6 - transmutation At Higher Levels. When y ou cast this spell using a 7 th-lev el spell slot, y ou
Cast ing Time: 1 hour can anim ate or reassert control ov er four ghouls. When y ou cast this spell
Range: Touch using an 8th-lev el spell slot, y ou can anim ate or reassert control ov er fiv e
Component s: V, S, M (clay , ash, and m andrake root, all of which the spell ghouls or two ghasts or wights. When y ou cast this spell using a 9 th-lev el spell
consum es, and a jewel-encrusted dagger worth at least 1 ,000 gp) slot, y ou can anim ate or reassert control ov er six ghouls, three ghasts or
Durat ion: Instantaneous wights, or two m um m ies.

Des cription not available (not OGL). Cleric Warlock Wizard Player´s Handbook (SRD)
But here is a s um m ary:

Create one hom unculus and the caster can transfer his hit points to it up to
Disintegrate
level 6 - transmutation
his next long rest.
Cast ing Time: 1 action
Wizard Xanathar´s Guide to Everything Range: 6 0 feet
Component s: V, S, M (a lodestone and a pinch of dust)
Durat ion: Instantaneous
A thin green ray springs from y our pointing finger to a target that y ou can
see within range. The target can be a creature, an object, or a creation of
m agical force, such as the wall created by wall of force.
A creature targeted by this spell m ust m ake a Dexterity sav ing throw. On a
failed sav e, the target takes 1 0d6 + 4 0 force dam age. The target is
disintegrated if this dam age leav es it with 0 hit points.
A disintegrated creature and ev ery thing it is wearing and carry ing, except
m agic item s, are reduced to a pile of fine gray dust. The creature can be
restored to life only by m eans of a true resurrection or a wish spell.
This spell autom atically disintegrates a Large or sm aller nonm agical object or
a creation of m agical force. If the target is a Huge or larger object or creation
of force, this spell disintegrates a 1 0-foot-cube portion of it. A m agic item is
unaffected by this spell.
At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
higher, the dam age increases by 3 d6 for each slot lev el abov e 6 th.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 58/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Drawmij's Instant Summons Find the Path


level 6 - conjuration (ritual) level 6 - divination
Cast ing Time: 1 m inute Cast ing Time: 1 m inute
Range: Touch Range: Self
Component s: V, S, M (a sapphire worth 1 ,000 gp) Component s: V, S, M (a set of div inatory tools—such as bones, iv ory sticks,
Durat ion: Until dispelled cards, teeth, or carv ed runes-worth 1 00 gp and an object from the location
You touch an object weighing 1 0 pounds or less whose longest dim ension is 6 y ou wish to find)
feet or less. The spell leav es an inv isible m ark on its surface and inv isibly Durat ion: Concentration, up to 1 day
inscribes the nam e of the item on the sapphire y ou use as the m aterial This spell allows y ou to find the shortest, m ost direct phy sical route to a
com ponent. Each tim e y ou cast this spell, y ou m ust use a different sapphire. specific fixed location that y ou are fam iliar with on the sam e plane of
At any tim e thereafter, y ou can use y our action to speak the item 's nam e and existence. If y ou nam e a destination on another plane of existence, a
crush the sapphire. The item instantly appears in y our hand regardless of destination that m ov es (such as a m obile fortress), or a destination that isn't
phy sical or planar distances, and the spell ends. specific (such as "a green dragon's lair"), the spell fails.
If another creature is holding or carry ing the item , crushing the sapphire For the duration, as long as y ou are on the sam e plane of existence as the
doesn't transport the item to y ou, but instead y ou learn who the creature destination, y ou know how far it is and in what direction it lies. While y ou are
possessing the object is and roughly where that creature is located at that trav eling there, whenev er y ou are presented with a choice of paths along the
m om ent. way , y ou autom atically determ ine which path is the shortest and m ost direct
Dispel magic or a sim ilar effect successfully applied to the sapphire ends this route (but not necessarily the safest route) to the destination.
spell's effect.
Bard Cleric Druid Player´s Handbook (SRD)
Wizard Player´s Handbook (SRD)
Flesh to Stone
Druid Grove level 6 - transmutation
level 6 - abjuration Cast ing Time: 1 action
Cast ing Time: 1 0 m inutes Range: 6 0 feet
Range: Touch Component s: V, S, M (a pinch of lim e, water, and earth)
Component s: V, S, M (m istletoe, which the spell consum es, that was Durat ion: Concentration, up to 1 m inute
harv ested with a golden sickle under the light of a full m oon) You attem pt to turn one creature that y ou can see within range into stone. If
Durat ion: 2 4 hours the target's body is m ade of flesh, the creature m ust m ake a Constitution
sav ing throw. On a failed sav e, it is restrained as its flesh begins to harden.
Des cription not available (not OGL).
On a successful sav e, the creature isn't affected.
But here is a s um m ary:
A creature restrained by this spell m ust m ake another Constitution sav ing
Protect a 3 0 x 3 0 x 3 0 ft area with fog, v ines, anim ated trees, or other effects. throw at the end of each of its turns. If it successfully sav es against this spell
three tim es, the spell ends. If it fails its sav es three tim es, it is turned to stone
Druid Xanathar´s Guide to Everything
and subjected to the petrified condition for the duration. The successes and
failures don't need to be consecutiv e; keep track of both until the target
Eyebite collects three of a kind.
level 6 - necromancy
If the creature is phy sically broken while petrified, it suffers from sim ilar
Cast ing Time: 1 action deform ities if it rev erts to its original state.
Range: Self If y ou m aintain y our concentration on this spell for the entire possible
Component s: V, S duration, the creature is turned to stone until the effect is rem ov ed.
Durat ion: Concentration, up to 1 m inute
Warlock Wizard Druid [TCoE] Sorcerer [TCoE] Player´s Handbook (SRD)
For the spell's duration, y our ey es becom e an inky v oid im bued with dread
power. One creature of y our choice within 6 0 feet of y ou that y ou can see
m ust succeed on a Wisdom sav ing throw or be affected by one of the following
Forbiddance
level 6 - abjuration (ritual)
effects of y our choice for the duration. On each of y our turns until the spell
ends, y ou can use y our action to target another creature but can't target a Cast ing Time: 1 0 m inutes
creature again if it has succeeded on a sav ing throw against this casting of Range: Touch
ey ebite. Component s: V, S, M (a sprinkling of holy water, rare incense, and
Asleep. The target falls unconscious. It wakes up if it takes any dam age or if powdered ruby worth at least 1 ,000 gp)
another creature uses its action to shake the sleeper awake. Durat ion: 1 day
Panicked. The target is frightened of y ou. On each of its turns, the frightened You create a ward against m agical trav el that protects up to 4 0,000 square
creature m ust take the Dash action and m ov e away from y ou by the safest feet of floor space to a height of 3 0 feet abov e the floor. For the duration,
and shortest av ailable route, unless there is nowhere to m ov e. If the target creatures can't teleport into the area or use portals, such as those created by
m ov es to a place at least 6 0 feet away from y ou where it can no longer see the gate spell, to enter the area. The spell proofs the area against planar
y ou, this effect ends. trav el, and therefore prev ents creatures from accessing the area by way of
Sickened. The target has disadv antage on attack rolls and ability checks. At the Astral Plane, Ethereal Plane, Fey wild, Shadowfell, or the plane shift spell.
the end of each of its turns, it can m ake another Wisdom sav ing throw. If it In addition, the spell dam ages ty pes of creatures that y ou choose when y ou
succeeds, the effect ends. cast it. Choose one or m ore of the following: celestials, elem entals, fey , fiends,
and undead. When a chosen creature enters the spell's area for the first tim e
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
on a turn or starts its turn there, the creature takes 5d1 0 radiant or necrotic
dam age (y our choice when y ou cast this spell).
When y ou cast this spell, y ou can designate a password. A creature that
speaks the password as it enters the area takes no dam age from the spell.
The spell's area can't ov erlap with the area of another forbiddance spell. If y ou
cast forbiddance ev ery day for 3 0 day s in the sam e location, the spell lasts
until it is dispelled, and the m aterial com ponents are consum ed on the last
casting.

Cleric Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 59/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Globe of Invulnerability Harm


level 6 - abjuration level 6 - necromancy
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Self (1 0-foot radius) Range: 6 0 feet
Component s: V, S, M (a glass or cry stal bead that shatters when the spell Component s: V, S
ends) Durat ion: Instantaneous
Durat ion: Concentration, up to 1 m inute You unleash a v irulent disease on a creature that y ou can see within range.
An im m obile, faintly shim m ering barrier springs into existence in a 1 0-foot The target m ust m ake a Constitution sav ing throw. On a failed sav e, it takes
radius around y ou and rem ains for the duration. 1 4 d6 necrotic dam age, or half as m uch dam age on a successful sav e. The
Any spell of 5th lev el or lower cast from outside the barrier can't affect dam age can't reduce the target's hit points below 1 . If the target fails the
creatures or objects within it, ev en if the spell is cast using a higher lev el spell sav ing throw, its hit point m axim um is reduced for 1 hour by an am ount
slot. Such a spell can target creatures and objects within the barrier, but the equal to the necrotic dam age it took. Any effect that rem ov es a disease allows
spell has no effect on them . Sim ilarly , the area within the barrier is excluded a creature's hit point m axim um to return to norm al before that tim e passes.
from the areas affected by such spells.
Cleric Player´s Handbook (SRD)
At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
higher, the barrier blocks spells of one lev el higher for each slot lev el abov e
6 th. Heal
level 6 - evocation
Sorcerer Wizard Player´s Handbook (SRD)
Cast ing Time: 1 action
Range: 6 0 feet
Guards and Wards Component s: V, S
level 6 - abjuration Durat ion: Instantaneous
Cast ing Time: 1 0 m inutes Choose a creature that y ou can see within range. A surge of positiv e energy
Range: Touch washes through the creature, causing it to regain 7 0 hit points. This spell also
Component s: V, S, M (burning incense, a sm all m easure of brim stone and ends blindness, deafness, and any diseases affecting the target. This spell has
oil, a knotted string, a sm all am ount of um ber hulk blood, and a sm all silv er no effect on constructs or undead.
rod worth at least 1 0 gp) At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
Durat ion: 2 4 hours higher, the am ount of healing increases by 1 0 for each slot lev el abov e 6 th.
Y ou cr ea t e a w a r d t h a t pr ot ect s u p t o 2 ,5 0 0 squ a r e feet of floor spa ce (a n a r ea
5 0 feet squ a r e, or on e h u n dr ed 5 -foot squ a r es or t w en t y -fiv e 1 0 -foot squ a r es). Cleric Druid Player´s Handbook (SRD)

T h e w a r ded a r ea ca n be u p t o 2 0 feet t a ll, a n d sh a ped a s y ou desir e. Y ou ca n


w a r d sev er a l st or ies of a st r on g h old by div idin g t h e a r ea a m on g t h em , a s lon g Heroes' Feast
a s y ou ca n w a lk in t o ea ch con t ig u ou s a r ea w h ile y ou a r e ca st in g t h e spell. level 6 - conjuration
W h en y ou ca st t h is spell, y ou ca n specify in div idu a ls t h a t a r e u n a ffect ed by
Cast ing Time: 1 0 m inutes
a n y or a ll of t h e effect s t h a t y ou ch oose. Y ou ca n a lso specify a pa ssw or d t h a t ,
Range: 3 0 feet
w h en spok en a lou d, m a k es t h e spea k er im m u n e t o t h ese effect s.
Component s: V, S, M (a gem -encrusted bowl worth at least 1 ,000 gp, which
Guards and w ards cr ea t es t h e follow in g effect s w it h in t h e w a r ded a r ea .
Cor r i dor s. Fog fills a ll t h e w a r ded cor r idor s, m a k in g t h em h ea v ily obscu r ed. the spell consum es)
In a ddit ion , a t ea ch in t er sect ion or br a n ch in g pa ssa g e offer in g a ch oice of Durat ion: Instantaneous
dir ect ion , t h er e is a 5 0 per cen t ch a n ce t h a t a cr ea t u r e ot h er t h a n y ou w ill You bring forth a great feast, including m agnificent food and drink. The feast
believ e it is g oin g in t h e opposit e dir ect ion fr om t h e on e it ch ooses. takes 1 hour to consum e and disappears at the end of that tim e, and the
Door s. A ll door s in t h e w a r ded a r ea a r e m a g ica lly lock ed, a s if sea led by a n beneficial effects don't set in until this hour is ov er. Up to twelv e creatures can
arcane lock spell. In a ddit ion , y ou ca n cov er u p t o t en door s w it h a n illu sion partake of the feast.
(equ iv a len t t o t h e illu sor y object fu n ct ion of t h e m inor illus ion spell) t o m a k e
A creature that partakes of the feast gains sev eral benefits. The creature is
t h em a ppea r a s pla in sect ion s of w a ll.
cured of all diseases and poison, becom es im m une to poison and being
St a i r s. W ebs fill a ll st a ir s in t h e w a r ded a r ea fr om t op t o bot t om , a s t h e w eb
frightened, and m akes all Wisdom sav ing throws with adv antage. Its hit
spell. T h ese st r a n ds r eg r ow in 1 0 m in u t es if t h ey a r e bu r n ed or t or n a w a y
w h ile guards and w ards la st s. point m axim um also increases by 2 d1 0, and it gains the sam e num ber of hit
Ot h er Spel l Effect . Y ou ca n pla ce y ou r ch oice of on e of t h e follow in g m a g ica l points. These benefits last for 2 4 hours.
effect s w it h in t h e w a r ded a r ea of t h e st r on g h old.
Cleric Druid Bard [TCoE] Player´s Handbook (SRD)
• Pla ce dancing lights in fou r cor r idor s. Y ou ca n desig n a t e a sim ple pr og r a m
t h a t t h e lig h t s r epea t a s lon g a s g u a r ds a n d w a r ds la st s.
• Pla ce m agic m outh in t w o loca t ion s. Investiture of Flame
• Pla ce s tink ing cloud in t w o loca t ion s. T h e v a por s a ppea r in t h e pla ces y ou level 6 - transmutation
desig n a t e; t h ey r et u r n w it h in 1 0 m in u t es if disper sed by w in d w h ile guards Cast ing Time: 1 action
and w ards la st s.
Range: Self
• Pla ce a con st a n t gus t of w ind in on e cor r idor or r oom .
Component s: V, S
• Pla ce a s ugges tion in on e loca t ion . Y ou select a n a r ea of u p t o 5 feet squ a r e,
Durat ion: Concentration, up to 1 0 m inutes
a n d a n y cr ea t u r e t h a t en t er s or pa sses t h r ou g h t h e a r ea r eceiv es t h e
su g g est ion m en t a lly . Flam es race across y our body , shedding bright light in a 3 0-foot radius and
T h e w h ole w a r ded a r ea r a dia t es m a g ic. A dis pel m agic ca st on a specific effect , dim light for an additional 3 0 feet for the spell's duration. The flam es don't
if su ccessfu l, r em ov es on ly t h a t effect . harm y ou. Until the spell ends, y ou gain the following benefits:
Y ou ca n cr ea t e a per m a n en t ly g u a r ded a n d w a r ded st r u ct u r e by ca st in g t h is • You are im m une to fire dam age and hav e resistance to cold dam age.
spell t h er e ev er y da y for on e y ea r . • Any creature that m ov es within 5 feet of y ou for the first tim e on a turn or
ends its turn there takes 1 d1 0 fire dam age.
Bard Wizard Player´s Handbook (SRD)
• You can use y our action to create a line of fire 1 5 feet long and 5 feet wide
extending from y ou in a direction y ou choose. Each creature in the line m ust
m ake a Dexterity sav ing throw. A creature takes 4 d8 fire dam age on a failed
sav e, or half as m uch dam age on a successful one.

Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 60/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Investiture of Ice Magic Jar


level 6 - transmutation level 6 - necromancy
Cast ing Time: 1 action Cast ing Time: 1 m inute
Range: Self Range: Self
Component s: V, S Component s: V, S, M (a gem , cry stal, reliquary , or som e other ornam ental
Durat ion: Concentration, up to 1 0 m inutes container worth at least 500 gp)
Until the spell ends, ice rim es y our body , and y ou gain the following benefits: Durat ion: Until dispelled
• You are im m une to cold dam age and hav e resistance to fire dam age. Your body falls into a catatonic state as y our soul leav es it and enters the
• You can m ov e across difficult terrain created by ice or snow without container y ou used for the spell's m aterial com ponent. While y our soul
spending extra m ov em ent. inhabits the container, y ou are aware of y our surroundings as if y ou were in
• The ground in a 1 0-foot radius around y ou is icy and is difficult terrain for the container's space. You can't m ov e or use reactions. The only action y ou
creatures other than y ou. The radius m ov es with y ou. can take is to project y our soul up to 1 00 feet out of the container, either
• You can use y our action to create a 1 5-foot cone of freezing wind extending returning to y our liv ing body (and ending the spell) or attem pting to possess
from y our outstretched hand in a direction y ou choose. Each creature in the a hum anoids body .
cone m ust m ake a Constitution sav ing throw. A creature takes 4 d6 cold You can attem pt to possess any hum anoid within 1 00 feet of y ou that y ou can
dam age on a failed sav e, or half as m uch dam age on a successful one. A see (creatures warded by a protection from evil and good or magic circle spell
creature that fails its sav e against this effect has its speed halv ed until the can't be possessed). The target m ust m ake a Charism a sav ing throw. On a
start of y our next turn. failure, y our soul m ov es into the target's body , and the target's soul becom es
trapped in the container. On a success, the target resists y our efforts to possess
Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything
it, and y ou can't attem pt to possess it again for 2 4 hours.
Once y ou possess a creature's body , y ou control it. Your gam e statistics are
Investiture of Stone replaced by the statistics of the creature, though y ou retain y our alignm ent
level 6 - transmutation and y our Intelligence, Wisdom , and Charism a scores. You retain the benefit of
Cast ing Time: 1 action y our own class features. If the target has any class lev els, y ou can't use any of
Range: Self its class features.
Component s: V, S Meanwhile, the possessed creature's soul can perceiv e from the container
Durat ion: Concentration, up to 1 0 m inutes using its own senses, but it can't m ov e or take actions at all.
Until the spell ends, bits of rock spread across y our body , and y ou gain the While possessing a body , y ou can use y our action to return from the host body
following benefits: to the container if it is within 1 00 feet of y ou, returning the host creature's
• You hav e resistance to bludgeoning, piercing, and slashing dam age from soul to its body . If the host body dies while y ou're in it, the creature dies, and
nonm agical attacks. y ou m ust m ake a Charism a sav ing throw against y our own spellcasting DC.
• You can use y our action to create a sm all earthquake on the ground in a 1 5- On a success, y ou return to the container if it is within 1 00 feet of y ou.
foot radius centered on y ou. Other creatures on that ground m ust succeed on Otherwise, y ou die.
a Dexterity sav ing throw or be knocked prone. If the container is destroy ed or the spell ends, y our soul im m ediately returns
• You can m ov e across difficult terrain m ade of earth or stone without to y our body . If y our body is m ore than 1 00 feet away from y ou or if y our
spending extra m ov em ent. You can m ov e through solid earth or stone as if it body is dead when y ou attem pt to return to it, y ou die. If another creature's
was air and without destabilizing it, but y ou can't end y our m ov em ent there. soul is in the container when it is destroy ed, the creature's soul returns to its
If y ou do so, y ou are ejected to the nearest unoccupied space, this spell ends, body if the body is aliv e and within 1 00 feet. Otherwise, that creature dies.
and y ou are stunned until the end of y our next turn. When the spell ends, the container is destroy ed.

Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything Wizard Player´s Handbook (SRD)

Investiture of Wind
level 6 - transmutation
Cast ing Time: 1 action
Range: Self
Component s: V, S
Durat ion: Concentration, up to 1 0 m inutes
Until the spell ends, wind whirls around y ou, and y ou gain the following
benefits:
• Ranged weapon attacks m ade against y ou hav e disadv antage on the attack
roll.
• You gain a fly ing speed of 6 0 feet. If y ou are still fly ing when the spell ends,
y ou fall, unless y ou can som ehow prev ent it.
• You can use y our action to create a 1 5-foot cube of swirling wind centered on
a point y ou can see within 6 0 feet of y ou. Each creature in that area m ust
m ake a Constitution sav ing throw. A creature takes 2 d1 0 bludgeoning
dam age on a failed sav e, or half as m uch dam age on a successful one. If a
Large or sm aller creature fails the sav e, that creature is also pushed up to 1 0
feet away from the center of the cube.

Druid Sorcerer Warlock Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 61/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Mass Suggestion Otiluke's Freezing Sphere


level 6 - enchantment level 6 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 3 00 feet
Component s: V, M (a snake's tongue and either a bit of honey com b or a drop Component s: V, S, M (a sm all cry stal sphere
of sweet oil) Durat ion: Instantaneous
Durat ion: 2 4 hours A frigid globe of cold energy streaks from y our fingertips to a point of y our
You suggest a course of activ ity (lim ited to a sentence or two) and m agically choice within range, where it explodes in a 6 0-foot-radius sphere. Each
influence up to twelv e creatures of y our choice that y ou can see within range creature within the area m ust m ake a Constitution sav ing throw. On a failed
and that can hear and understand y ou. Creatures that can't be charm ed are sav e, a creature takes 1 0d6 cold dam age. On a successful sav e, it takes half as
im m une to this effect. The suggestion m ust be worded in such a m anner as to m uch dam age.
m ake the course of action sound reasonable. Asking the creature to stab itself, If the globe strikes a body of water or a liquid that is principally water (not
throw itself onto a spear, im m olate itself, or do som e other obv iously harm ful including water-based creatures), it freezes the liquid to a depth of 6 inches
act autom atically negates the effect of the spell. ov er an area 3 0 feet square. This ice lasts for 1 m inute. Creatures that were
Each target m ust m ake a Wisdom sav ing throw. On a failed sav e, it pursues swim m ing on the surface of frozen water are trapped in the ice. A trapped
the course of action y ou described to the best of its ability . The suggested creature can use an action to m ake a Strength check against y our spell sav e
course of action can continue for the entire duration. If the suggested activ ity DC to break free.
can be com pleted in a shorter tim e, the spell ends when the subject finishes You can refrain from firing the globe after com pleting the spell, if y ou wish. A
what it was asked to do. sm all globe about the size of a sling stone, cool to the touch, appears in y our
You can also specify conditions that will trigger a special activ ity during the hand. At any tim e, y ou or a creature y ou giv e the globe to can throw the
duration. For exam ple, y ou m ight suggest that a group of soldiers giv e all globe (to a range of 4 0 feet) or hurl it with a sling (to the sling's norm al
their m oney to the first beggar they m eet. If the condition isn't m et before the range). It shatters on im pact, with the sam e effect as the norm al casting of
spell ends, the activ ity isn't perform ed. the spell. You can also set the globe down without shattering it. After 1
If y ou or any of y our com panions dam age a creature affected by this spell, the m inute, if the globe hasn't already shattered, it explodes.
spell ends for that creature. At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
At Higher Levels. When y ou cast this spell using a 7 th-lev el spell slot, the higher, the dam age increases by 1 d6 for each slot lev el abov e 6 th.
duration is 1 0 day s. When y ou use an 8th-lev el spell slot, the duration is 3 0
Wizard Sorcerer [TCoE] Player´s Handbook (SRD)
day s. When y ou use a 9 th-lev el spell slot, the duration is a y ear and a day .

Bard Sorcerer Warlock Wizard Player´s Handbook (SRD) Otto's Irresistible Dance
level 6 - enchantment
Mental Prison Cast ing Time: 1 action
level 6 - illusion Range: 3 0 feet
Cast ing Time: 1 action Component s: V
Range: 6 0 feet Durat ion: Concentration, up to 1 m inute
Component s: S Choose one creature that y ou can see within range. The target begins a com ic
Durat ion: Concentration, up to 1 m inute dance in place: shuffling, tapping its feet, and capering for the duration.
Creatures that can't be charm ed are im m une to this spell.
Des cription not available (not OGL).
A dancing creature m ust use all its m ov em ent to dance without leav ing its
But here is a s um m ary:
space and has disadv antage on Dexterity sav ing throws and attack rolls.
The target m ust succeed on an Int. sav e or take 5d1 0 psy chic dam age and While the target is affected by this spell, other creatures hav e adv antage on
believ e to be surrounded by fire or other hazard. attack rolls against it. As an action, a dancing creature m akes a Wisdom
sav ing throw to regain control of itself. On a successful sav e, the spell ends.
Sorcerer Warlock Wizard Xanathar´s Guide to Everything
Bard Wizard Player´s Handbook (SRD)
Move Earth
level 6 - transmutation
Cast ing Time: 1 action
Range: 1 2 0 feet
Component s: V, S, M (an iron blade and a sm all bag containing a m ixture of
soils—clay , loam , and sand)
Durat ion: Concentration, up to 2 hours
Choose an area of terrain no larger than 4 0 feet on a side within range. You
can reshape dirt, sand, or clay in the area in any m anner y ou choose for the
duration. You can raise or lower the area's elev ation, create or fill in a trench,
erect or flatten a wall, or form a pillar. The extent of any such changes can't
exceed half the area's largest dim ension. So, if y ou affect a 4 0-foot square, y ou
can create a pillar up to 2 0 feet high, raise or lower the square's elev ation by
up to 2 0 feet, dig a trench up to 2 0 feet deep, and so on. It takes 1 0 m inutes for
these changes to com plete.
At the end of ev ery 1 0 m inutes y ou spend concentrating on the spell, y ou can
choose a new area of terrain to affect.
Because the terrain's transform ation occurs slowly , creatures in the area
can't usually be trapped or injured by the ground's m ov em ent.
This spell can't m anipulate natural stone or stone construction. Rocks and
structures shift to accom m odate the new terrain. If the way y ou shape the
terrain would m ake a structure unstable, it m ight collapse.
Sim ilarly , this spell doesn't directly affect plant growth. The m ov ed earth
carries any plants along with it.

Druid Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 62/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Planar Ally Programmed Illusion


level 6 - conjuration level 6 - illusion
Cast ing Time: 1 0 m inutes Cast ing Time: 1 action
Range: 6 0 feet Range: 1 2 0 feet
Component s: V, S Component s: V, S, M (a bit of fleece and jade dust worth at least 2 5 gp)
Durat ion: Instantaneous Durat ion: Until dispelled
You beseech an otherworldly entity for aid. The being m ust be known to y ou: You create an illusion of an object, a creature, or som e other v isible
a god, a prim ordial, a dem on prince, or som e other being of cosm ic power. phenom enon within range that activ ates when a specific condition occurs.
That entity sends a celestial, an elem ental, or a fiend loy al to it to aid y ou, The illusion is im perceptible until then. It m ust be no larger than a 3 0-foot
m aking the creature appear in an unoccupied space within range. If y ou cube, and y ou decide when y ou cast the spell how the illusion behav es and
know a specific creature's nam e, y ou can speak that nam e when y ou cast this what sounds it m akes. This scripted perform ance can last up to 5 m inutes.
spell to request that creature, though y ou m ight get a different creature When the condition y ou specify occurs, the illusion springs into existence and
any way (DM's choice). perform s in the m anner y ou described. Once the illusion finishes perform ing,
When the creature appears, it is under no com pulsion to behav e in any it disappears and rem ains dorm ant for 1 0 m inutes. After this tim e, the
particular way . You can ask the creature to perform a serv ice in exchange for illusion can be activ ated again.
pay m ent, but it isn't obliged to do so. The requested task could range from The triggering condition can be as general or as detailed as y ou like, though it
sim ple (fly us across the chasm , or help us fight a battle) to com plex (spy on m ust be based on v isual or audible conditions that occur within 3 0 feet of the
our enem ies, or protect us during our foray into the dungeon). You m ust be area. For exam ple, y ou could create an illusion of y ourself to appear and warn
able to com m unicate with the creature to bargain for its serv ices. off others who attem pt to open a trapped door, or y ou could set the illusion to
Pay m ent can take a v ariety of form s. A celestial m ight require a sizable trigger only when a creature say s the correct word or phrase.
donation of gold or m agic item s to an allied tem ple, while a fiend m ight Phy sical interaction with the im age rev eals it to be an illusion, because
dem and a liv ing sacrifice or a gift of treasure. Som e creatures m ight things can pass through it. A creature that uses its action to exam ine the
exchange their serv ice for a quest undertaken by y ou. im age can determ ine that it is an illusion with a successful Intelligence
As a rule of thum b, a task that can be m easured in m inutes requires a (Inv estigation) check against y our spell sav e DC. If a creature discerns the
pay m ent worth 1 00 gp per m inute. A task m easured in hours requires 1 ,000 illusion for what it is, the creature can see through the im age, and any noise
gp per hour. And a task m easured in day s (up to 1 0 day s) requires 1 0,000 gp it m akes sounds hollow to the creature.
per day . The DM can adjust these pay m ents based on the circum stances
Bard Wizard Player´s Handbook (SRD)
under which y ou cast the spell. If the task is aligned with the creature's ethos,
the pay m ent m ight be halv ed or ev en waiv ed. Nonhazardous tasks ty pically
require only half the suggested pay m ent, while especially dangerous tasks Scatter
m ight require a greater gift. Creatures rarely accept tasks that seem suicidal. level 6 - conjuration
After the creature com pletes the task, or when the agreed-upon duration of Cast ing Time: 1 action
serv ice expires, the creature returns to its hom e plane after reporting back to Range: 3 0 feet
y ou, if appropriate to the task and if possible. Component s: V
If y ou are unable to agree on a price for the creature's serv ice, the creature Durat ion: Instantaneous
im m ediately returns to its hom e plane.
Des cription not available (not OGL).
A creature enlisted to join y our group counts as a m em ber of it, receiv ing a
But here is a s um m ary:
full share of experience points awarded.
Up to 5 creatures are teleported (Wis. sav e if unwilling) within 1 2 0 ft.
Cleric Player´s Handbook (SRD)
Sorcerer Warlock Wizard Xanathar´s Guide to Everything
Primordial Ward
level 6 - abjuration Soul Cage
Cast ing Time: 1 action level 6 - necromancy
Range: Self Cast ing Time: 1 reaction, which y ou take when a hum anoid y ou can see
Component s: V, S within 6 0 feet of y ou dies
Durat ion: Concentration, up to 1 m inute Range: 6 0 feet
You hav e resistance to acid, cold, fire, lightning, and thunder dam age for the Component s: V, S, M (a tiny silv er cage worth 1 00 gp)
spell's duration. Durat ion: 8 hours
When y ou take dam age of one of those ty pes, y ou can use y our reaction to
Des cription not available (not OGL).
gain im m unity to that ty pe of dam age, including against the triggering
But here is a s um m ary:
dam age. If y ou do so, the resistances end, and y ou hav e the im m unity until
the end of y our next turn, at which tim e the spell ends. Snatch a soul to regain hp, ask it a question, get adv antage to a roll, or see a
place it saw in life.
Druid Xanathar´s Guide to Everything
Warlock Wizard Xanathar´s Guide to Everything

Summon Fiend
level 6 - conjuration
Cast ing Time: 1 action
Range: 9 0 feet
Component s: V, S, M (hum anoid blood inside a ruby v ial worth at least 6 00
gp)
Durat ion: Concentration, up to 1 hour

Des cription not available (not OGL).


But here is a s um m ary:

Sum m on 1 fiendish spirit (dem on, dev il, or y ugoloth), friendly (stat
block/y our lv l).

Warlock Wizard Tasha´s Cauldron of Everything

[Link] w w .[Link]/dnd/[Link] 63/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Sunbeam True Seeing


level 6 - evocation level 6 - divination
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Self (6 0-foot line) Range: Touch
Component s: V, S, M (a m agnify ing glass) Component s: V, S, M (an ointm ent for the ey es that costs 2 5 gp; is m ade
Durat ion: Concentration, up to 1 m inute from m ushroom powder, saffron, and fat; and is consum ed by the spell)
A beam of brilliant light flashes out from y our hand in a 5-foot-wide, 6 0-foot- Durat ion: 1 hour
long line. Each creature in the line m ust m ake a Constitution sav ing throw. This spell giv es the willing creature y ou touch the ability to see things as they
On a failed sav e, a creature takes 6 d8 radiant dam age and is blinded until actually are. For the duration, the creature has truesight, notices secret doors
y our next turn. On a successful sav e, it takes half as m uch dam age and isn't hidden by m agic, and can see into the Ethereal Plane, all out to a range of 1 2 0
blinded by this spell. Undead and oozes hav e disadv antage on this sav ing feet.
throw.
Bard Cleric Sorcerer Warlock Wizard Player´s Handbook (SRD)
You can create a new line of radiance as y our action on any turn until the
spell ends.
For the duration, a m ote of brilliant radiance shines in y our hand. It sheds Wall of Ice
bright light in a 3 0-foot radius and dim light for an additional 3 0 feet. This level 6 - evocation
light is sunlight. Cast ing Time: 1 action
Range: 1 2 0 feet
Druid Sorcerer Wizard Cleric [TCoE] Player´s Handbook (SRD)
Component s: V, S, M (a sm all piece of quartz)
Durat ion: Concentration, up to 1 0 m inutes
Tasha's Otherworldly Guise You create a wall of ice on a solid surface within range. You can form it into a
level 6 - transmutation
hem ispherical dom e or a sphere with a radius of up to 1 0 feet, or y ou can
Cast ing Time: 1 bonus action shape a flat surface m ade up of ten 1 0-foot-square panels. Each panel m ust be
Range: Self contiguous with another panel. In any form , the wall is 1 foot thick and lasts
Component s: V, S, M (an object engrav ed with a sy m bol of the Outer Planes, for the duration.
worth at least 500 gp) If the wall cuts through a creature's space when it appears, the creature
Durat ion: Concentration, up to 1 m inute within its area is pushed to one side of the wall and m ust m ake a Dexterity
sav ing throw. On a failed sav e, the creature takes 1 0d6 cold dam age, or half
Des cription not available (not OGL).
as m uch dam age on a successful sav e.
But here is a s um m ary:
The wall is an object that can be dam aged and thus breached. It has AC 1 2
Im m une to fire/poison or radiant/necrotic dam age, 4 0 ft fly ing speed, + 2 AC and 3 0 hit points per 1 0-foot section, and it is v ulnerable to fire dam age.
bonus, weapons are m agical, 2 attacks. Reducing a 1 0-foot section of wall to 0 hit points destroy s it and leav es behind
a sheet of frigid air in the space the wall occupied. A creature m ov ing through
Sorcerer Warlock Wizard Tasha´s Cauldron of Everything
the sheet of frigid air for the first tim e on a turn m ust m ake a Constitution
sav ing throw. That creature takes 5d6 cold dam age on a failed sav e, or half as
Tenser's Transformation m uch dam age on a successful one.
level 6 - transmutation At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
Cast ing Time: 1 action higher, the dam age the wall deals when it appears increases by 2 d6 , and the
Range: Self dam age from passing through the sheet of frigid air increases by 1 d6 , for each
Component s: V, S, M (a few hairs from a bull) slot lev el abov e 6 th.
Durat ion: Concentration, up to 1 0 m inutes
Wizard Player´s Handbook (SRD)
Des cription not available (not OGL).
But here is a s um m ary: Wall of Thorns
level 6 - conjuration
The caster gains 50 hp, adv antage to attack rolls, an extra 2 d1 2 force
dam age, m artial proficiencies and two attacks per round. Cast ing Time: 1 action
Range: 1 2 0 feet
Wizard Xanathar´s Guide to Everything Component s: V, S, M (a handful of thorns)
Durat ion: Concentration, up to 1 0 m inutes
Transport via Plants You create a wall of tough, pliable, tangled brush bristling with needle-sharp
level 6 - conjuration thorns. The wall appears within range on a solid surface and lasts for the
Cast ing Time: 1 action duration. You choose to m ake the wall up to 6 0 feet long, 1 0 feet high, and 5
Range: 1 0 feet feet thick or a circle that has a 2 0-foot diam eter and is up to 2 0 feet high and
Component s: V, S 5 feet thick. The wall blocks line of sight.
Durat ion: 1 round When the wall appears, each creature within its area m ust m ake a Dexterity
This spell creates a m agical link between a Large or larger inanim ate plant sav ing throw. On a failed sav e, a creature takes 7 d8 piercing dam age, or half
within range and another plant, at any distance, on the sam e plane of as m uch dam age on a successful sav e.
existence. You m ust hav e seen or touched the destination plant at least once A creature can m ov e through the wall, albeit slowly and painfully . For ev ery
before. For the duration, any creature can step into the target plant and exit 1 foot a creature m ov es through the wall, it m ust spend 4 feet of m ov em ent.
from the destination plant by using 5 feet of m ov em ent. Furtherm ore, the first tim e a creature enters the wall on a turn or ends its
turn there, the creature m ust m ake a Dexterity sav ing throw. It takes 7 d8
Druid Player´s Handbook (SRD)
slashing dam age on a failed sav e, or half as m uch dam age on a successful one.
At Higher Levels. When y ou cast this spell using a spell slot of 7 th lev el or
higher, both ty pes of dam age increase by 1 d8 for each slot lev el abov e 6 th.

Druid Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 64/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Wind Walk Conjure Celestial


level 6 - transmutation level 7 - conjuration
Cast ing Time: 1 m inute Cast ing Time: 1 m inute
Range: 3 0 feet Range: 9 0 feet
Component s: V, S, M (fire and holy water) Component s: V, S
Durat ion: 8 hours Durat ion: Concentration, up to 1 hour
You and up to ten willing creatures y ou can see within range assum e a You sum m on a celestial of challenge rating 4 or lower, which appears in an
gaseous form for the duration, appearing as wisps of cloud. While in this cloud unoccupied space that y ou can see within range. The celestial disappears
form , a creature has a fly ing speed of 3 00 feet and has resistance to dam age when it drops to 0 hit points or when the spell ends.
from nonm agical weapons. The only actions a creature can take in this form The celestial is friendly to y ou and y our com panions for the duration. Roll
are the Dash action or to rev ert to its norm al form . Rev erting takes 1 m inute, initiativ e for the celestial, which has its own turns. It obey s any v erbal
during which tim e a creature is incapacitated and can't m ov e. Until the spell com m ands that y ou issue to it (no action required by y ou), as long as they
ends, a creature can rev ert to cloud form , which also requires the 1 -m inute don't v iolate its alignm ent. If y ou don't issue any com m ands to the celestial, it
transform ation. defends itself from hostile creatures but otherwise takes no actions. The DM
If a creature is in cloud form and fly ing when the effect ends, the creature has the celestial's statistics.
descends 6 0 feet per round for 1 m inute until it lands, which it does safely . If At Higher Levels. When y ou cast this spell using a 9 th-lev el spell slot, y ou
it can't land after 1 m inute, the creature falls the rem aining distance. sum m on a celestial of challenge rating 5 or lower.

Druid Player´s Handbook (SRD) Cleric Player´s Handbook (SRD)

Word of Recall Crown of Stars


level 6 - conjuration level 7 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 5 feet Range: Self
Component s: V Component s: V, S
Durat ion: Instantaneous Durat ion: 1 hour
You and up to fiv e willing creatures within 5 feet of y ou instantly teleport to a
Des cription not available (not OGL).
prev iously designated sanctuary . You and any creatures that teleport with
But here is a s um m ary:
y ou appear in the nearest unoccupied space to the spot y ou designated when
y ou prepared y our sanctuary (see below). If y ou cast this spell without first If the spell attack hits, 7 m otes deal 4 d1 2 radiant dam age each (+ 1 m ote/lv l).
preparing a sanctuary , the spell has no effect.
Sorcerer Warlock Wizard Xanathar´s Guide to Everything
You m ust designate a sanctuary by casting this spell within a location, such
as a tem ple, dedicated to or strongly linked to y our deity . If y ou attem pt to
cast the spell in this m anner in an area that isn't dedicated to y our deity , the
Delayed Blast Fireball
level 7 - evocation
spell has no effect.
Cast ing Time: 1 action
Cleric Player´s Handbook (SRD)
Range: 1 50 feet
Component s: V, S, M (a tiny ball of bat guano and sulfur)
LEVEL 7 Durat ion: Concentration, up to 1 m inute
A beam of y ellow light flashes from y our pointing finger, then condenses to
linger at a chosen point within range as a glowing bead for the duration.
When the spell ends, either because y our concentration is broken or because
y ou decide to end it, the bead blossom s with a low roar into an explosion of
flam e that spreads around corners. Each creature in a 2 0-foot-radius sphere
centered on that point m ust m ake a Dexterity sav ing throw. A creature takes
fire dam age equal to the total accum ulated dam age on a failed sav e, or half as
m uch dam age on a successful one.
The spell's base dam age is 1 2 d6 . If at the end of y our turn the bead has not y et
detonated, the dam age increases by 1 d6 .
If the glowing bead is touched before the interv al has expired, the creature
touching it m ust m ake a Dexterity sav ing throw. On a failed sav e, the spell
ends im m ediately , causing the bead to erupt in flam e. On a successful sav e,
the creature can throw the bead up to 4 0 feet. When it strikes a creature or a
solid object, the spell ends, and the bead explodes.
The fire dam ages objects in the area and ignites flam m able objects that aren't
being worn or carried.
At Higher Levels. When y ou cast this spell using a spell slot of 8th lev el or
higher, the base dam age increases by 1 d6 for each slot lev el abov e 7 th.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 65/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Divine Word Finger of Death


level 7 - evocation level 7 - necromancy
Cast ing Time: 1 bonus action Cast ing Time: 1 action
Range: 3 0 feet Range: 6 0 feet
Component s: V Component s: V, S
Durat ion: Instantaneous Durat ion: Instantaneous
You utter a div ine word, im bued with the power that shaped the world at the You send negativ e energy coursing through a creature that y ou can see
dawn of creation. Choose any num ber of creatures y ou can see within range. within range, causing it searing pain. The target m ust m ake a Constitution
Each creature that can hear y ou m ust m ake a Charism a sav ing throw. On a sav ing throw. It takes 7 d8 + 3 0 necrotic dam age on a failed sav e, or half as
failed sav e, a creature suffers an effect based on its current hit points: m uch dam age on a successful one.
• 50 hit points or fewer: deafened for 1 m inute A hum anoid killed by this spell rises at the start of y our next turn as a zom bie
• 4 0 hit points or fewer: deafened and blinded for 1 0 m inutes that is perm anently under y our com m and, following y our v erbal orders to
• 3 0 hit points or fewer: blinded, deafened, and stunned for 1 hour the best of its ability .
• 2 0 hit points or fewer: killed instantly
Sorcerer Warlock Wizard Player´s Handbook (SRD)
Regardless of its current hit points, a celestial, an elem ental, a fey , or a fiend
that fails its sav e is forced back to its plane of origin (if it isn't there already )
and can't return to y our current plane for 2 4 hours by any m eans short of a Fire Storm
wish spell. level 7 - evocation
Cast ing Time: 1 action
Cleric Player´s Handbook (SRD)
Range: 1 50 feet
Component s: V, S
Dream of the Blue Veil Durat ion: Instantaneous
level 7 - conjuration
A storm m ade up of sheets of roaring flam e appears in a location y ou choose
Cast ing Time: 1 0 m inutes within range. The area of the storm consists of up to ten 1 0-foot cubes, which
Range: 2 0 feet y ou can arrange as y ou wish. Each cube m ust hav e at least one face adjacent
Component s: V, S, M (a m agic item or a willing creature from the to the face of another cube. Each creature in the area m ust m ake a Dexterity
destination world) sav ing throw. It takes 7 d1 0 fire dam age on a failed sav e, or half as m uch
Durat ion: 6 hours dam age on a successful one.
The fire dam ages objects in the area and ignites flam m able objects that aren't
Des cription not available (not OGL).
being worn or carried. If y ou choose, plant life in the area is unaffected by this
But here is a s um m ary:
spell.
You and up to 8 willing creatures fall unconscious and are phy sically
Cleric Druid Sorcerer Player´s Handbook (SRD)
transported to another world on the m aterial plan.

Bard Sorcerer Warlock Wizard Tasha´s Cauldron of Everything Forcecage


level 7 - evocation
Etherealness Cast ing Time: 1 action
level 7 - transmutation Range: 1 00 feet
Cast ing Time: 1 action Component s: V, S, M (ruby dust worth 1 ,500 gp)
Range: Self Durat ion: 1 hour
Component s: V, S An im m obile, inv isible, cube-shaped prison com posed of m agical force springs
Durat ion: Up to 8 hours into existence around an area y ou choose within range. The prison can be a
You step into the border regions of the Ethereal Plane, in the area where it cage or a solid box, as y ou choose.
ov erlaps with y our current plane. You rem ain in the Border Ethereal for the A prison in the shape of a cage can be up to 2 0 feet on a side and is m ade from
duration or until y ou use y our action to dism iss the spell. During this tim e, 1 /2 -inch diam eter bars spaced 1 /2 inch apart.
y ou can m ov e in any direction. If y ou m ov e up or down, ev ery foot of A prison in the shape of a box can be up to 1 0 feet on a side, creating a solid
m ov em ent costs an extra foot. You can see and hear the plane y ou originated barrier that prev ents any m atter from passing through it and blocking any
from , but ev ery thing there looks gray , and y ou can't see any thing m ore than spells cast into or out from the area.
6 0 feet away . When y ou cast the spell, any creature that is com pletely inside the cage's area
While on the Ethereal Plane, y ou can only affect and be affected by other is trapped. Creatures only partially within the area, or those too large to fit
creatures on that plane. Creatures that aren't on the Ethereal Plane can't inside the area, are pushed away from the center of the area until they are
perceiv e y ou and can't interact with y ou, unless a special ability or m agic has com pletely outside the area.
giv en them the ability to do so. A creature inside the cage can't leav e it by nonm agical m eans. If the creature
You ignore all objects and effects that aren't on the Ethereal Plane, allowing tries to use teleportation or interplanar trav el to leav e the cage, it m ust first
y ou to m ov e through objects y ou perceiv e on the plane y ou originated from . m ake a Charism a sav ing throw. On a success, the creature can use that
When the spell ends, y ou im m ediately return to the plane y ou originated m agic to exit the cage. On a failure, the creature can't exit the cage and
from in the spot y ou currently occupy . If y ou occupy the sam e spot as a solid wastes the use of the spell or effect. The cage also extends into the Ethereal
object or creature when this happens, y ou are im m ediately shunted to the Plane, blocking ethereal trav el.
nearest unoccupied space that y ou can occupy and take force dam age equal to This spell can't be dispelled by dispel magic.
twice the num ber of feet y ou are m ov ed.
Bard Warlock Wizard Player´s Handbook (SRD)
This spell has no effect if y ou cast it while y ou are on the Ethereal Plane or a
plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When y ou cast this spell using a spell slot of 8th lev el or
higher, y ou can target up to three willing creatures (including y ou) for each
slot lev el abov e 7 th. The creatures m ust be within 1 0 feet of y ou when y ou
cast the spell.

Bard Cleric Sorcerer Warlock Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 66/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Mirage Arcane Mordenkainen's Sword


level 7 - illusion level 7 - evocation
Cast ing Time: 1 0 m inutes Cast ing Time: 1 action
Range: Sight Range: 6 0 feet
Component s: V, S Component s: V, S, M (a m iniature platinum sword with a grip and pom m el
Durat ion: 1 0 day s of copper and zinc, worth 2 50 gp)
You m ake terrain in an area up to 1 m ile square look, sound, sm ell, and ev en Durat ion: Concentration, up to 1 m inute
feel like som e other sort of terrain. The terrain's general shape rem ains the You create a sword-shaped plane of force that hov ers within range. It lasts for
sam e, howev er. Open fields or a road could be m ade to resem ble a swam p, hill, the duration.
crev asse, or som e other difficult or im passable terrain. A pond can be m ade to When the sword appears, y ou m ake a m elee spell attack against a target of
seem like a grassy m eadow, a precipice like a gentle slope, or a rock-strewn y our choice within 5 feet of the sword. On a hit, the target takes 3 d1 0 force
gully like a wide and sm ooth road. dam age. Until the spell ends, y ou can use a bonus action on each of y our turns
Sim ilarly , y ou can alter the appearance of structures, or add them where to m ov e the sword up to 2 0 feet to a spot y ou can see and repeat this attack
none are present. The spell doesn't disguise, conceal, or add creatures. against the sam e target or a different one.
The illusion includes audible, v isual, tactile, and olfactory elem ents, so it can
Bard Wizard Player´s Handbook (SRD)
turn clear ground into difficult terrain (or v ice v ersa or otherwise im pede
m ov em ent through the area. Any piece of the illusory terrain (such as a rock
or stick that is rem ov ed from the spell's area disappears im m ediately . Plane Shift
Creatures with truesight can see through the illusion to the terrain's true level 7 - conjuration
form ; howev er, all other elem ents of the illusion rem ain, so while the Cast ing Time: 1 action
creature is aware of the illusion's presence, the creature can still phy sically Range: Touch
interact with the illusion. Component s: V, S, M (a forked, m etal rod worth at least 2 50 gp, attuned to a
particular plane of existence)
Bard Druid Wizard Player´s Handbook (SRD)
Durat ion: Instantaneous
You and up to eight willing creatures who link hands in a circle are
Mordenkainen's Magnificent Mansion transported to a different plane of existence. You can specify a target
level 7 - conjuration
destination in general term s, such as the City of Brass on the Elem ental Plane
Cast ing Time: 1 m inute of Fire or the palace of Dispater on the second lev el of the Nine Hells, and y ou
Range: 3 00 feet appear in or near that destination. If y ou are try ing to reach the City of Brass,
Component s: V, S, M (a m iniature portal carv ed from iv ory , a sm all piece of for exam ple, y ou m ight arriv e in its Street of Steel, before its Gate of Ashes, or
polished m arble, and a tiny silv er spoon, each item worth at least 5 gp) looking at the city from across the Sea of Fire, at the DM's discretion.
Durat ion: 2 4 hours Alternativ ely , if y ou know the sigil sequence of a teleportation circle on
You conjure an extradim ensional dwelling in range that lasts for the another plane of existence, this spell can take y ou to that circle. If the
duration. You choose where its one entrance is located. The entrance teleportation circle is too sm all to hold all the creatures y ou transported, they
shim m ers faintly and is 5 feet wide and 1 0 feet tall. You and any creature y ou appear in the closest unoccupied spaces next to the circle.
designate when y ou cast the spell can enter the extradim ensional dwelling as You can use this spell to banish an unwilling creature to another plane.
long as the portal rem ains open. You can open or close the portal if y ou are Choose a creature within y our reach and m ake a m elee spell attack against it.
within 3 0 feet of it. While closed, the portal is inv isible. On a hit, the creature m ust m ake a Charism a sav ing throw. If the creature
Bey ond the portal is a m agnificent foy er with num erous cham bers bey ond. fails this sav e, it is transported to a random location on the plane of existence
The atm osphere is clean, fresh, and warm . y ou specify . A creature so transported m ust find its own way back to y our
You can create any floor plan y ou like, but the space can't exceed 50 cubes, current plane of existence.
each cube being 1 0 feet on each side. The place is furnished and decorated as
Cleric Druid Sorcerer Warlock Wizard Player´s Handbook (SRD)
y ou choose. It contains sufficient food to serv e a nine-course banquet for up to
1 00 people. A staff of 1 00 near-transparent serv ants attends all who enter.
You decide the v isual appearance of these serv ants and their attire. They are Power Word Pain
level 7 - enchantment
com pletely obedient to y our orders. Each serv ant can perform any task a
norm al hum an serv ant could perform , but they can't attack or take any Cast ing Time: 1 action
action that would directly harm another creature. Thus the serv ants can Range: 6 0 feet
fetch things, clean, m end, fold clothes, light fires, serv e food, pour wine, and Component s: V
so on. The serv ants can go any where in the m ansion but can't leav e it. Durat ion: Instantaneous
Furnishings and other objects created by this spell dissipate into sm oke if
Des cription not available (not OGL).
rem ov ed from the m ansion. When the spell ends, any creatures or objects left
But here is a s um m ary:
inside the extradim ensional space are expelled into the open spaces nearest to
the entrance. The target (1 00 hp m ax) has its speed reduced to 1 0 ft, disadv antage to d2 0
rolls and has to m ake a Con. sav e to cast spells.
Bard Wizard Player´s Handbook (SRD)
Sorcerer Warlock Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 67/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Prismatic Spray Regenerate


level 7 - evocation level 7 - transmutation
Cast ing Time: 1 action Cast ing Time: 1 m inute
Range: Self (6 0-foot cone) Range: Touch
Component s: V, S Component s: V, S, M (a pray er wheel and holy water)
Durat ion: Instantaneous Durat ion: 1 hour
Eight m ulticolored ray s of light flash from y our hand. Each ray is a different You touch a creature and stim ulate its natural healing ability . The target
color and has a different power and purpose. Each creature in a 6 0-foot cone regains 4 d8 + 1 5 hit points. For the duration of the spell, the target regains 1
m ust m ake a Dexterity sav ing throw. For each target, roll a d8 to determ ine hit point at the start of each of its turns (1 0 hit points each m inute).
which color ray affects it. The target's sev ered body m em bers (fingers, legs, tails, and so on), if any , are
1. Red. The target takes 1 0d6 fire dam age on a failed sav e, or half as m uch restored after 2 m inutes. If y ou hav e the sev ered part and hold it to the
dam age on a successful one. stum p, the spell instantaneously causes the lim b to knit to the stum p.
2. Orange. The target takes 1 0d6 acid dam age on a failed sav e, or half as
Bard Cleric Druid Player´s Handbook (SRD)
m uch dam age on a successful one.
3. Y ellow. The target takes 1 0d6 lightning dam age on a failed sav e, or half
as m uch dam age on a successful one. Resurrection
4. Green. The target takes 1 0d6 poison dam age on a failed sav e, or half as level 7 - necromancy
m uch dam age on a successful one. Cast ing Time: 1 hour
5. Blue. The target takes 1 0d6 cold dam age on a failed sav e, or half as m uch Range: Touch
dam age on a successful one. Component s: V, S, M (a diam ond worth at least 1 ,000 gp, which the spell
6. Indigo. On a failed sav e, the target is restrained. It m ust then m ake a consum es)
Constitution sav ing throw at the end of each of its turns. If it successfully Durat ion: Instantaneous
sav es three tim es, the spell ends. If it fails its sav e three tim es, it perm anently You touch a dead creature that has been dead for no m ore than a century ,
turns to stone and is subjected to the petrified condition. The successes and that didn't die of old age, and that isn't undead. If its soul is free and willing,
failures don't need to be consecutiv e; keep track of both until the target the target returns to life with all its hit points.
collects three of a kind. This spell neutralizes any poisons and cures norm al diseases afflicting the
7 . Violet . On a failed sav e, the target is blinded. It m ust then m ake a Wisdom creature when it died. It doesn't, howev er, rem ov e m agical diseases, curses,
sav ing throw at the start of y our next turn. A successful sav e ends the and the like; if such effects aren't rem ov ed prior to casting the spell, they
blindness. If it fails that sav e, the creature is transported to another plane of afflict the target on its return to life.
existence of the DM's choosing and is no longer blinded. (Ty pically , a creature This spell closes all m ortal wounds and restores any m issing body parts.
that is on a plane that isn't its hom e plane is banished hom e, while other Com ing back from the dead is an ordeal. The target takes a -4 penalty to all
creatures are usually cast into the Astral or Ethereal planes.) attack rolls, sav ing throws, and ability checks. Ev ery tim e the target finishes
8. Special. The target is struck by two ray s. Roll twice m ore, rerolling any 8. a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one y ear
Sorcerer Wizard Bard [TCoE] Player´s Handbook (SRD)
or longer taxes y ou greatly . Until y ou finish a long rest, y ou can't cast spells
again, and y ou hav e disadv antage on all attack rolls, ability checks, and
Project Image sav ing throws.
level 7 - illusion
Cast ing Time: 1 action Bard Cleric Player´s Handbook (SRD)

Range: 500 m iles


Component s: V, S, M (a sm all replica of y ou m ade from m aterials worth at Reverse Gravity
least 5 gp) level 7 - transmutation
Durat ion: Concentration, up to 1 day Cast ing Time: 1 action
You create an illusory copy of y ourself that lasts for the duration. The copy Range: 1 00 feet
can appear at any location within range that y ou hav e seen before, regardless Component s: V, S, M (a lodestone and iron filings)
of interv ening obstacles. The illusion looks and sounds like y ou but is Durat ion: Concentration, up to 1 m inute
intangible. If the illusion takes any dam age, it disappears, and the spell ends. This spell rev erses grav ity in a 50-foot-radius, 1 00-foot high cy linder
You can use y our action to m ov e this illusion up to twice y our speed, and centered on a point within range. All creatures and objects that aren't
m ake it gesture, speak, and behav e in whatev er way y ou choose. It m im ics som ehow anchored to the ground in the area fall upward and reach the top of
y our m annerism s perfectly . the area when y ou cast this spell. A creature can m ake a Dexterity sav ing
You can see through its ey es and hear through its ears as if y ou were in its throw to grab onto a fixed object it can reach, thus av oiding the fall.
space. On y our turn as a bonus action, y ou can switch from using its senses to If som e solid object (such as a ceiling) is encountered in this fall, falling objects
using y our own, or back again. While y ou are using its senses, y ou are blinded and creatures strike it just as they would during a norm al downward fall. If
and deafened in regard to y our own surroundings. an object or creature reaches the top of the area without striking any thing, it
Phy sical interaction with the im age rev eals it to be an illusion, because rem ains there, oscillating slightly , for the duration.
things can pass through it. A creature that uses its action to exam ine the At the end of the duration, affected objects and creatures fall back down.
im age can determ ine that it is an illusion with a successful Intelligence
Druid Sorcerer Wizard Player´s Handbook (SRD)
(Inv estigation) check against y our spell sav e DC. If a creature discerns the
illusion for what it is, the creature can see through the im age, and any noise
it m akes sounds hollow to the creature.

Bard Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 68/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Sequester Symbol
level 7 - transmutation level 7 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 m inute
Range: Touch Range: Touch
Component s: V, S, M (a powder com posed of diam ond, em erald, ruby , and Component s: V, S, M (m ercury , phosphorus, and powdered diam ond and
sapphire dust worth at least 5,000 gp, which the spell consum es) opal with a total v alue of at least 1 ,000 gp, which the spell consum es)
Durat ion: Until dispelled Durat ion: Until dispelled or triggered
By m eans of this spell, a willing creature or an object can be hidden away , W h en y ou ca st t h is spell, y ou in scr ibe a h a r m fu l g ly ph eit h er on a su r fa ce
safe from detection for the duration. When y ou cast the spell and touch the (su ch a s a sect ion of floor , a w a ll, or a t a ble) or w it h in a n object t h a t ca n be
target, it becom es inv isible and can't be targeted by div ination spells or closed t o con cea l t h e g ly ph (su ch a s a book , a scr oll, or a t r ea su r e ch est ). If y ou
perceiv ed through scry ing sensors created by div ination spells. ch oose a su r fa ce, t h e g ly ph ca n cov er a n a r ea of t h e su r fa ce n o la r g er t h a n 1 0
feet in dia m et er . If y ou ch oose a n object , t h a t object m u st r em a in in it s pla ce;
If the target is a creature, it falls into a state of suspended anim ation. Tim e
if t h e object is m ov ed m or e t h a n 1 0 feet fr om w h er e y ou ca st t h is spell, t h e
ceases to flow for it, and it doesn't grow older.
g ly ph is br ok en , a n d t h e spell en ds w it h ou t bein g t r ig g er ed.
You can set a condition for the spell to end early . The condition can be
T h e g ly ph is n ea r ly in v isible, r equ ir in g a n In t ellig en ce (In v est ig a t ion ) ch eck
any thing y ou choose, but it m ust occur or be v isible within 1 m ile of the a g a in st y ou r spell sa v e DC t o fin d it .
target. Exam ples include "after 1 ,000 y ears" or "when the tarrasque Y ou decide w h a t t r ig g er s t h e g ly ph w h en y ou ca st t h e spell. For g ly ph s
awakens." This spell also ends if the target takes any dam age. in scr ibed on a su r fa ce, t h e m ost t y pica l t r ig g er s in clu de t ou ch in g or st eppin g
on t h e g ly ph , r em ov in g a n ot h er object cov er in g it , a ppr oa ch in g w it h in a
Wizard Player´s Handbook (SRD)
cer t a in dist a n ce of it , or m a n ipu la t in g t h e object t h a t h olds it . For g ly ph s
in scr ibed w it h in a n object , t h e m ost com m on t r ig g er s a r e open in g t h e object ,
Simulacrum a ppr oa ch in g w it h in a cer t a in dist a n ce of it , or seein g or r ea din g t h e g ly ph .
level 7 - illusion Y ou ca n fu r t h er r efin e t h e t r ig g er so t h e spell is a ct iv a t ed on ly u n der cer t a in
cir cu m st a n ces or a ccor din g t o a cr ea t u r e's ph y sica l ch a r a ct er ist ics (su ch a s
Cast ing Time: 1 2 hours
h eig h t or w eig h t ), or ph y sica l k in d (for ex a m ple, t h e w a r d cou ld be set t o
Range: Touch
a ffect h a g s or sh a pech a n g er s). Y ou ca n a lso specify cr ea t u r es t h a t don 't
Component s: V, S, M (snow or ice in quantities sufficient to m ade a life-size
t r ig g er t h e g ly ph , su ch a s t h ose w h o sa y a cer t a in pa ssw or d.
copy of the duplicated creature; som e hair, fingernail clippings, or other piece
W h en y ou in scr ibe t h e g ly ph , ch oose on e of t h e opt ion s below for it s effect .
of that creature's body placed inside the snow or ice; and powdered ruby On ce t r ig g er ed, t h e g ly ph g low s, fillin g a 6 0 -foot -r a diu s sph er e w it h dim lig h t
worth 1 ,500 gp, sprinkled ov er the duplicate and consum ed by the spell) for 1 0 m in u t es, a ft er w h ich t im e t h e spell en ds. Ea ch cr ea t u r e in t h e sph er e
Durat ion: Until dispelled w h en t h e g ly ph a ct iv a t es is t a r g et ed by it s effect , a s is a cr ea t u r e t h a t en t er s
You shape an illusory duplicate of one beast or hum anoid that is within range t h e sph er e for t h e fir st t im e on a t u r n or en ds it s t u r n t h er e.
for the entire casting tim e of the spell. The duplicate is a creature, partially Dea t h . Ea ch t a r g et m u st m a k e a Con st it u t ion sa v in g t h r ow , t a k in g 1 0 d1 0
n ecr ot ic da m a g e on a fa iled sa v e, or h a lf a s m u ch da m a g e on a su ccessfu l
real and form ed from ice or snow, and it can take actions and otherwise be
sa v e.
affected as a norm al creature. It appears to be the sam e as the original, but it
Di scor d. Ea ch t a r g et m u st m a k e a Con st it u t ion sa v in g t h r ow . On a fa iled
has half the creature's hit point m axim um and is form ed without any
sa v e, a t a r g et bick er s a n d a r g u es w it h ot h er cr ea t u r es for 1 m in u t e. Du r in g
equipm ent. Otherwise, the illusion uses all the statistics of the creature it
t h is t im e, it is in ca pa ble of m ea n in g fu l com m u n ica t ion a n d h a s disa dv a n t a g e
duplicates, except that it is a construct. on a t t a ck r olls a n d a bilit y ch eck s.
The sim ulacrum is friendly to y ou and creatures y ou designate. It obey s y our Fea r . Ea ch t a r g et m u st m a k e a W isdom sa v in g t h r ow a n d becom es
spoken com m ands, m ov ing and acting in accordance with y our wishes and fr ig h t en ed for 1 m in u t e on a fa iled sa v e. W h ile fr ig h t en ed, t h e t a r g et dr ops
acting on y our turn in com bat. The sim ulacrum lacks the ability to learn or w h a t ev er it is h oldin g a n d m u st m ov e a t lea st 3 0 feet a w a y fr om t h e g ly ph on
becom e m ore powerful, so it nev er increases its lev el or other abilities, nor can ea ch of it s t u r n s, if a ble.
it regain expended spell slots. Hopel essn ess. Ea ch t a r g et m u st m a k e a Ch a r ism a sa v in g t h r ow . On a fa iled
If the sim ulacrum is dam aged, y ou can repair it in an alchem ical laboratory , sa v e, t h e t a r g et is ov er w h elm ed w it h despa ir for 1 m in u t e. Du r in g t h is t im e,
it ca n 't a t t a ck or t a r g et a n y cr ea t u r e w it h h a r m fu l a bilit ies, spells, or ot h er
using rare herbs and m inerals worth 1 00 gp per hit point it regains. The
m a g ica l effect s.
sim ulacrum lasts until it drops to 0 hit points, at which point it rev erts to
In sa n i t y . Ea ch t a r g et m u st m a k e a n In t ellig en ce sa v in g t h r ow . On a fa iled
snow and m elts instantly .
sa v e, t h e t a r g et is dr iv en in sa n e for 1 m in u t e. A n in sa n e cr ea t u r e ca n 't t a k e
If y ou cast this spell again, any currently activ e duplicates y ou created with
a ct ion s, ca n 't u n der st a n d w h a t ot h er cr ea t u r es sa y , ca n 't r ea d, a n d spea k s
this spell are instantly destroy ed. on ly in g ibber ish . T h e DM con t r ols it s m ov em en t , w h ich is er r a t ic.
Pa i n . Ea ch t a r g et m u st m a k e a Con st it u t ion sa v in g t h r ow a n d becom es
Wizard Player´s Handbook (SRD)
in ca pa cit a t ed w it h ex cr u cia t in g pa in for 1 m in u t e on a fa iled sa v e.
Sl eep. Ea ch t a r g et m u st m a k e a W isdom sa v in g t h r ow a n d fa lls u n con sciou s
for 1 0 m in u t es on a fa iled sa v e. A cr ea t u r e a w a k en s if it t a k es da m a g e or if
som eon e u ses a n a ct ion t o sh a k e or sla p it a w a k e.
St u n n i n g. Ea ch t a r g et m u st m a k e a W isdom sa v in g t h r ow a n d becom es
st u n n ed for 1 m in u t e on a fa iled sa v e.

Bard Cleric Wizard Druid [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 69/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Teleport Whirlwind
level 7 - conjuration level 7 - evocation
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 0 feet Range: 3 00 feet
Component s: V Component s: V, M (a piece of straw)
Durat ion: Instantaneous Durat ion: Concentration, up to 1 m inute
Th i s spel l i n stan tl y tran sports y ou an d u p to ei gh t wi l l i n g creatu res of y ou r ch oi ce th at y ou A whirlwind howls down to a point that y ou can see on the ground within
can see wi th i n ran ge, or a si n gl e object th at y ou can see wi th i n ran ge, to a desti n ati on y ou range. The whirlwind is a 1 0-foot-radius, 3 0-foot-high cy linder centered on
sel ect. If y ou target an object, i t m u st be abl e to fi t en ti rel y i n si de a 10-foot cu be, an d i t can 't
that point. Until the spell ends, y ou can use y our action to m ov e the
be h el d or carri ed by an u n wi l l i n g creatu re.
Th e desti n ati on y ou ch oose m u st be kn own to y ou , an d i t m u st be on th e sam e pl an e of whirlwind up to 3 0 feet in any direction along the ground. The whirlwind
exi sten ce as y ou . Y ou r fam i l i ari ty wi th th e desti n ati on determ i n es wh eth er y ou arri v e sucks up any Medium or sm aller objects that aren't secured to any thing and
th ere su ccessfu l l y . Th e DM rol l s d100 an d con su l ts th e tabl e. that aren't worn or carried by any one.
Fam iliarity Mishap Sim ilar Area Off Target On Target A creature m ust m ake a Dexterity sav ing throw the first tim e on a turn that
it enters the whirlwind or that the whirlwind enters its space, including
Permanent circle — — — 01-100
when the whirlwind first appears. A creature takes 1 0d6 bludgeoning
Associated object — — — 01-100
dam age on a failed sav e, or half as m uch dam age on a successful one. In
Very familiar 01-05 06-13 14-24 25-100
addition, a Large or sm aller creature that fails the sav e m ust succeed on a
Seen casually 01-33 34-43 44-53 54-100 Strength sav ing throw or becom e restrained in the whirlwind until the spell
View ed once 01-43 44-53 54-73 74-100 ends. When a creature starts its turn restrained by the whirlwind, the
Description 01-43 44-53 54-73 74-100 creature is pulled 5 feet higher inside it, unless the creature is at the top. A
False destination 01-50 51-100 — — restrained creature m ov es with the whirlwind and falls when the spell ends,
unless the creature has som e m eans to stay aloft.
Familiarity. "Perm an en t ci rcl e" m ean s a perm an en t tel eportati on ci rcl e wh ose si gi l A restrained creature can use an action to m ake a Strength or Dexterity
sequ en ce y ou kn ow. check against y our spell sav e DC. If successful, the creature is no longer
"A ssoci ated object" m ean s th at y ou possess an object taken from th e desi red desti n ati on
restrained by the whirlwind and is hurled 3 d6 × 1 0 feet away from it in a
wi th i n th e l ast si x m on th s, su ch as a book from a wi zard's l i brary , bed l i n en from a roy al
random direction.
su i te, or a ch u n k of m arbl e from a l i ch 's secret tom b.
"V ery fam i l i ar" i s a pl ace y ou h av e been v ery often , a pl ace y ou h av e carefu l l y stu di ed, or a
Druid Sorcerer Wizard Xanathar´s Guide to Everything
pl ace y ou can see wh en y ou cast th e spel l .
"Seen casu al l y " i s som epl ace y ou h av e seen m ore th an on ce bu t wi th wh i ch y ou aren 't v ery
fam i l i ar.
"V i ewed on ce" i s a pl ace y ou h av e seen on ce, possi bl y u si n g m agi c.
LEVEL 8
"Descri pti on " i s a pl ace wh ose l ocati on an d appearan ce y ou kn ow th rou gh som eon e el se's
descri pti on , perh aps from a m ap.
"Fal se desti n ati on " i s a pl ace th at doesn 't exi st. Perh aps y ou tri ed to scry an en em y 's
san ctu m bu t i n stead v i ewed an i l l u si on , or y ou are attem pti n g to tel eport to a fam i l i ar
l ocati on th at n o l on ger exi sts.
On T arget. Y ou an d y ou r grou p (or th e target object) appear wh ere y ou wan t to.
Of f T arget. Y ou an d y ou r grou p (or th e target object) appear a ran dom di stan ce away from
th e desti n ati on i n a ran dom di recti on . Di stan ce off target i s 1d10 x 1d10 percen t of th e
di stan ce th at was to be trav el ed. For exam pl e, i f y ou tri ed to trav el 120 m i l es, l an ded off
target, an d rol l ed a 5 an d 3 on th e two d10s, th en y ou wou l d be off target by 15 percen t, or 18
m i l es. Th e DM determ i n es th e di recti on off target ran dom l y by rol l i n g a d8 an d desi gn ati n g
1 as n orth , 2 as n orth east, 3 as east, an d so on arou n d th e poi n ts of th e com pass. If y ou were
tel eporti n g to a coastal ci ty an d wou n d u p 18 m i l es ou t at sea, y ou cou l d be i n trou bl e.
Similar Area. Y ou an d y ou r grou p (or th e target object) wi n d u p i n a di fferen t area th at's
v i su al l y or th em ati cal l y si m i l ar to th e target area. If y ou are h eadi n g for y ou r h om e
l aboratory , for exam pl e, y ou m i gh t wi n d u p i n an oth er wi zard's l aboratory or i n an
al ch em i cal su ppl y sh op th at h as m an y of th e sam e tool s an d i m pl em en ts as y ou r
l aboratory . Gen eral l y , y ou appear i n th e cl osest si m i l ar pl ace, bu t si n ce th e spel l h as n o
ran ge l i m i t, y ou cou l d con cei v abl y wi n d u p an y wh ere on th e pl an e.
Mishap. Th e spel l 's u n predi ctabl e m agi c resu l ts i n a di ffi cu l t jou rn ey . Each tel eporti n g
creatu re (or th e target object) takes 3d10 force dam age, an d th e DM rerol l s on th e tabl e to see
wh ere y ou wi n d u p (m u l ti pl e m i sh aps can occu r, deal i n g dam age each ti m e).

Bard Sorcerer Wizard Player´s Handbook (SRD)

Temple of the Gods


level 7 - conjuration
Cast ing Time: 1 hour
Range: 1 2 0 feet
Component s: V, S, M (a holy sy m bol worth at least 5 gp)
Durat ion: 2 4 hours

Des cription not available (not OGL).


But here is a s um m ary:

Let erupt a tem ple dedicated to a god on a 1 2 0 x 1 2 0 ft area for 1 day .

Cleric Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 70/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Abi-Dalzim's Horrid Wilting Antimagic Field


level 8 - necromancy level 8 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 50 feet Range: Self (1 0-foot-radius sphere)
Component s: V, S, M (a bit of sponge) Component s: V, S, M (a pinch of powdered iron or iron filings)
Durat ion: Instantaneous Durat ion: Concentration, up to 1 hour
You draw the m oisture from ev ery creature in a 3 0-foot cube centered on a A 1 0 -foot -r a diu s in v isible sph er e of a n t im a g ic su r r ou n ds y ou . T h is a r ea is
point y ou choose within range. Each creature in that area m ust m ake a div or ced fr om t h e m a g ica l en er g y t h a t su ffu ses t h e m u lt iv er se. W it h in t h e
Constitution sav ing throw. Constructs and undead aren't affected, and plants sph er e, spells ca n 't be ca st , su m m on ed cr ea t u r es disa ppea r , a n d ev en m a g ic

and water elem entals m ake this sav ing throw with disadv antage. A creature it em s becom e m u n da n e. Un t il t h e spell en ds, t h e sph er e m ov es w it h y ou ,
cen t er ed on y ou .
takes 1 2 d8 necrotic dam age on a failed sav e, or half as m uch dam age on a
Spells a n d ot h er m a g ica l effect s, ex cept t h ose cr ea t ed by a n a r t ifa ct or a deit y ,
successful one.
a r e su ppr essed in t h e sph er e a n d ca n 't pr ot r u de in t o it . A slot ex pen ded t o ca st
Nonm agical plants in the area that aren't creatures, such as trees and shrubs,
a su ppr essed spell is con su m ed. W h ile a n effect is su ppr essed, it doesn 't
wither and die instantly . fu n ct ion , bu t t h e t im e it spen ds su ppr essed cou n t s a g a in st it s du r a t ion .
T argeted Effects . Spells a n d ot h er m a g ica l effect s, su ch a s m agic m is s ile a n d
Sorcerer Wizard Xanathar´s Guide to Everything
charm pers on, t h a t t a r g et a cr ea t u r e or a n object in t h e sph er e h a v e n o effect
on t h a t t a r g et .
Animal Shapes A reas of Magic. T h e a r ea of a n ot h er spell or m a g ica l effect , su ch a s fireball,
level 8 - transmutation ca n 't ex t en d in t o t h e sph er e. If t h e sph er e ov er la ps a n a r ea of m a g ic, t h e pa r t
Cast ing Time: 1 action of t h e a r ea t h a t is cov er ed by t h e sph er e is su ppr essed. For ex a m ple, t h e
Range: 3 0 feet fla m es cr ea t ed by a w all of fire a r e su ppr essed w it h in t h e sph er e, cr ea t in g a
g a p in t h e w a ll if t h e ov er la p is la r g e en ou g h .
Component s: V, S
Spells . A n y a ct iv e spell or ot h er m a g ica l effect on a cr ea t u r e or a n object in
Durat ion: Concentration, up to 2 4 hours
t h e sph er e is su ppr essed w h ile t h e cr ea t u r e or object is in it .
Your m agic turns others into beasts. Choose any num ber of willing creatures Magic Items . T h e pr oper t ies a n d pow er s of m a g ic it em s a r e su ppr essed in t h e
that y ou can see within range. You transform each target into the form of a sph er e. For ex a m ple, a +1 lon g sw or d in t h e sph er e fu n ct ion s a s a n on m a g ica l
Large or sm aller beast with a challenge rating of 4 or lower. On subsequent lon g sw or d.
turns, y ou can use y our action to transform affected creatures into new A m a g ic w ea pon 's pr oper t ies a n d pow er s a r e su ppr essed if it is u sed a g a in st a
form s. t a r g et in t h e sph er e or w ielded by a n a t t a ck er in t h e sph er e. If a m a g ic
The transform ation lasts for the duration for each target, or until the target w ea pon or a piece of m a g ic a m m u n it ion fu lly lea v es t h e sph er e (for ex a m ple,
drops to 0 hit points or dies. You can choose a different form for each target. A if y ou fir e a m a g ic a r r ow or t h r ow a m a g ic spea r a t a t a r g et ou t side t h e
sph er e), t h e m a g ic of t h e it em cea ses t o be su ppr essed a s soon a s it ex it s.
target's gam e statistics are replaced by the statistics of the chosen beast,
Magical T ravel. T elepor t a t ion a n d pla n a r t r a v el fa il t o w or k in t h e sph er e,
though the target retains its alignm ent and Intelligence, Wisdom , and
w h et h er t h e sph er e is t h e dest in a t ion or t h e depa r t u r e poin t for su ch m a g ica l
Charism a scores. The target assum es the hit points of its new form , and when
t r a v el. A por t a l t o a n ot h er loca t ion , w or ld, or pla n e of ex ist en ce, a s w ell a s a n
it rev erts to its norm al form , it returns to the num ber of hit points it had
open in g t o a n ex t r a dim en sion a l spa ce su ch a s t h a t cr ea t ed by t h e rope trick
before it transform ed. If it rev erts as a result of dropping to 0 hit points, any spell, t em por a r ily closes w h ile in t h e sph er e.
excess dam age carries ov er to its norm al form . As long as the excess dam age Creatures and Objects . A cr ea t u r e or object su m m on ed or cr ea t ed by m a g ic
doesn't reduce the creature's norm al form to 0 hit points, it isn't knocked t em por a r ily w in k s ou t of ex ist en ce in t h e sph er e. Su ch a cr ea t u r e in st a n t ly
unconscious. The creature is lim ited in the actions it can perform by the r ea ppea r s on ce t h e spa ce t h e cr ea t u r e occu pied is n o lon g er w it h in t h e sph er e.
nature of its new form , and it can't speak or cast spells. Dis pel Magic. Spells a n d m a g ica l effect s su ch a s dis pel m agic h a v e n o effect on
The target's gear m elds into the new form . The target can't activ ate, wield, or t h e sph er e. Lik ew ise, t h e sph er es cr ea t ed by differ en t antim agic field spells
otherwise benefit from any of its equipm ent. don 't n u llify ea ch ot h er .

Druid Player´s Handbook (SRD) Cleric Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 71/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Antipathy/Sympathy Control Weather


level 8 - enchantment level 8 - transmutation
Cast ing Time: 1 hour Cast ing Time: 1 0 m inutes
Range: 6 0 feet Range: Self (5-m ile radius)
Component s: V, S, M (either a lum p of alum soaked in v inegar for the Component s: V, S, M (burning incense and bits of earth and wood m ixed in
antipathy effect or a drop of honey for the sy m pathy effect) water)
Durat ion: 1 0 day s Durat ion: Concentration, up to 8 hours
This spell attracts or repels creatures of y our choice. You target som ething You take control of the weather within 5 m iles of y ou for the duration. You
within range, either a Huge or sm aller object or creature or an area that is no m ust be outdoors to cast this spell. Mov ing to a place where y ou don't hav e a
larger than a 2 00-foot cube. Then specify a kind of intelligent creature, such clear path to the sky ends the spell early .
as red dragons, goblins, or v am pires. You inv est the target with an aura that When y ou cast the spell, y ou change the current weather conditions, which
either attracts or repels the specified creatures for the duration. Choose are determ ined by the DM based on the clim ate and season. You can change
antipathy or sy m pathy as the aura's effect. precipitation, tem perature, and wind. It takes 1 d4 × 1 0 m inutes for the new
Ant ipat hy . The enchantm ent causes creatures of the kind y ou designated to conditions to take effect. Once they do so, y ou can change the conditions
feel an intense urge to leav e the area and av oid the target. When such a again. When the spell ends, the weather gradually returns to norm al. When
creature can see the target or com es within 6 0 feet of it, the creature m ust y ou change the weather conditions, find a current condition on the following
succeed on a Wisdom sav ing throw or becom e frightened. The creature tables and change its stage by one, up or down. When changing the wind, y ou
rem ains frightened while it can see the target or is within 6 0 feet of it. While can change its direction.
frightened by the target, the creature m ust use its m ov em ent to m ov e to the
nearest safe spot from which it can't see the target. If the creature m ov es Precipit at ion
m ore than 6 0 feet from the target and can't see it, the creature is no longer
Stage Condition
frightened, but the creature becom es frightened again if it regains sight of the
1 Clear
target or m ov es within 6 0 feet of it.
2 Light clouds
Sy mpat hy . The enchantm ent causes the specified creatures to feel an
intense urge to approach the target while within 6 0 feet of it or able to see it. 3 Overcast or ground fog
When such a creature can see the target or com es within 6 0 feet of it, the 4 Rain, hail, or snow
creature m ust succeed on a Wisdom sav ing throw or use its m ov em ent on 5 Torrential rain, driving hail, or blizzard
each of its turns to enter the area or m ov e within reach of the target. When
the creature has done so, it can't willingly m ov e away from the target. Temperat ure
If the target dam ages or otherwise harm s an affected creature, the affected
Stage Condition
creature can m ake a Wisdom sav ing throw to end the effect, as described
below. 1 Unbearable heat

Ending t he Effect . If an affected creature ends its turn while not within 6 0 2 Hot
feet of the target or able to see it, the creature m akes a Wisdom sav ing throw. 3 Warm
On a successful sav e, the creature is no longer affected by the target and 4 Cool
recognizes the feeling of repugnance or attraction as m agical. In addition, a 5 Cold
creature affected by the spell is allowed another Wisdom sav ing throw ev ery
6 Arctic cold
2 4 hours while the spell persists.
A creature that successfully sav es against this effect is im m une to it for 1
Wind
m inute, after which tim e it can be affected again.
Stage Condition
Druid Wizard Bard [TCoE] Player´s Handbook (SRD)
1 Calm
2 Moderate w ind
Clone
3 Strong w ind
level 8 - necromancy
4 Gale
Cast ing Time: 1 hour
5 Storm
Range: Touch
Component s: V, S, M (a diam ond worth at least 1 ,000 gp and at least 1 cubic
inch of flesh of the creature that is to be cloned, which the spell consum es, and Cleric Druid Wizard Player´s Handbook (SRD)
a v essel worth at least 2 ,000 gp that has a sealable lid and is large enough to
hold the creature being cloned, such as a huge urn, coffin, m ud-filled cy st in
Demiplane
the ground, or cry stal container filled with salt water)
level 8 - conjuration
Durat ion: Instantaneous
Cast ing Time: 1 action
This spell grows an inert duplicate of a liv ing creature as a safeguard against
Range: 6 0 feet
death. This clone form s inside the v essel used in the spell’s casting and grows
Component s: S
to full size and m aturity after 1 2 0 day s; y ou can also choose to hav e the clone
Durat ion: 1 hour
be a y ounger v ersion of the sam e creature. It rem ains inert and endures
You create a shadowy door on a flat solid surface that y ou can see within
indefinitely , as long as its v essel rem ains undisturbed.
range. The door is large enough to allow Medium creatures to pass through
At any tim e after the clone m atures, if the original creature dies, its soul
unhindered. When opened, the door leads to a dem iplane that appears to be an
transfers to the clone, prov ided that the soul is free and willing to return.
em pty room 3 0 feet in each dim ension, m ade of wood or stone. When the spell
The clone is phy sically identical to the original and has the sam e personality ,
ends, the door disappears, and any creatures or objects inside the dem iplane
m em ories, and abilities, but none of the original's equipm ent. The original
rem ain trapped there, as the door also disappears from the other side.
creature's phy sical rem ains, if they still exist, becom e inert and can't
Each tim e y ou cast this spell, y ou can create a new dem iplane, or hav e the
thereafter be restored to life, since the creature's soul is elsewhere.
shadowy door connect to a dem iplane y ou created with a prev ious casting of
Wizard Player´s Handbook (SRD) this spell. Additionally , if y ou know the nature and contents of a dem iplane
created by a casting of this spell by another creature, y ou can hav e the
shadowy door connect to its dem iplane instead.

Warlock Wizard Sorcerer [TCoE] Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 72/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Dominate Monster Feeblemind


level 8 - enchantment level 8 - enchantment
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 1 50 feet
Component s: V, S Component s: V, S, M (a handful of clay , cry stal, glass, or m ineral spheres)
Durat ion: Concentration, up to 1 hour Durat ion: Instantaneous
You attem pt to beguile a creature that y ou can see within range. It m ust You blast the m ind of a creature that y ou can see within range, attem pting to
succeed on a Wisdom sav ing throw or be charm ed by y ou for the duration. If shatter its intellect and personality . The target takes 4 d6 psy chic dam age
y ou or creatures that are friendly to y ou are fighting it, it has adv antage on and m ust m ake an Intelligence sav ing throw.
the sav ing throw. On a failed sav e, the creature's Intelligence and Charism a scores becom e 1 .
While the creature is charm ed, y ou hav e a telepathic link with it as long as The creature can't cast spells, activ ate m agic item s, understand language, or
the two of y ou are on the sam e plane of existence. You can use this telepathic com m unicate in any intelligible way . The creature can, howev er, identify its
link to issue com m ands to the creature while y ou are conscious (no action friends, follow them , and ev en protect them .
required), which it does its best to obey . You can specify a sim ple and general At the end of ev ery 3 0 day s, the creature can repeat its sav ing throw against
course of action, such as "Attack that creature," "Run ov er there," or "Fetch this spell. If it succeeds on its sav ing throw, the spell ends.
that object." If the creature com pletes the order and doesn't receiv e further The spell can also be ended by greater restoration, heal, or wish.
direction from y ou, it defends and preserv es itself to the best of its ability .
Bard Druid Warlock Wizard Player´s Handbook (SRD)
You can use y our action to take total and precise control of the target. Until
the end of y our next turn, the creature takes only the actions y ou choose, and
doesn't do any thing that y ou don't allow it to do. During this tim e, y ou can Glibness
also cause the creature to use a reaction, but this requires y ou to use y our level 8 - transmutation
own reaction as well. Cast ing Time: 1 action
Each tim e the target takes dam age, it m akes a new Wisdom sav ing throw Range: Self
against the spell. If the sav ing throw succeeds, the spell ends. Component s: V
At Higher Levels. When y ou cast this spell with a 9 th lev el spell slot, the Durat ion: 1 hour
duration is concentration, up to 8 hours. Until the spell ends, when y ou m ake a Charism a check, y ou can replace the
num ber y ou roll with a 1 5. Additionally , no m atter what y ou say , m agic that
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
would determ ine if y ou are telling the truth indicates that y ou are being
truthful.
Earthquake
level 8 - evocation Bard Warlock Player´s Handbook (SRD)

Cast ing Time: 1 action


Range: 500 feet Holy Aura
Component s: V, S, M (a pinch of dirt, a piece of rock, and a lum p of clay ) level 8 - abjuration
Durat ion: Concentration, up to 1 m inute Cast ing Time: 1 action
You create a seism ic disturbance at a point on the ground that y ou can see Range: Self
within range. For the duration, an intense trem or rips through the ground in Component s: V, S, M (a tiny reliquary worth at least 1 ,000 gp containing a
a 1 00-foot-radius circle centered on that point and shakes creatures and sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchm ent
structures in contact with the ground in that area. from a religious text)
The ground in the area becom es difficult terrain. Each creature on the Durat ion: Concentration, up to 1 m inute
ground that is concentrating m ust m ake a Constitution sav ing throw. On a Div ine light washes out from y ou and coalesces in a soft radiance in a 3 0-foot
failed sav e, the creature's concentration is broken. radius around y ou. Creatures of y our choice in that radius when y ou cast this
When y ou cast this spell and at the end of each turn y ou spend concentrating spell shed dim light in a 5-foot radius and hav e adv antage on all sav ing
on it, each creature on the ground in the area m ust m ake a Dexterity sav ing throws, and other creatures hav e disadv antage on attack rolls against them
throw. On a failed sav e, the creature is knocked prone. until the spell ends. In addition, when a fiend or an undead hits an affected
This spell can hav e additional effects depending on the terrain in the area, as creature with a m elee attack, the aura flashes with brilliant light. The
determ ined by the DM. attacker m ust succeed on a Constitution sav ing throw or be blinded until the
Fissures. Fissures open throughout the spell's area at the start of y our next spell ends.
turn after y ou cast the spell. A total of 1 d6 such fissures open in locations
Cleric Player´s Handbook (SRD)
chosen by the DM. Each is 1 d1 0 x 1 0 feet deep, 1 0 feet wide, and extends from
one edge of the spell's area to the opposite side. A creature standing on a spot
where a fissure opens m ust succeed on a Dexterity sav ing throw or fall in. A Illusory Dragon
creature that successfully sav es m ov es with the fissure's edge as it opens. level 8 - illusion
A fissure that opens beneath a structure causes it to autom atically collapse Cast ing Time: 1 action
(see below). Range: 1 2 0 feet
Structures. The trem or deals 50 bludgeoning dam age to any structure in Component s: S
contact with the ground in the area when y ou cast the spell and at the start of Durat ion: Concentration, up to 1 m inute
each of y our turns until the spell ends. If a structure drops to 0 hit points, it
Des cription not available (not OGL).
collapses and potentially dam ages nearby creatures. A creature within half
But here is a s um m ary:
the distance of a structure's height m ust m ake a Dexterity sav ing throw. On a
failed sav e, the creature takes 5d6 bludgeoning dam age, is knocked prone, Creatures that see this illusory Huge dragon m ust succedd on a Wis. sav e or
and is buried in the rubble, requiring a DC 2 0 Strength (Athletics) check as be frightened for 1 m in.
an action to escape. The DM can adjust the DC higher or lower, depending on
the nature of the rubble. On a successful sav e, the creature takes half as Wizard Xanathar´s Guide to Everything

m uch dam age and doesn't fall prone or becom e buried.

Cleric Druid Sorcerer Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 73/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Incendiary Cloud Mind Blank


level 8 - conjuration level 8 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 1 50 feet Range: Touch
Component s: V, S Component s: V, S
Durat ion: Concentration, up to 1 m inute Durat ion: 2 4 hours
A swirling cloud of sm oke shot through with white-hot em bers appears in a Until the spell ends, one willing creature y ou touch is im m une to psy chic
2 0-foot-radius sphere centered on a point within range. dam age, any effect that would sense its em otions or read its thoughts,
The cloud spreads around corners and is heav ily obscured. It lasts for the div ination spells, and the charm ed condition. The spell ev en foils wish spells
duration or until a wind of m oderate or greater speed (at least 1 0 m iles per and spells or effects of sim ilar power used to affect the target's m ind or to gain
hour) disperses it. When the cloud appears, each creature in it m ust m ake a inform ation about the target.
Dexterity sav ing throw. A creature takes 1 0d8 fire dam age on a failed sav e,
Bard Wizard Player´s Handbook (SRD)
or half as m uch dam age on a successful one. A creature m ust also m ake this
sav ing throw when it enters the spell's area for the first tim e on a turn or ends
its turn there. Power Word Stun
The cloud m ov es 1 0 feet directly away from y ou in a direction that y ou level 8 - enchantment
choose at the start of each of y our turns. Cast ing Time: 1 action
Range: 6 0 feet
Sorcerer Wizard Druid [TCoE] Player´s Handbook (SRD)
Component s: V
Durat ion: Instantaneous
Maddening Darkness You speak a word of power that can ov erwhelm the m ind of one creature y ou
level 8 - evocation
can see within range, leav ing it dum bfounded. If the target has 1 50 hit points
Cast ing Time: 1 action or fewer, it is stunned. Otherwise, the spell has no effect.
Range: 1 50 feet The stunned target m ust m ake a Constitution sav ing throw at the end of each
Component s: V, M (a drop of pitch m ixed with a drop of m ercury ) of its turns. On a successful sav e, this stunning effect ends.
Durat ion: Concentration, up to 1 0 m inutes
Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)
Des cription not available (not OGL).
But here is a s um m ary: Sunburst
Creatures in a 6 0-ft-radius sphere of darkness m ust succeed on a Wis. sav e or level 8 - evocation
take 8d8 psy chic dam age. Cast ing Time: 1 action
Range: 1 50 feet
Warlock Wizard Xanathar´s Guide to Everything
Component s: V, S, M (fire and a piece of sunstone)
Durat ion: Instantaneous
Maze Brilliant sunlight flashes in a 6 0-foot radius centered on a point y ou choose
level 8 - conjuration
within range. Each creature in that light m ust m ake a Constitution sav ing
Cast ing Time: 1 action throw. On a failed sav e, a creature takes 1 2 d6 radiant dam age and is blinded
Range: 6 0 feet for 1 m inute. On a successful sav e, it takes half as m uch dam age and isn't
Component s: V, S blinded by this spell. Undead and oozes hav e disadv antage on this sav ing
Durat ion: Concentration, up to 1 0 m inutes throw.
You banish a creature that y ou can see within range into a laby rinthine A creature blinded by this spell m akes another Constitution sav ing throw at
dem iplane. The target rem ains there for the duration or until it escapes the the end of each of its turns. On a successful sav e, it is no longer blinded.
m aze. This spell dispels any darkness in its area that was created by a spell.
The target can use its action to attem pt to escape. When it does so, it m akes a
Druid Sorcerer Wizard Cleric [TCoE] Player´s Handbook (SRD)
DC 2 0 Intelligence check. If it succeeds, it escapes, and the spell ends (a
m inotaur or goristro dem on autom atically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is
occupied, in the nearest unoccupied space.

Wizard Player´s Handbook (SRD)

Mighty Fortress
level 8 - conjuration
Cast ing Time: 1 m inute
Range: 1 m ile
Component s: V, S, M (a diam ond worth at least 500 gp, which the spell
consum es)
Durat ion: Instantaneous

Des cription not available (not OGL).


But here is a s um m ary:

Let erupt a forteresse of stone on a 1 2 0 x 1 2 0 ft area for 7 day s.

Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 74/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Telepathy Astral Projection


level 8 - evocation level 9 - necromancy
Cast ing Time: 1 action Cast ing Time: 1 hour
Range: Unlim ited Range: 1 0 feet
Component s: V, S, M (a pair of linked silv er rings) Component s: V, S, M (for each creature y ou affect with this spell, y ou m ust
Durat ion: 2 4 hours prov ide one jacinth worth at least 1 ,000 gp and one ornately carv ed bar of
silv er worth at least 1 00 gp, all of which the spell consum es)
Des cription not available (not OGL).
Durat ion: Special
But here is a s um m ary:
You and up to eight willing creatures within range project y our astral bodies
Com unicate v ia telepathy with a known and willing creature on the sam e into the Astral Plane (the spell fails and the casting is wasted if y ou are
plane of existence. already on that plane). The m aterial body y ou leav e behind is unconscious
and in a state of suspended anim ation; it doesn't need food or air and doesn't
Wizard Player´s Handbook
age.
Your astral body resem bles y our m ortal form in alm ost ev ery way ,
Tsunami replicating y our gam e statistics and possessions. The principal difference is
level 8 - conjuration the addition of a silv ery cord that extends from between y our shoulder blades
Cast ing Time: 1 m inute and trails behind y ou, fading to inv isibility after 1 foot. This cord is y our
Range: Sight tether to y our m aterial body . As long as the tether rem ains intact, y ou can
Component s: V, S find y our way hom e. If the cord is cut—som ething that can happen only when
Durat ion: Concentration, up to 6 rounds an effect specifically states that it does—y our soul and body are separated,
killing y ou instantly .
Des cription not available (not OGL).
Your astral form can freely trav el through the Astral Plane and can pass
But here is a s um m ary:
through portals there leading to any other plane. If y ou enter a new plane or
Creatures in a 3 00-ft-long, 3 00-ft-high, 50-ft-thick area m ust succeed on a return to the plane y ou were on when casting this spell, y our body and
Str. sav e or take 6 d1 0 bludgeoning dam age. possessions are transported along the silv er cord, allowing y ou to re-enter
y our body as y ou enter the new plane. Your astral form is a separate
Druid Player´s Handbook
incarnation. Any dam age or other effects that apply to it hav e no effect on
y our phy sical body , nor do they persist when y ou return to it.
LEVEL 9 The spell ends for y ou and y our com panions when y ou use y our action to
dism iss it. When the spell ends, the affected creature returns to its phy sical
body , and it awakens.
The spell m ight also end early for y ou or one of y our com panions. A successful
dispel magic spell used against an astral or phy sical body ends the spell for
that creature. If a creature's original body or its astral form drops to 0 hit
points, the spell ends for that creature. If the spell ends and the silv er cord is
intact, the cord pulls the creature's astral form back to its body , ending its
state of suspended anim ation.
If y ou are returned to y our body prem aturely , y our com panions rem ain in
their astral form s and m ust find their own way back to their bodies, usually
by dropping to 0 hit points.

Cleric Warlock Wizard Player´s Handbook (SRD)

Blade of Disaster
level 9 - conjuration
Cast ing Time: 1 bonus action
Range: 6 0 feet
Component s: V, S
Durat ion: Concentration, up to 1 m inute

Des cription not available (not OGL).


But here is a s um m ary:

Make two m elee spell attacks and deals 4 d1 2 force dam age. Critical hit (1 8-
2 0) deals 1 2 d1 2 . + 2 attacks as bonus action.

Sorcerer Warlock Wizard Tasha´s Cauldron of Everything

Foresight
level 9 - divination
Cast ing Time: 1 m inute
Range: Touch
Component s: V, S, M (a hum m ingbird feather)
Durat ion: 8 hours
You touch a willing creature and bestow a lim ited ability to see into the
im m ediate future. For the duration, the target can't be surprised and has
adv antage on attack rolls, ability checks, and sav ing throws. Additionally ,
other creatures hav e disadv antage on attack rolls against the target for the
duration.
This spell im m ediately ends if y ou cast it again before its duration ends.

Bard Druid Warlock Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 75/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Gate Imprisonment
level 9 - conjuration level 9 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 m inute
Range: 6 0 feet Range: 3 0 feet
Component s: V, S, M (a diam ond worth at least 5,000 gp) Component s: V, S, M (a v ellum depiction or a carv ed statuette in the
Durat ion: Concentration, up to 1 m inute likeness of the target, and a special com ponent that v aries according to the
You conjure a portal linking an unoccupied space y ou can see within range to v ersion of the spell y ou choose, worth at least 500 gp per Hit Die of the target)
a precise location on a different plane of existence. The portal is a circular Durat ion: Until dispelled
opening, which y ou can m ake 5 to 2 0 feet in diam eter. You can orient the Y ou cr ea t e a m a g ica l r est r a in t t o h old a cr ea t u r e t h a t y ou ca n see w it h in
portal in any direction y ou choose. The portal lasts for the duration. r a n g e. T h e t a r g et m u st su cceed on a W isdom sa v in g t h r ow or be bou n d by t h e
The portal has a front and a back on each plane where it appears. Trav el spell; if it su cceeds, it is im m u n e t o t h is spell if y ou ca st it a g a in . W h ile

through the portal is possible only by m ov ing through its front. Any thing a ffect ed by t h is spell, t h e cr ea t u r e doesn 't n eed t o br ea t h e, ea t , or dr in k , a n d it
doesn 't a g e. Div in a t ion spells ca n 't loca t e or per ceiv e t h e t a r g et .
that does so is instantly transported to the other plane, appearing in the
W h en y ou ca st t h e spell, y ou ch oose on e of t h e follow in g for m s of
unoccupied space nearest to the portal.
im pr ison m en t .
Deities and other planar rulers can prev ent portals created by this spell from
Burial. T h e t a r g et is en t om bed fa r ben ea t h t h e ea r t h in a sph er e of m a g ica l
opening in their presence or any where within their dom ains. for ce t h a t is ju st la r g e en ou g h t o con t a in t h e t a r g et . Not h in g ca n pa ss t h r ou g h
When y ou cast this spell, y ou can speak the nam e of a specific creature (a t h e sph er e, n or ca n a n y cr ea t u r e t elepor t or u se pla n a r t r a v el t o g et in t o or
pseudony m , title, or nicknam e doesn't work). If that creature is on a plane ou t of it .
other than the one y ou are on, the portal opens in the nam ed creature's T h e specia l com pon en t for t h is v er sion of t h e spell is a sm a ll m it h r a l or b.
im m ediate v icinity and draws the creature through it to the nearest Chaining. Hea v y ch a in s, fir m ly r oot ed in t h e g r ou n d, h old t h e t a r g et in
unoccupied space on y our side of the portal. You gain no special power ov er pla ce. T h e t a r g et is r est r a in ed u n t il t h e spell en ds, a n d it ca n 't m ov e or be
the creature, and it is free to act as the DM deem s appropriate. It m ight leav e, m ov ed by a n y m ea n s u n t il t h en .

attack y ou, or help y ou. T h e specia l com pon en t for t h is v er sion of t h e spell is a fin e ch a in of pr eciou s
m et a l.
Cleric Sorcerer Wizard Warlock [TCoE] Player´s Handbook (SRD) Hedged Pris on. T h e spell t r a n spor t s t h e t a r g et in t o a t in y dem ipla n e t h a t is
w a r ded a g a in st t elepor t a t ion a n d pla n a r t r a v el. T h e dem ipla n e ca n be a
la by r in t h , a ca g e, a t ow er , or a n y sim ila r con fin ed st r u ct u r e or a r ea of y ou r
ch oice.
T h e specia l com pon en t for t h is v er sion of t h e spell is a m in ia t u r e
r epr esen t a t ion of t h e pr ison m a de fr om ja de.
Minimus Containment. T h e t a r g et sh r in k s t o a h eig h t of 1 in ch a n d is
im pr ison ed in side a g em st on e or sim ila r object . Lig h t ca n pa ss t h r ou g h t h e
g em st on e n or m a lly (a llow in g t h e t a r g et t o see ou t a n d ot h er cr ea t u r es t o see
in ), bu t n ot h in g else ca n pa ss t h r ou g h , ev en by m ea n s of t elepor t a t ion or
pla n a r t r a v el. T h e g em st on e ca n 't be cu t or br ok en w h ile t h e spell r em a in s in
effect .
T h e specia l com pon en t for t h is v er sion of t h e spell is a la r g e, t r a n spa r en t
g em st on e, su ch a s a cor u n du m , dia m on d, or r u by .
Slumber. T h e t a r g et fa lls a sleep a n d ca n 't be a w ok en .
T h e specia l com pon en t for t h is v er sion of t h e spell con sist s of r a r e sopor ific
h er bs.
Ending the Spell. Du r in g t h e ca st in g of t h e spell, in a n y of it s v er sion s, y ou
ca n specify a con dit ion t h a t w ill ca u se t h e spell t o en d a n d r elea se t h e t a r g et .
T h e con dit ion ca n be a s specific or a s ela bor a t e a s y ou ch oose, bu t t h e DM m u st
a g r ee t h a t t h e con dit ion is r ea son a ble a n d h a s a lik elih ood of com in g t o pa ss.
T h e con dit ion s ca n be ba sed on a cr ea t u r e's n a m e, iden t it y , or deit y bu t
ot h er w ise m u st be ba sed on obser v a ble a ct ion s or qu a lit ies a n d n ot ba sed on
in t a n g ibles su ch a s lev el, cla ss, or h it poin t s.
A dis pel m agic spell ca n en d t h e spell on ly if it is ca st a s a 9 t h -lev el spell,
t a r g et in g eit h er t h e pr ison or t h e specia l com pon en t u sed t o cr ea t e it .
Y ou ca n u se a pa r t icu la r specia l com pon en t t o cr ea t e on ly on e pr ison a t a
t im e. If y ou ca st t h e spell a g a in u sin g t h e sa m e com pon en t , t h e t a r g et of t h e
fir st ca st in g is im m edia t ely fr eed fr om it s bin din g .

Warlock Wizard Player´s Handbook (SRD)

Invulnerability
level 9 - abjuration
Cast ing Time: 1 action
Range: Self
Component s: V, S, M (a sm all piece of adam antine worth at least 500 gp,
which the spell consum es)
Durat ion: Concentration, up to 1 0 m inutes

Des cription not available (not OGL).


But here is a s um m ary:

The caster gains im m unity to all dam age.

Wizard Xanathar´s Guide to Everything

[Link] w w .[Link]/dnd/[Link] 76/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Mass Heal Prismatic Wall


level 9 - evocation level 9 - abjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 6 0 feet Range: 6 0 feet
Component s: V, S Component s: V, S
Durat ion: Instantaneous Durat ion: 1 0 m inutes
A flood of healing energy flows from y ou into injured creatures around y ou. A sh i m m eri n g, m u l ti col ored pl an e of l i gh t form s a v erti cal opaqu e wal l —u p to 90 feet l on g,

You restore up to 7 00 hit points, div ided as y ou choose am ong any num ber of 30 feet h i gh , an d 1 i n ch th i ck—cen tered on a poi n t y ou can see wi th i n ran ge. A l tern ati v el y ,
y ou can sh ape th e wal l i n to a sph ere u p to 30 feet i n di am eter cen tered on a poi n t y ou ch oose
creatures that y ou can see within range. Creatures healed by this spell are
wi th i n ran ge. Th e wal l rem ai n s i n pl ace for th e du rati on . If y ou posi ti on th e wal l so th at i t
also cured of all diseases and any effect m aking them blinded or deafened. passes th rou gh a space occu pi ed by a creatu re, th e spel l fai l s, an d y ou r acti on an d th e spel l
This spell has no effect on undead or constructs. sl ot are wasted.
Th e wal l sh eds bri gh t l i gh t ou t to a ran ge of 100 feet an d di m l i gh t for an addi ti on al 100 feet.
Cleric Player´s Handbook (SRD) Y ou an d creatu res y ou desi gn ate at th e ti m e y ou cast th e spel l can pass th rou gh an d rem ai n
n ear th e wal l wi th ou t h arm . If an oth er creatu re th at can see th e wal l m ov es to wi th i n 20 feet

Mass Polymorph of i t or starts i ts tu rn th ere, th e creatu re m u st su cceed on a Con sti tu ti on sav i n g th row or
becom e bl i n ded for 1 m i n u te.
level 9 - transmutation
Th e wal l con si sts of sev en l ay ers, each wi th a di fferen t col or. Wh en a creatu re attem pts to
Cast ing Time: 1 action reach i n to or pass th rou gh th e wal l , i t does so on e l ay er at a ti m e th rou gh al l th e wal l 's
Range: 1 2 0 feet l ay ers. A s i t passes or reach es th rou gh each l ay er, th e creatu re m u st m ake a Dexteri ty
sav i n g th row or be affected by th at l ay er's properti es as descri bed bel ow.
Component s: V, S, M (a caterpillar cocoon)
Th e wal l can be destroy ed, al so on e l ay er at a ti m e, i n order from red to v i ol et, by m ean s
Durat ion: Concentration, up to 1 hour speci fi c to each l ay er. On ce a l ay er i s destroy ed, i t rem ai n s so for th e du rati on of th e spel l .
Antimagic fie ld h as n o effect on th e wal l an d dispe l magic can affect on l y th e v i ol et l ay er.
Des cription not available (not OGL). 1 . Red. Th e creatu re takes 10d6 fi re dam age on a fai l ed sav e, or h al f as m u ch dam age on a
But here is a s um m ary: su ccessfu l on e. Wh i l e th i s l ay er i s i n pl ace, n on m agi cal ran ged attacks can 't pass th rou gh
th e wal l . Th e l ay er can be destroy ed by deal i n g at l east 25 col d dam age to i t.
Transform up to 1 0 creatures into new beast form s whose CR or lev el are 2. Ora n ge. Th e creatu re takes 10d6 aci d dam age on a fai l ed sav e, or h al f as m u ch dam age on
equal to or less than the creature's CR or lev el. a su ccessfu l on e. Wh i l e th i s l ay er i s i n pl ace, m agi cal ran ged attacks can 't pass th rou gh th e
wal l . Th e l ay er i s destroy ed by a stron g wi n d.
Bard Sorcerer Wizard Xanathar´s Guide to Everything 3. Yel l ow. Th e creatu re takes 10d6 l i gh tn i n g dam age on a fai l ed sav e, or h al f as m u ch
dam age on a su ccessfu l on e. Th i s l ay er can be destroy ed by deal i n g at l east 60 force dam age
Meteor Swarm to i t.
4. Green . Th e creatu re takes 10d6 poi son dam age on a fai l ed sav e, or h al f as m u ch dam age
level 9 - evocation
on a su ccessfu l on e. A passwall spel l , or an oth er spel l of equ al or greater l ev el th at can open
Cast ing Time: 1 action a portal on a sol i d su rface, destroy s th i s l ay er.
Range: 1 m ile 5. Bl u e. Th e creatu re takes 10d6 col d dam age on a fai l ed sav e, or h al f as m u ch dam age on a

Component s: V, S su ccessfu l on e. Th i s l ay er can be destroy ed by deal i n g at l east 25 fi re dam age to i t.


6. In di go. On a fai l ed sav e, th e creatu re i s restrai n ed. It m u st th en m ake a Con sti tu ti on
Durat ion: Instantaneous
sav i n g th row at th e en d of each of i ts tu rn s. If i t su ccessfu l l y sav es th ree ti m es, th e spel l
Blazing orbs of fire plum m et to the ground at four different points y ou can see en ds. If i t fai l s i ts sav e th ree ti m es, i t perm an en tl y tu rn s to ston e an d i s su bjected to th e
within range. Each creature in a 4 0-foot-radius sphere centered on each point petri fi ed con di ti on . Th e su ccesses an d fai l u res don 't n eed to be con secu ti v e; keep track of

y ou choose m ust m ake a Dexterity sav ing throw. The sphere spreads around both u n ti l th e creatu re col l ects th ree of a ki n d.
Wh i l e th i s l ay er i s i n pl ace, spel l s can 't be cast th rou gh th e wal l . Th e l ay er i s destroy ed by
corners. A creature takes 2 0d6 fire dam age and 2 0d6 bludgeoning dam age
bri gh t l i gh t sh ed by a daylight spel l or a si m i l ar spel l of equ al or h i gh er l ev el .
on a failed sav e, or half as m uch dam age on a successful one. A creature in the 7. Vi ol et . On a fai l ed sav e, th e creatu re i s bl i n ded. It m u st th en m ake a Wi sdom sav i n g
area of m ore than one fiery burst is affected only once. th row at th e start of y ou r n ext tu rn . A su ccessfu l sav e en ds th e bl i n dn ess. If i t fai l s th at
The spell dam ages objects in the area and ignites flam m able objects that sav e, th e creatu re i s tran sported to an oth er pl an e of th e DM's ch oosi n g an d i s n o l on ger

aren't being worn or carried. bl i n ded. (Ty pi cal l y , a creatu re th at i s on a pl an e th at i sn 't i ts h om e pl an e i s ban i sh ed h om e,
wh i l e oth er creatu res are u su al l y cast i n to th e A stral or Eth ereal pl an es.) Th i s l ay er i s
Sorcerer Wizard Player´s Handbook (SRD) destroy ed by a dispe l magic spel l or a si m i l ar spel l of equ al or h i gh er l ev el th at can en d
spel l s an d m agi cal effects.

Power Word Heal Wizard Bard [TCoE] Player´s Handbook (SRD)


level 9 - evocation
Cast ing Time: 1 action Psychic Scream
Range: Touch level 9 - enchantment
Component s: V, S Cast ing Time: 1 action
Durat ion: Instantaneous Range: 9 0 feet
Component s: S
Des cription not available (not OGL).
Durat ion: Instantaneous
But here is a s um m ary:

Des cription not available (not OGL).


The target regains all its hp and charm ed, frightened, paraly zed, and
But here is a s um m ary:
stunned conditions end.
Up to 1 0 creatures m ust succeed on an Int. sav e or take 1 4 d6 psy chic dam age.
Bard Cleric [TCoE] Player´s Handbook
Bard Sorcerer Warlock Wizard Xanathar´s Guide to Everything
Power Word Kill
level 9 - enchantment
Cast ing Time: 1 action
Range: 6 0 feet
Component s: V
Durat ion: Instantaneous
You utter a word of power that can com pel one creature y ou can see within
range to die instantly . If the creature y ou choose has 1 00 hit points or fewer,
it dies. Otherwise, the spell has no effect.

Bard Sorcerer Warlock Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 77/79


6/30/24, 8:35 PM List » Spells - DnD 5e

Shapechange Storm of Vengeance


level 9 - transmutation level 9 - conjuration
Cast ing Time: 1 action Cast ing Time: 1 action
Range: Self Range: Sight
Component s: V, S, M (a jade circlet worth at least 1 ,500 gp, which y ou m ust Component s: V, S
place on y our head before y ou cast the spell) Durat ion: Concentration, up to 1 m inute
Durat ion: Concentration, up to 1 hour A churning storm cloud form s, centered on a point y ou can see and spreading
You assum e the form of a different creature for the duration. The new form to a radius of 3 6 0 feet. Lightning flashes in the area, thunder boom s, and
can be of any creature with a challenge rating equal to y our lev el or lower. strong winds roar. Each creature under the cloud (no m ore than 5,000 feet
The creature can't be a construct or an undead, and y ou m ust hav e seen the beneath the cloud) when it appears m ust m ake a Constitution sav ing throw.
sort of creature at least once. You transform into an av erage exam ple of that On a failed sav e, a creature takes 2 d6 thunder dam age and becom es deafened
creature, one without any class lev els or the Spellcasting trait. for 5 m inutes.
Your gam e statistics are replaced by the statistics of the chosen creature, Each round y ou m aintain concentration on this spell, the storm produces
though y ou retain y our alignm ent and Intelligence, Wisdom , and Charism a different effects on y our turn.
scores. You also retain all of y our skill and sav ing throw proficiencies, in Round 2. Acidic rain falls from the cloud. Each creature and object under the
addition to gaining those of the creature. If the creature has the sam e cloud takes 1 d6 acid dam age.
proficiency as y ou and the bonus listed in its statistics is higher than y ours, Round 3. You call six bolts of lightning from the cloud to strike six creatures
use the creature's bonus in place of y ours. You can't use any legendary actions or objects of y our choice beneath the cloud. A giv en creature or object can't be
or lair actions of the new form . struck by m ore than one bolt. A struck creature m ust m ake a Dexterity
You assum e the hit points and Hit Dice of the new form . When y ou rev ert to sav ing throw. The creature takes 1 0d6 lightning dam age on a failed sav e, or
y our norm al form , y ou return to the num ber of hit points y ou had before y ou half as m uch dam age on a successful one.
transform ed. If y ou rev ert as a result of dropping to 0 hit points, any excess Round 4. Hailstones rain down from the cloud. Each creature under the
dam age carries ov er to y our norm al form . As long as the excess dam age cloud takes 2 d6 bludgeoning dam age.
doesn't reduce y our norm al form to 0 hit points, y ou aren't knocked Round 5-10. Gusts and freezing rain assail the area under the cloud. The
unconscious. area becom es difficult terrain and is heav ily obscured. Each creature there
You retain the benefit of any features from y our class, race, or other source takes 1 d6 cold dam age. Ranged weapon attacks in the area are im possible.
and can use them , prov ided that y our new form is phy sically capable of doing The wind and rain count as a sev ere distraction for the purposes of
so. You can't use any special senses y ou hav e (for exam ple, darkv ision unless m aintaining concentration on spells. Finally , gusts of strong wind (ranging
y our new form also has that sense. You can only speak if the creature can from 2 0 to 50 m iles per hour autom atically disperse fog, m ists, and sim ilar
norm ally speak. phenom ena in the area, whether m undane or m agical.
When y ou transform , y ou choose whether y our equipm ent falls to the
Druid Player´s Handbook (SRD)
ground, m erges into the new form , or is worn by it. Worn equipm ent
functions as norm al. The DM determ ines whether it is practical for the new
form to wear a piece of equipm ent, based on the creature's shape and size. Time Stop
Your equipm ent doesn't change shape or size to m atch the new form , and any level 9 - transmutation
equipm ent that the new form can't wear m ust either fall to the ground or Cast ing Time: 1 action
m erge into y our new form . Equipm ent that m erges has no effect in that state. Range: Self
During this spell's duration, y ou can use y our action to assum e a different Component s: V
form following the sam e restrictions and rules for the original form , with one Durat ion: Instantaneous
exception: if y our new form has m ore hit points than y our current one, y our You briefly stop the flow of tim e for ev ery one but y ourself. No tim e passes for
hit points rem ain at their current v alue. other creatures, while y ou take 1 d4 + 1 turns in a row, during which y ou can
use actions and m ov e as norm al.
Druid Wizard Player´s Handbook (SRD)
This spell ends if one of the actions y ou use during this period, or any effects
that y ou create during this period, affects a creature other than y ou or an
object being worn or carried by som eone other than y ou. In addition, the spell
ends if y ou m ov e to a place m ore than 1 ,000 feet from the location where y ou
cast it.

Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 78/79


6/30/24, 8:35 PM List » Spells - DnD 5e

True Polymorph Weird


level 9 - transmutation level 9 - illusion
Cast ing Time: 1 action Cast ing Time: 1 action
Range: 3 0 feet Range: 1 2 0 feet
Component s: V, S, M (a drop of m ercury , a dollop of gum arabic, and a wisp Component s: V, S
of sm oke) Durat ion: Concentration, up to 1 m inute
Durat ion: Concentration, up to 1 hour Drawing on the deepest fears of a group of creatures, y ou create illusory
Ch oose on e cr ea t u r e or n on m a g ica l object t h a t y ou ca n see w it h in r a n g e. Y ou creatures in their m inds, v isible only to them . Each creature in a 3 0-foot-
t r a n sfor m t h e cr ea t u r e in t o a differ en t cr ea t u r e, t h e cr ea t u r e in t o a radius sphere centered on a point of y our choice within range m ust m ake a
n on m a g ica l object , or t h e object in t o a cr ea t u r e (t h e object m u st be n eit h er Wisdom sav ing throw. On a failed sav e, a creature becom es frightened for the
w or n n or ca r r ied by a n ot h er cr ea t u r e). T h e t r a n sfor m a t ion la st s for t h e duration. The illusion calls on the creature's deepest fears, m anifesting its
du r a t ion , or u n t il t h e t a r g et dr ops t o 0 h it poin t s or dies. If y ou con cen t r a t e on
worst nightm ares as an im placable threat. At the end of each of the
t h is spell for t h e fu ll du r a t ion , t h e t r a n sfor m a t ion la st s u n t il it is dispelled.
frightened creature's turns, it m ust succeed on a Wisdom sav ing throw or
T h is spell h a s n o effect on a sh a pech a n g er or a cr ea t u r e w it h 0 h it poin t s. A n
take 4 d1 0 psy chic dam age. On a successful sav e, the spell ends for that
u n w illin g cr ea t u r e ca n m a k e a W isdom sa v in g t h r ow , a n d if it su cceeds, it
isn 't a ffect ed by t h is spell. creature.
Cr ea t u r e i n t o Cr ea t u r e. If y ou t u r n a cr ea t u r e in t o a n ot h er k in d of
Wizard Warlock [TCoE] Player´s Handbook (SRD)
cr ea t u r e, t h e n ew for m ca n be a n y k in d y ou ch oose w h ose ch a llen g e r a t in g is
equ a l t o or less t h a n t h e t a r g et 's (or it s lev el, if t h e t a r g et doesn 't h a v e a
ch a llen g e r a t in g ). T h e t a r g et 's g a m e st a t ist ics, in clu din g m en t a l a bilit y Wish
scor es, a r e r epla ced by t h e st a t ist ics of t h e n ew for m . It r et a in s it s a lig n m en t level 9 - conjuration
a n d per son a lit y . Cast ing Time: 1 action
T h e t a r g et a ssu m es t h e h it poin t s of it s n ew for m , a n d w h en it r ev er t s t o it s Range: Self
n or m a l for m , t h e cr ea t u r e r et u r n s t o t h e n u m ber of h it poin t s it h a d befor e it
Component s: V
t r a n sfor m ed. If it r ev er t s a s a r esu lt of dr oppin g t o 0 h it poin t s, a n y ex cess
Durat ion: Instantaneous
da m a g e ca r r ies ov er t o it s n or m a l for m . A s lon g a s t h e ex cess da m a g e doesn 't
Wis h is t h e m ig h t iest spell a m or t a l cr ea t u r e ca n ca st . By sim ply spea k in g
r edu ce t h e cr ea t u r e's n or m a l for m to 0 h it poin t s, it isn 't k n ock ed
a lou d, y ou ca n a lt er t h e v er y fou n da t ion s of r ea lit y in a ccor d w it h y ou r
u n con sciou s.
desir es.
T h e cr ea t u r e is lim it ed in t h e a ct ion s it ca n per for m by t h e n a t u r e of it s n ew
T h e ba sic u se of t h is spell is t o du plica t e a n y ot h er spell of 8 t h lev el or low er .
for m , a n d it ca n 't spea k , ca st spells, or t a k e a n y ot h er a ct ion t h a t r equ ir es
Y ou don 't n eed t o m eet a n y r equ ir em en t s in t h a t spell, in clu din g cost ly
h a n ds or speech , u n less it s n ew for m is ca pa ble of su ch a ct ion s.
com pon en t s. T h e spell sim ply t a k es effect .
T h e t a r g et 's g ea r m elds in t o t h e n ew for m . T h e cr ea t u r e ca n 't a ct iv a t e, u se,
A lt er n a t iv ely , y ou ca n cr ea t e on e of t h e follow in g effect s of y ou r ch oice:
w ield, or ot h er w ise ben efit fr om a n y of it s equ ipm en t .
• Y ou cr ea t e on e object of u p t o 2 5 ,0 0 0 g p in v a lu e t h a t isn 't a m a g ic it em .
Object i n t o Cr ea t u r e. Y ou ca n t u r n a n object in t o a n y k in d of cr ea t u r e, a s
T h e object ca n be n o m or e t h a n 3 0 0 feet in a n y dim en sion , a n d it a ppea r s in
lon g a s t h e cr ea t u r e's size is n o la r g er t h a n t h e object 's size a n d t h e cr ea t u r e's
a n u n occu pied spa ce y ou ca n see on t h e g r ou n d.
ch a llen g e r a t in g is 9 or low er . T h e cr ea t u r e is fr ien dly t o y ou a n d y ou r
• Y ou a llow u p t o t w en t y cr ea t u r es t h a t y ou ca n see t o r eg a in a ll h it poin t s,
com pa n ion s. It a ct s on ea ch of y ou r t u r n s. Y ou decide w h a t a ct ion it t a k es a n d
a n d y ou en d a ll effect s on t h em descr ibed in t h e greater res toration spell.
h ow it m ov es. T h e DM h a s t h e cr ea t u r e's st a t ist ics a n d r esolv es a ll of it s
• Y ou g r a n t u p t o t en cr ea t u r es t h a t y ou ca n see r esist a n ce t o a da m a g e t y pe
a ct ion s a n d m ov em en t .
y ou ch oose.
If t h e spell becom es per m a n en t , y ou n o lon g er con t r ol t h e cr ea t u r e. It m ig h t
• Y ou g r a n t u p t o t en cr ea t u r es y ou ca n see im m u n it y t o a sin g le spell or ot h er
r em a in fr ien dly t o y ou , depen din g on h ow y ou h a v e t r ea t ed it .
m a g ica l effect for 8 h ou r s. For in st a n ce, y ou cou ld m a k e y ou r self a n d a ll y ou r
Cr ea t u r e i n t o Object . If y ou t u r n a cr ea t u r e in t o a n object , it t r a n sfor m s
com pa n ion s im m u n e t o a lich 's life dr a in a t t a ck .
a lon g w it h w h a t ev er it is w ea r in g a n d ca r r y in g in t o t h a t for m , a s lon g a s t h e
• Y ou u n do a sin g le r ecen t ev en t by for cin g a r er oll of a n y r oll m a de w it h in
object 's size is n o la r g er t h a n t h e cr ea t u r e's size. T h e cr ea t u r e's st a t ist ics
t h e la st r ou n d (in clu din g y ou r la st t u r n ). Rea lit y r esh a pes it self t o
becom e t h ose of t h e object , a n d t h e cr ea t u r e h a s n o m em or y of t im e spen t in
a ccom m oda t e t h e n ew r esu lt . For ex a m ple, a w is h spell cou ld u n do a n
t h is for m , a ft er t h e spell en ds a n d it r et u r n s t o it s n or m a l for m .
oppon en t 's su ccessfu l sa v e, a foe's cr it ica l h it , or a fr ien d's fa iled sa v e. Y ou ca n
Bard Warlock Wizard Player´s Handbook (SRD) for ce t h e r er oll t o be m a de w it h a dv a n t a g e or disa dv a n t a g e, a n d y ou ca n
ch oose w h et h er t o u se t h e r er oll or t h e or ig in a l r oll.

True Resurrection Y ou m ig h t be a ble t o a ch iev e som et h in g bey on d t h e scope of t h e a bov e


ex a m ples. St a t e y ou r w ish t o t h e DM a s pr ecisely a s possible. T h e DM h a s g r ea t
level 9 - necromancy
la t it u de in r u lin g w h a t occu r s in su ch a n in st a n ce; t h e g r ea t er t h e w ish , t h e
Cast ing Time: 1 hour g r ea t er t h e lik elih ood t h a t som et h in g g oes w r on g . T h is spell m ig h t sim ply
Range: Touch fa il, t h e effect y ou desir e m ig h t on ly be pa r t ly a ch iev ed, or y ou m ig h t su ffer
Component s: V, S, M (a sprinkle of holy water and diam onds worth at least som e u n for eseen con sequ en ce a s a r esu lt of h ow y ou w or ded t h e w ish . For
2 5,000 gp, which the spell consum es) ex a m ple, w ish in g t h a t a v illa in w er e dea d m ig h t pr opel y ou for w a r d in t im e
Durat ion: Instantaneous t o a per iod w h en t h a t v illa in is n o lon g er a liv e, effect iv ely r em ov in g y ou fr om
t h e g a m e. Sim ila r ly , w ish in g for a leg en da r y m a g ic it em or a r t ifa ct m ig h t
You touch a creature that has been dead for no longer than 2 00 y ears and
in st a n t ly t r a n spor t y ou t o t h e pr esen ce of t h e it em 's cu r r en t ow n er .
that died for any reason except old age. If the creature's soul is free and
T h e st r ess of ca st in g t h is spell t o pr odu ce a n y effect ot h er t h a n du plica t in g
willing, the creature is restored to life with all its hit points.
a n ot h er spell w ea k en s y ou . A ft er en du r in g t h a t st r ess, ea ch t im e y ou ca st a
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts spell u n t il y ou fin ish a lon g r est , y ou t a k e 1 d1 0 n ecr ot ic da m a g e per lev el of
any curses affecting the creature when it died. The spell replaces dam aged or t h a t spell. T h is da m a g e ca n 't be r edu ced or pr ev en t ed in a n y w a y . In
m issing organs and lim bs. If the creature was undead, it is restored to its non- a ddit ion , y ou r St r en g t h dr ops t o 3 , if it isn 't 3 or low er a lr ea dy , for 2 d4 da y s.
undead form . For ea ch of t h ose da y s t h a t y ou spen d r est in g a n d doin g n ot h in g m or e t h a n
The spell can ev en prov ide a new body if the original no longer exists, in lig h t a ct iv it y , y ou r r em a in in g r ecov er y t im e decr ea ses by 2 da y s. Fin a lly ,
which case y ou m ust speak the creature's nam e. The creature then appears in t h er e is a 3 3 per cen t ch a n ce t h a t y ou a r e u n a ble t o ca st w is h ev er a g a in if
an unoccupied space y ou choose within 1 0 feet of y ou. y ou su ffer t h is st r ess.

Cleric Druid Player´s Handbook (SRD) Sorcerer Wizard Player´s Handbook (SRD)

[Link] w w .[Link]/dnd/[Link] 79/79

You might also like