Abstraction
Abstraction
You imagine a creature you can see within range in a deconstructed and simplified form.
Accelerando
Accelerando
You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed.
Acid Arrow
Acid Arrow
A jet of acid streaks towards the target like a hissing, green arrow.
Acid Splash
Acid Splash
A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Aid
Aid
You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.
Air Wave
Air Wave
Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.
Alter Self
Alter Self
You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.
Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.
Altered Strike
Altered Strike
You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.
Angel Paradox
Angel Paradox
The target is bombarded with a fraction of energy stolen from some slumbering, deific source, immediately taking 40 radiant damage.
Animal Friendship
Animal Friendship
You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett.
Animal Messenger
Animal Messenger
You call a Tiny beast to you, whisper a message to it, and then give it directions to the message’s recipient. It is now your messenger.
Specify a location you have previously visited and a recipient who matches a general description, such as “a person wearing a pointed red hat in Barter Town” or “a half-orc in a wheelchair at the Striped Lion Inn.”
Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.
Animal Shapes
Animal Shapes
You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.
On subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.
Animate Objects
Animate Objects
Objects come to life at your command just like you dreamt of when you were an apprentice!
Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can’t animate objects larger than Huge.
Until the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.
Animate Painting
Animate Painting
The scene depicted within an artwork transforms into an extradimensional space containing any objects or creatures depicted within the painting, and such objects and creatures are manifested as impressions. The extradimensional space is a 100-foot cube, unless the depicted space would be smaller. The picture’s frame forms the entryway into this extradimensional space. No spells, attacks, or environmental effects can cross into or out of this extradimensional space, but creatures and objects can pass through it unimpeded.
Antilife Shell
Antilife Shell
A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.
Antimagic Field
Antimagic Field
An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator’s discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere’s effects.
Arcane Eye
Arcane Eye
Until the spell ends, you create an
Arcane Hand
Arcane Hand
You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.
The hand doesn’t fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.
When you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.
Arcane Lock
Arcane Lock
The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target.
Arcane Muscles
Arcane Muscles
Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch.
Arcane Sword
Arcane Sword
You summon an insubstantial yet deadly sword to do your bidding.
Arcanist's Magic Aura
Arcanist's Magic Aura
You craft an illusion to deceive others about the target’s true magical properties.
Choose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days, it lasts until it is dispelled.
False Aura: A magical target appears nonmagical, a nonmagical target appears magical, or you change a target’s magical aura so that it appears to belong to a school of magic of your choosing. Additionally, you can choose to make the false magic apparent to any creature that handles the item.
Bane
Bane
The senses of the targets are filled with phantom energies that make them more vulnerable and less capable.
Banishment
Banishment
You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.
Until the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.
Barkskin
Barkskin
The target’s skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).
Battlecry Ballad
Battlecry Ballad
You fill your allies with a thirst for glory and battle using your triumphant rallying cry.
Beacon of Hope
Beacon of Hope
Hope and vitality fills the targets.
Beautify Creature
Beautify Creature
The creature is immediately and beautifully groomed, as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Its clothing (if it has any) will be spotlessly clean with any minor damage mended and, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell.
Bestow Curse
Bestow Curse
Choose one of the following:
Black Tentacles
Black Tentacles
Area: 20-foot square
Blade Barrier
Blade Barrier
Area: Wall, varies
Bless
Bless
The blessing you bestow upon the targets makes them more durable and competent.
Blight
Blight
Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.
Blindness/Deafness
Blindness/Deafness
Until the spell ends, the target is
Blink
Blink
Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.
Blur
Blur
Until the spell ends, you are shrouded in distortion and your image is blurred.
Burning Hands
Burning Hands
A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.
Calculate
Calculate
You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.
Note: Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.
Calculated Retribution
Calculated Retribution
You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.
Call Lightning
Call Lightning
A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).
Calm Emotions
Calm Emotions
Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.
Chain Lightning
Chain Lightning
You fire a bolt of electricity at the primary target that deals 10d8 lightning damage. Electricity arcs to up to 3 additional targets you choose that are within 30 feet of the primary target.
Charm Crowd
Charm Crowd
You only require line of sight to a target (not line of effect) and it has advantage on its saving throw if you or your companions are fighting it. Until the spell ends, each target is charmed by you and friendly towards you. You can choose to instead designate another creature within range that the crowd is friendly towards. Anything harmful done to a target by you or an ally ends the effect on that creature. A target knows it was charmed by you when it is no longer affected by the spell.
Charm Monster
Charm Monster
You only require line of sight to the target (not line of effect) and it has
Charm Person
Charm Person
You only require line of sight to the target (not line of effect) and it has
Chef's Palate
Chef's Palate
You instantly learn the ingredients list and preparation method for the item of food or drink targeted by this spell. For one hour after you cast the spell you retain perfect, detailed knowledge sufficient to perfectly recreate the serving of food or drink, including an accurate awareness of any contaminants (including vermin and poisons, but not disease) in the fare. Identifying such contaminants as harmful usually requires a DC 10 Perception check, but the Narrator may use DC 15 for those that are uncommon, DC 20 for rare, or DC 25 for those that are truly unique.
Chill Touch
Chill Touch
You reach out with a spectral hand that carries the chill of death.
Chromatic Beam
Chromatic Beam
Area: Line 30 feet long and 5 feet wide
You pour prismatic energy into a gemstone refracting the energy until it fires off as a chromatic beam in a direction you choose. Choose red (fire), orange (acid), yellow (lightning), green (poison), blue (cold), or indigo (thunder) for the color of beam you create. Each creature in the area takes 4d8 damage of the chosen type.
Circle of Death
Circle of Death
A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.
Cloudkill
Cloudkill
You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape.
Cobra's Spit
Cobra's Spit
Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet.
Color Spray
Color Spray
A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn.
Command
Command
You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.
Below are example commands, but at the Narrator’s discretion you may give any one-word command.
Approach | Come | Here: The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.
Comprehend Languages
Comprehend Languages
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.
Compulsive Urge
Compulsive Urge
Choose a behavior and a condition that triggers it. The behavior can’t include an Attack action, must be simple enough to describe in a single sentence, and can be performed in 1 minute, and the trigger must be something the target can see or hear. For example, you may choose a behavior where the target must buy every faberge egg it sees. When your trigger condition is met, the target must make a saving throw or act out the behavior. If it succeeds on the save, the creature is immune to the effects of the spell for 1 hour.
Cone of Cold
Cone of Cold
Frigid cold blasts from your hands. Each creature in the area takes 8d8 cold damage. Creatures killed by this spell become frozen statues until they thaw.
Confusion
Confusion
You assault the minds of your targets, filling them with delusions and making them
Conjoinment
Conjoinment
You bind the motions of two objects together such that the motion of one influences the other, regardless of the distance. If an object being targeted by this spell is being worn or carried, the bearer of the object makes the saving throw. If you attempt to cast this spell on an object that is already conjoined to another object, the spell fails.
When you cast this spell, choose one of the following options:
Conjure Animals
Conjure Animals
You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.
Choose one of the following:
Conjure Woodland Beings
Conjure Woodland Beings
You summon up to 3 creatures from the Dreaming.
Consume Vigor
Consume Vigor
You rend the lifeforce from a creature to sustain yourself. The target of this spell takes 6d8 necrotic damage.
Contagion
Contagion
Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.
Continual Flame
Continual Flame
A magical torch-like flame springs forth from the target. The flame creates no heat, doesn’t consume oxygen, and can’t be extinguished, but it can be covered.
Control Water
Control Water
Water inside the area is yours to command. On the round you cast it, and as an action on subsequent turns until the spell ends, you can choose one of the following effects. When you choose a different effect, the current one ends.
Corpse Explosion
Corpse Explosion
A corpse explodes in a poisonous cloud.
Create Food and Water
Create Food and Water
Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.
Create or Destroy Water
Create or Destroy Water
Choose one of the following.
Create Water: You fill the target with up to 10 gallons of nonpotable water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.
Crushing Haymaker
Crushing Haymaker
Your fist reverberates with destructive energy, and woe betide whatever it strikes. As part of casting the spell, make a melee spell attack against a creature or object within 5 feet.
Cure Wounds
Cure Wounds
The target regains hit points equal to 1d8 + your
Dancing Feet
Dancing Feet
You cause a musical chord to play and creatures in the area have a sudden urge to dance.
Dancing Lights
Dancing Lights
You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.
You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range.
Darklight
Darklight
You create an enchanted flame that surrounds your hand and produces no heat, but sheds
Darkness
Darkness
Magical darkness
Darkvision
Darkvision
The target gains darkvision out to a range of 60 feet.
Daylight
Daylight
Magical light fills the area.
Deadly Beckoning
Deadly Beckoning
Until the spell ends, the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. While charmed in this way, the target must move in as direct of a path as it can toward you on its turn. Once it is within reach, you can touch the target on your turn, dealing 6d10 psychic damage to it and ending the spell.
Deadweight
Deadweight
The target object’s weight is greatly increased.
Death Ward
Death Ward
The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.
Delayed Blast Fireball
Delayed Blast Fireball
A glowing bead of yellow light flies from your finger and lingers at a point at the center of the area until you end the spell—either because your
Dementing Touch
Dementing Touch
Your touch implants a vile plague in a creature’s mind.
Demiplane
Demiplane
You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.
Each time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.
Detect Evil and Good
Detect Evil and Good
Range: Special (30-foot radius)
You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature’s presence, as well as where the creature is located.
Detect Magic
Detect Magic
Range: Special (30-foot radius)
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Detect Poison and Disease
Detect Poison and Disease
Range: Special (30-foot radius)
Detect Thoughts
Detect Thoughts
Range: Special (30-foot radius)
Dimension Door
Dimension Door
Range: Special (500 feet)
You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.
You can bring along objects if their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn’t carrying gear beyond its carrying capacity and is within 5 feet.
Disguise Self
Disguise Self
Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features.
Disintegrate
Disintegrate
A pale ray emanates from your pointed finger to the target as you attempt to undo it.
Dispel Evil and Good
Dispel Evil and Good
A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.
Dispel Magic
Dispel Magic
You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell’s level for each one, ending the effect on a success.
Divination
Divination
Your offering and magic put you in contact with the higher power you serve or its representatives.
You ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.
The reply does not account for possible circumstances that could change the outcome, such as making additional precautions.
Dizziness
Dizziness
The target’s balance becomes unsteady.
Dominate Beast
Dominate Beast
You assert control over the target’s mind and it is
Dominate Monster
Dominate Monster
You assert control over the target’s mind and it is
Dominate Person
Dominate Person
You assert control over the target’s mind and it is
Draining Nova
Draining Nova
Creatures in the area make a Constitution
Druidcraft
Druidcraft
You call upon your mastery of nature to produce one of the following effects within range:
Earthquake
Earthquake
Range: Special (500 feet)
You create a seismic disturbance in the spell’s area. Until the spell ends, an intense tremor rips through the ground and shakes anything in contact with it.
Eavesdrop
Eavesdrop
You touch the target and mark it with a glyph that acts as a scrying sensor. The glyph is visible and resembles a one-inch-tall drawing of an ear. The sensor can be covered or concealed without changing the function of the spell. A creature can wipe it away as an action, ending the spell. You can only have one such sensor active at once.
Eldritch Cube
Eldritch Cube
A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire.
Enervating Light
Enervating Light
You conjure a mote of sickly light at a point within range.
Enhance Ability
Enhance Ability
You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.
Enlarge/Reduce
Enlarge/Reduce
You cause the target to grow or shrink.
Enrage Architecture
Enrage Architecture
You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open, close, lock, or unlock any nonmagical doors or windows, or to thrash about and attempt to crush its inhabitants.
Entangle
Entangle
Area: 20-foot square centered on the target
Enthrall
Enthrall
You weave a compelling stream of words that captivates your targets.
Escape
Escape
If you cast this spell while underground or inside a building, you teleport to the outdoor space you occupied most recently within the last 24 hours. You are teleported whether or not the destination is hazardous.
The spell fails if there is 100 contiguous feet of earth or stone or a thin layer of lead in a direct line between you and the destination.
Etherealness
Etherealness
Until the spell ends or you use an action to end it, you step into the border regions of the Ethereal Plane where it overlaps with your current plane.
Eyebite
Eyebite
Your eyes become an inky void imbued with fell power.
Faerie Fire
Faerie Fire
Each object in a 20-foot cube within range is outlined in light (your choice of color).
Faithful Hound
Faithful Hound
You conjure a phantasmal watchdog. Until the spell ends, the hound remains in the area unless you spend an action to dismiss it or you move more than 100 feet away from it.
False Life
False Life
You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends.
Fatigued Bargain
Fatigued Bargain
Your magic suppresses a creature’s inhibitions, urging out its own self-destructive strength.
Fear
Fear
You project a phantasmal image into the minds of each creature in the area showing them what they fear most.
Feeblemind
Feeblemind
You blast the target’s mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.
On a failed save, until the spell ends the creature’s Intelligence and Charisma scores are both reduced to 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.
Fey Tongue
Fey Tongue
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken Sylvan, Elvish or Primordial that you hear, or any written text in those languages that you can touch.
Finger of Death
Finger of Death
Negative energy wracks the target and deals 7d8 + 30 necrotic damage.
Fire Bolt
Fire Bolt
You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Fire Shield
Fire Shield
Until the spell ends, flames envelop your body, casting
Fire Storm
Fire Storm
Flames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell’s area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.
Fireball
Fireball
A fiery mote streaks to a point within range and explodes in a burst of flame. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage.
Flame Strike
Flame Strike
Area: 10-foot radius, 40-foot high cylinder
A column of divine flame deals 4d6 fire damage and 4d6 radiant damage to creatures in the area.
Flaming Sphere
Flaming Sphere
A 5-foot-diameter sphere of fire appears within range, lasting for the duration.
Flesh to Stone
Flesh to Stone
The target becomes
Flex
Flex
You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell’s duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.
Floating Disk
Floating Disk
A metallic disc made of force, 3 feet in diameter and hovering 3 feet off the ground, appears within range. It can support up to 500 pounds. If it is overloaded, or if you move more than 100 feet away from it, the spell ends. You can end the spell as an action. While it is not carrying anything, you can use a bonus action to teleport the disk to an unoccupied space within range.
Fly
Fly
The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.
Fog Cloud
Fog Cloud
You create a
Force Punch
Force Punch
Make a
Forcecage
Forcecage
An opaque cube of banded force surrounds the area, preventing any matter or spells from passing through it, though creatures can breathe inside it.
Fortified Will
Fortified Will
You harden a creature’s mind with an unbending willpower.
Freedom of Movement
Freedom of Movement
The target ignores
Freezing Sphere
Freezing Sphere
A freezing globe streaks to a point within range and explodes, dealing 10d6 cold damage to creatures in the area. Liquid in the area is frozen to a depth of 6 inches for 1 minute.
Gaseous Form
Gaseous Form
The target, along with anything it’s wearing and carrying, becomes a hovering, wispy cloud. In this form, it can’t attack, use or drop objects, talk, or cast spells.
Gate
Gate
You create a magic portal, a door between a space you can see and a specific place on another plane of existence. Each portal is a one-sided circular opening from 5 to 25 feet in diameter. Entering either portal transports you to the portal on the other plane. Deities and other planar rulers can prevent portals from opening in their domains.
Gate from Beyond
Gate from Beyond
You rend the veil to create a short-range portal from your location to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.
Gentle Repose
Gentle Repose
The target can’t become undead and doesn’t decay. Days spent under the influence of this spell don’t count towards the time limit of spells which raise the dead.
Giant Insect
Giant Insect
You transform insects and other vermin into monstrous versions of themselves.
Gish Gallop
Gish Gallop
You weave subtle charms into your speech to conceal your mistakes. When you fail a Deception, Intimidation, or Persuasion check, you can choose to immediately repeat the triggering skill check, but with a different skill of your choice from the following: Deception, Intimidation, Persuasion. If you succeed on this check, it replaces the triggering failure. If you fail, all creatures that you are interacting with know you attempted to manipulate them
Glamour
Glamour
You distort light and colors around yourself so that you are subtly more appealing, masking any untoward marks and blemishes. Until the spell ends or you use an action to dismiss it, you are glamored by an illusion that can slightly alter your appearance. These minor changes include hair style and length, eye coloration, sex, signs of age or tiredness such as crows feet and bags under the eyes, concealing or adding tattoos or other marks or blemishes, and general signs of hygiene and cleanliness.
Glibness
Glibness
When you make a Charisma check, you can replace the number you rolled with 15. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.
Globe of Invulnerability
Globe of Invulnerability
An immobile, glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can’t affect anything inside the sphere, even if it’s cast with a higher level spell slot. Targeting something inside the sphere or including the globe’s space in an area has no effect on anything inside.
Goodberry
Goodberry
You transform the components into 2d4 berries. For the next 24 hours, any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.
Grapevine
Grapevine
Range: Special (100 miles)
You cause a message in Druidic to appear on a tree or plant within range which you have seen before. You can cast the spell again to erase the message.
Grease
Grease
Grease erupts from a point that you can see within range and coats the ground in the target area, turning it into
Greater Invisibility
Greater Invisibility
The target is
Greater Repair
Greater Repair
You cause an object or construct to rapidly return to working condition. The target regains 30 hit points. If the target is undergoing one or more malfunctions and this spell restores it to full hit points, it loses all malfunctions. Otherwise, it loses one malfunction of your choice. Magic items may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.
Greater Restoration
Greater Restoration
Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:
Guidance
Guidance
The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
Guiding Bolt
Guiding Bolt
A bolt of light erupts from your hand.
Gust of Wind
Gust of Wind
Area: Line 60 feet long and 10 feet wide
Harm
Harm
You assail a target with entropic energy. The target takes 14d6 necrotic damage and its hit point maximum is reduced by the same amount for 1 hour. This spell cannot reduce a target to less than 1 hit point.
Harmonic Resonance
Harmonic Resonance
You harmonize with the rhythm of those around you until you’re perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within range uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.
Haste
Haste
Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to AC, it has
Heal
Heal
A torrent of healing energy suffuses the target and it regains 70 hit points.
Heat Metal
Heat Metal
The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends, on subsequent turns you can use a bonus action to inflict the same damage.
Heroism
Heroism
The target’s spirit is bolstered.
Hideous Laughter
Hideous Laughter
The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter.
Hold Monster
Hold Monster
The target is
Hold Person
Hold Person
The target is
Holy Aura
Holy Aura
Holy radiance emanates from you and fills the area.
Hypnotic Pattern
Hypnotic Pattern
You conjure a swirling pattern of twisting hues that roils through the air, appearing for a moment and then vanishing.
Ice Storm
Ice Storm
Range: Special (300 feet)
Area: 20-foot radius cylinder that is 40 feet high
Identify Weapon
Identify Weapon
While casting this spell, you touch a wound on a creature or corpse.
Incendiary Cloud
Incendiary Cloud
A cloud of burning embers, smoke, and roiling flame appears within range.
Inescapable Malady
Inescapable Malady
You infect your target with an arcane disease. At any time after you cast this spell, as long as you are on the same plane of existence as the target, you can use an action to deal 7d10 necrotic damage to the target. If this damage would reduce the target to 0 hit points, you can choose to leave it with 1 hit point. As part of dealing the damage, you may expend a 7th-level spell slot to sustain the disease. Otherwise, the spell ends. The spell ends when you die.
Inflict Paranoia
Inflict Paranoia
You magically shatter your enemies’ comradery. Each target that fails has disadvantage on saving throws against being frightened and will not directly support an ally. For example, they will continue to fight, but not cast enhancement or healing spells on their allies, share resources with them, provide cover, or use the Help action. If a creature is already supporting an ally in this way, such as concentrating on a spell, it will immediately stop. A creature can repeat the saving throw at the end of each of its turns, ending the spell’s effects on it on a successful save.
Inflict Wounds
Inflict Wounds
You impart fell energies that suck away the target’s life force, making a melee spell attack that deals 3d10 necrotic damage.
Inner Solace
Inner Solace
You turn a creature’s exhaustion into a well of inner strength.
Insect Plague
Insect Plague
Range: Special (300 feet)
Instant Window
Instant Window
You create a window roughly 4 inches square, centered on the point that you touch. If the surface is more than 1 foot thick or made of materials other than wood, dirt, or stone, the spell fails. The window is sufficiently braced to prevent any structural weakening to the surrounding structure, but otherwise is just a small hole you can look through. The hole lasts for 1 minute, then vanishes. The hole can also be dismissed by the caster as a bonus action.
Invigorated Strikes
Invigorated Strikes
You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.
Invisibility
Invisibility
You wreathe a creature in an illusory veil, making it
Invisible Object
Invisible Object
A Medium or smaller object becomes
Irresistible Dance
Irresistible Dance
You murmur a tune that takes root in the target’s mind until the spell ends, forcing it to caper, dance, and shuffle.
Knock
Knock
Make a check against the DC of a lock or door using your spell attack bonus. On a success, you unlock or open the target with a loud metallic clanging noise easily audible at up to 300 feet. In addition, any traps on the object are automatically triggered. An item with multiple locks requires multiple castings of this spell to be opened.
Leila's Devastating Daylight
Leila's Devastating Daylight
Rare spell of
Lesser Repair
Lesser Repair
You restore an object or construct that has been damaged. The target regains hit points equal to 1d8 + your spellcasting ability modifier. Magic items can be repaired in this way, but their magic is not restored.
Lesser Restoration
Lesser Restoration
Your glowing hand removes one
Levitate
Levitate
Until the spell ends, the target rises vertically in the air up to 20 feet and remains floating there, able to move only by pushing or pulling on fixed objects or surfaces within its reach. This allows the target to move as if it was climbing.
On subsequent turns, you can use your action to alter the target’s altitude by up to 20 feet in either direction so long as it remains within range. If you have targeted yourself you may move up or down as part of your movement.
The target floats gently to the ground if it is still in the air when the spell ends.
Light
Light
Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.
Lightning Bolt
Lightning Bolt
A bolt of lightning arcs out from you in a direction you choose in a line 100 feet long and 5 feet wide. Each creature in the area takes 8d6 lightning damage. The lightning ignites flammable objects in its path that aren’t worn or carried by another creature.
If the spell is stopped by an object at least as large as its width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area.
Locate Animals or Plants
Locate Animals or Plants
Range: Special (5-mile radius)
Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.
Locate Creature
Locate Creature
Range: Special (1,000-foot radius)
Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
Locate Object
Locate Object
Range: Special (1,000-foot radius)
Name or describe in detail an object familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
You may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).
Longstrider
Longstrider
Until the spell ends, the target’s Speed increases by 10 feet.
Mage Armor
Mage Armor
Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.
Mage Hand
Mage Hand
A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.
You can use an action to control the hand and direct it to do any of the following:
- manipulate an object.
- open an unlocked container or door.
- stow or retrieve items from unlocked containers.
The hand cannot attack, use magic items, or carry more than 10 pounds.
Magic Map
Magic Map
You create a map with yourself at the center, or update a map previously created with this spell. When creating a map, you choose its scale, from 100 by 100 feet to 100 by 100 miles. As part of the spell, you can make notes or other annotations on the map. The map only includes locations that you’ve seen and traveled through. The map doesn’t show areas at a significantly different elevation from your current location. If you cast the spell while you are lost, the spell fails.
At the Narrator’s discretion, some magical areas can’t be mapped with this spell.
Magic Missile
Magic Missile
A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage.
Major Image
Major Image
Until the spell ends, you create an image that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm.
While within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a roc moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the roc flies).
Map Marker
Map Marker
When casting this spell, touch a map. If you cast the spell in territory not depicted on the map, the spell fails. If you are in territory depicted on the map, your position is marked by a small glowing spot on the map. The spot continues to move with your position on it, updating once per minute. If you enter territory not marked on the map, the spell ends.
Mass Cure Wounds
Mass Cure Wounds
Glowing energy rushes through the target area. Up to 6 creatures you choose that are in the area each regain hit points equal to 3d8 + your spellcasting modifier. This spell does not affect undead or constructs.
Mass Heal
Mass Heal
Healing energy erupts from your steepled hands and restores up to 700 hit points between the targets.
Mass Suggestion
Mass Suggestion
Creatures that cannot be
Maze
Maze
The target is banished to a complex maze on its own demiplane, and remains there for the duration or until the target succeeds in escaping. The target can use an action to attempt to escape, making an Intelligence
Meld Into Stone
Meld Into Stone
Until the spell ends, you meld yourself and your carried equipment into the target stone. Using your movement, you may enter the stone from any point you can touch. No trace of your presence is visible or detectable by nonmagical senses.
Message
Message
You point and whisper your message at the target. It alone hears the message and may reply in a whisper audible only to you.
You can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.
The spell moves freely around corners or through openings.
Meteor Swarm
Meteor Swarm
Range: Special (1 mile)
Area: Four 40-foot radius spheres
Scorching spheres of flame strike the ground at 4 different points within range. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.
Mind Blank
Mind Blank
The target is
Minor Illusion
Minor Illusion
This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again.
You may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area.
Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects.
Mirror Image
Mirror Image
A total of 3 illusory copies of yourself appear in your space. For the duration, these copies move with you and mimic your actions, creating confusion as to which is real. You can use an action to dismiss them.
Each time you’re targeted by a creature’s attack, roll a d20 to see if it targets you or one of your copies.
With 3 copies, a roll of 6 or higher means a copy is targeted. With two copies, a roll of 8 or higher targets a copy, and with 1 copy a roll of 11 or higher targets the copy.
Mislead
Mislead
You become
Modify Memory
Modify Memory
The target has
Moonbeam
Moonbeam
Area: 5-foot radius cylinder that is 40 feet high
Move Earth
Move Earth
Area: Square of clay, dirt, or sand up to 40 feet on a side
Muddle
Muddle
You attempt to disorient a creature.
Nondetection
Nondetection
The target is hidden from divination magic and cannot be perceived by magical scrying sensors. When used on a place or object, the spell only works if the target is no larger than 10 feet in any given dimension.
Object of Fascination
Object of Fascination
Choose one creature that you can see within 15 feet of the item. Until the spell ends, the creature is fixated on it. While the target is fixated in this way and within range of both you and the item, you can, as a free action, compel it to retrieve the item, provided that doing so isn’t obviously dangerous.
Pass Without Trace
Pass Without Trace
You and allies within the area gain
Passwall
Passwall
Until the spell ends, you create a passage extending into the target surface. When creating the passage you define its dimensions, as long as they do not exceed 5 feet in width, 8 feet in height, or 20 feet in depth. The appearance of the passage has no effect on the stability of the surrounding environment.
Any creatures or objects within the passage when the spell ends are expelled without harm into unoccupied spaces near where the spell was cast.
Pestilence
Pestilence
A swarm of insects fills the area.
Phantasmal Killer
Phantasmal Killer
You create an illusion that invokes the target’s deepest fears. Only the target can see this illusion.
Phantasmal Talons
Phantasmal Talons
You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers. The talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.
Pigment Cloud
Pigment Cloud
You create a
Plane Shift
Plane Shift
Duration: Instantaneous or Concentration (1 minute)
Plant Growth
Plant Growth
Area: 100-foot radius (rapid) or half-mile radius (enlarged)
You channel vitality into vegetation to achieve one of the following effects, chosen when casting the spell.
Enlarged: Plants in the area are greatly enriched. Any harvests of the affected plants provide twice as much food as normal.
Poison Skin
Poison Skin
The target becomes poisonous to the touch.
Polymorph
Polymorph
The target’s body is transformed into a
Power Word Kill
Power Word Kill
With but a word you snuff out the target’s life and it immediately dies. If you cast this on a creature with more than 100 hit points, it takes 50 hit points of damage.
Power Word Stun
Power Word Stun
You utter a powerful word that stuns a target with 150 hit points or less.
Prismatic Mess
Prismatic Mess
Even a chaotic mess can be made useful using prisimancy.
Prismatic Spray
Prismatic Spray
You unleash 8 rays of light, each with a different purpose and effect. For each target in the area, roll a d8 to determine the ray that affects it.
1—Red: The target takes 10d6 fire damage.
2—Orange: The target takes 10d6 acid damage.
3—Yellow: The target takes 10d6 lightning damage.
4—Green: The target takes 10d6 poison damage.
5—Blue: The target takes 10d6 cold damage.
Prismatic Wall
Prismatic Wall
Area: 15-foot radius sphere, or 90-foot long wall that is 30 feet high and 1 inch thick
You create a nontransparent barrier of prismatic energy that sheds bright light in a 100-foot radius and dim light for an additional 100 feet. You and creatures you choose at the time of casting are immune to the barrier’s effects and may pass through it at will.
The barrier can be created as either a vertical wall or a sphere. If the wall intersects a space occupied by a creature the spell fails, you lose your action, and the spell slot is wasted.
Produce Flame
Produce Flame
You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment.
Programmed Illusion
Programmed Illusion
You craft an illusory object, creature, or other effect which executes a scripted performance when a specific condition is met within 30 feet of the area. You must describe both the condition and the details of the performance upon casting. The trigger must be based on something that can be seen or heard.
Once the illusion triggers, it runs its performance for up to 5 minutes before it disappears and goes dormant for 10 minutes. The illusion is undetectable until then and only reactivates when the condition is triggered and after the dormant period has passed.
Project Image
Project Image
Range: Special (500 miles)
You create an illusory duplicate of yourself that looks and sounds like you but is intangible. The duplicate can appear anywhere within range as long as you have seen the space before (it ignores any obstacles in the way).
Protection from Energy
Protection from Energy
Until the spell ends, the target has
Protection from Evil and Good
Protection from Evil and Good
The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Protection from Poison
Protection from Poison
The target has
Purify Food and Drink
Purify Food and Drink
You remove all
Raise Hell
Raise Hell
Area: Up to a 300-foot sphere
Ravaging Roots
Ravaging Roots
Area: 30-foot square
Roots erupt out of an earth or stone surface that you can see within range, swelling as they smash stone and displace earth. When the spell ends, the roots wither away, but the damage remains.
Ray of Enfeeblement
Ray of Enfeeblement
A black ray of necrotic energy shoots from your fingertip.
Ray of Frost
Ray of Frost
An icy beam shoots from your outstretched fingers.
Remove Curse
Remove Curse
This spell ends a
Reopen Rift
Reopen Rift
If any creature used teleportation or plane shift magic, such as
Resilient Sphere
Resilient Sphere
A transparent sphere of force encloses the target. The sphere is weightless and just large enough for the target to fit inside.
Resistance
Resistance
The target gains an expertise die to one
Reverse Gravity
Reverse Gravity
Area: 50-foot radius cylinder that is 100 feet high
Revivify
Revivify
The target returns to life with 1 hit point. The spell does not restore any missing body parts and cannot return to life a creature that died of old age.
Rope Trick
Rope Trick
One end of the target rope rises into the air until it hangs perpendicular to the ground. At the upper end, a nearly imperceptible entrance opens to an extradimensional space that can fit up to 8 Medium or smaller creatures. The entrance can be reached by climbing the rope. Once inside, the rope can be pulled into the extradimensional space.
Sabotage
Sabotage
You sabotage the integrity of an object.
Sacred Flame
Sacred Flame
As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Scorching Ray
Scorching Ray
Three rays of blazing orange fire shoot from your fingertips.
Searing Equation
Searing Equation
You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete.
Secret Chest
Secret Chest
You stash a chest and its contents on the Ethereal Plane. To do so, you must touch the chest and its Tiny replica. The chest can hold up to 12 cubic feet of nonliving matter. Food stored in the chest spoils after 1 day.
While the chest is in the Ethereal Plane, you can recall it to you at any point by using an action to touch the Tiny replica. The chest reappears in an unoccupied space on the ground within 5 feet of you. You can use an action at any time to return the chest to the Ethereal Plane so long as you are touching both the chest and its Tiny replica.
See Invisibility
See Invisibility
You can see
Seed Bomb
Seed Bomb
Up to four seeds appear in your hand and are infused with magic for the duration. As an action, a creature can throw one of these seeds at a point up to 60 feet away.
Seeming
Seeming
Until the spell ends or you use an action to dispel it, you can change the appearance of the targets. The spell disguises their clothing, weapons, and items as well as changes to their physical appearance.
Sending
Sending
You send a message of 25 words or less to the target. It recognizes you as the sender and can reply immediately in kind. The message travels across any distance and into other planes of existence. If the target is on a different plane of existence than you, there is a 5% chance it doesn’t receive your message. A target with an Intelligence score of at least 1 understands your message as you intend it (whether you share a language or not).
Sequester
Sequester
You magically hide away a willing creature or object.
Shapechange
Shapechange
You assume the form of a creature of a Challenge Rating equal to or lower than your level. The creature cannot be an undead or a construct, and it must be a creature you have seen.
Shatter
Shatter
An ear-splitting ringing sound emanates through the area. Creatures in the area take 3d8 thunder damage.
Shattering Barrage
Shattering Barrage
You create three orbs of jagged broken glass and hurl them at targets within range. You can hurl them at one target or several.
Shocking Grasp
Shocking Grasp
Electricity arcs from your hand to shock the target.
Silence
Silence
Until the spell ends, a bubble of silence envelops the area, and no sound can travel in or out of it.
Silent Image
Silent Image
You create an illusory image of a creature, object, or other visible effect within the area. The illusion is purely visual, it cannot produce sound or smell, and items and other creatures pass through it.
As an action, you can move the image to any point within range. The image’s movement can be natural and lifelike (for example, a ball will roll and a bird will fly).
Silver Shield
Silver Shield
You touch a nonmagical shield, giving it a silver mirror coating.
Skeletal Hands
Skeletal Hands
Dozens of skeletal hands reach from a wall or other vertical surface to grasp a creature within 5 feet of the surface. Make a melee spell attack.
Skeleton Crew
Skeleton Crew
You create up to 15 invisible, mindless, shapeless forces in the vehicle you target, each of which counts as one crew member for that vehicle. These forces do not take up space in the vehicle and cannot take damage or leave the vehicle, although they are destroyed if the vehicle they crew is reduced to 0 hit points. These forces cannot perform any function other than operating the vehicle, which may include basic maintenance such as cleaning the deck of a ship, but not operating any weapons the vehicle possesses.
Sleep
Sleep
You send your enemies into a magical slumber.
Sleet Storm
Sleet Storm
Area: 40-foot radius cylinder that is 20 feet high
Slow
Slow
You alter the flow of time around your targets and they become slowed.
Soulwrought Fists
Soulwrought Fists
The target’s hands harden with inner power, turning dexterous fingers into magical iron cudgels. Until the spell ends, the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands.
Spare the Dying
Spare the Dying
A jolt of healing energy flows through the target and it becomes stable.
Speak with Animals
Speak with Animals
You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you.
Speak with Dead
Speak with Dead
You call forth the target’s memories, animating it enough to answer 5 questions. The corpse’s knowledge is limited: it knows only what it knew in life and cannot learn new information or speak about anything that has occurred since its death. It speaks only in the languages it knew, and is under no compulsion to offer a truthful answer if it has reason not to. Answers might be brief, cryptic, or repetitive.
This spell does not return a departed soul, nor does it have any effect on an undead corpse, or one without a mouth.
Speak with Plants
Speak with Plants
Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.
Spider Climb
Spider Climb
The target gains the ability to walk on walls and upside down on ceilings, as well as a climbing speed equal to its base Speed.
Spike Growth
Spike Growth
You cause sharp spikes and thorns to sprout in the area, making it
Spirit Guardians
Spirit Guardians
You call down spirits of divine fury, filling the area with flitting spectral forms. You choose the form taken by the spirits.
Creatures of your choice halve their Speed while in the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 3d6 radiant or necrotic damage (your choice).
Sporesight
Sporesight
You throw a mushroom at a point within range and detonate it, creating a cloud of spores that fills the area.
Steady Hands
Steady Hands
You gain precise control over your fine movements.
Stinking Cloud
Stinking Cloud
You create a roiling, noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.
Stone Shape
Stone Shape
You reshape the target into any form you choose. For example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn’t more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Stonesense
Stonesense
You imbue the target with a preternatural understanding of stone. The target gains tremorsense out to a distance of 60 feet.
Stoneskin
Stoneskin
Until the spell ends, the target’s flesh becomes as hard as stone and it gains
Storm Kick
Storm Kick
You must be able to move in order to cast this spell. You leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt.
Storm of Vengeance
Storm of Vengeance
Range: Special (Sight)
Stumble
Stumble
The target moves up to 10 feet in a direction you choose, stopping short of any ledges or other dangerous hazards, or if it collides with another creature, object, or an obstacle, such as a wall or door. This movement does not provoke opportunity attacks. At the end of its movement, the target falls prone, taking 2d6 bludgeoning damage if it collides with an obstacle. If it collides with another creature or object, the damage is split between them.
Sufferer's Pact
Sufferer's Pact
You burn away weakness to reveal inner strength. The target takes 4d8 force damage. Then, at the start of each of its turns, it gains 2d8 temporary hit points.
Sufferer's Strike
Sufferer's Strike
Your weapon thrums with the power of your misery. As part of casting this spell, make a melee spell attack against the target. On a hit, you deal your weapon damage plus 2d8 force damage.
Suggestion
Suggestion
Creatures that cannot be
Sunbeam
Sunbeam
Area: Line 60 feet long and 5 feet wide
Sunburst
Sunburst
Oozes and undead have
Tearful Sonnet
Tearful Sonnet
Duration: Concentration (3 rounds)
Telekinesis
Telekinesis
You move the target with the power of your mind. Until the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object, the spell has the following effects:
Telepathic Bond
Telepathic Bond
Until the spell ends, a telepathic link connects the minds of the targets. So long as they remain on the same plane of existence, targets may communicate telepathically with each other regardless of language and across any distance.
Teleport
Teleport
You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you’re teleporting to, and it must be on the same plane of existence.
Teleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you’re teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.
Familiarity is determined as follows:
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
Thunder Bolt
Thunder Bolt
A peal of thunder ripples from a point you can see within range.
Thunderwave
Thunderwave
You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.
Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.
Time Stop
Time Stop
You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
The spell ends if you move more than 1,000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.
Tongues
Tongues
The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.
Trace Magic Aura
Trace Magic Aura
Until the spell ends, you sense the lingering aura of spells that were cast within the recent past. For you to detect a spell’s aura, it must have been cast within the radius of this spell and in a location you can see. You can pinpoint the location where the spellcaster stood at the time that they cast the spell, the spell’s schools of magic, and its area of effect (if it is within this spell’s radius). If the spell is one that you know, you can identify it as such.
Transfer Exhaustion
Transfer Exhaustion
Your touch draws out a creature’s exhaustion.
Transmute Exhaustion
Transmute Exhaustion
All the target creature’s levels of
Transport via Plants
Transport via Plants
You create a magical pathway between the target and a second plant that you’ve seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.
Traveler’s Ward
Traveler’s Ward
Until the spell ends, creatures have
Tree Stride
Tree Stride
Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree.
True Polymorph
True Polymorph
The target is transformed until it drops to 0 hit points or the spell ends.
True Seeing
True Seeing
Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.
Unholy Star
Unholy Star
Area: Four 5-foot radius spheres
A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can’t see the point where the meteor explodes.
Unseen Servant
Unseen Servant
You create an
Vampiric Touch
Vampiric Touch
Shadows roil about your hand and heal you by siphoning away the life force from others.
Vicious Mockery
Vicious Mockery
You verbally insult or mock the target so viciously its mind is seared.
Void Maw
Void Maw
You reach out into the perilous void to create an orb of hungry shadows, making a ranged spell attack that deals 1d6 necrotic damage. Inanimate corpses and Tiny or smaller nonmagical objects hit by this spell disintegrate into nothing. If this spell kills a creature, the corpse disintegrates into nothing.
Wall of Fire
Wall of Fire
You create a wall of fire on a solid surface. The wall can be up to 60 feet long (it does not have to be a straight line; sections of the wall can angle as long as they are contiguous), 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall blocks sight.
Wall of Flesh
Wall of Flesh
A squirming wall of bodies, groping arms and tentacles, and moaning, biting mouths heaves itself up from the ground at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. The wall can have any shape you desire.
Wall of Force
Wall of Force
You create an
Wall of Ice
Wall of Ice
You create a wall of ice on a solid surface. You can form it into a hemispherical dome or a sphere, either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1 foot thick.
Wall of Stone
Wall of Stone
A nonmagical wall of solid stone appears at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. Alternatively, you can create 10-foot-by-20-foot sections that are only 3 inches thick.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation but must merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
Wall of Thorns
Wall of Thorns
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns on a solid surface. You can choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
Warding Bond
Warding Bond
Until the spell ends, the target is warded by a mystic connection between it and you.
Warrior’s Instincts
Warrior’s Instincts
Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes.
Water Breathing
Water Breathing
Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).
Water Walk
Water Walk
Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground. Creatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.
A target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.
Web
Web
Thick, sticky webs fill the area,
Weird
Weird
You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell’s area.
Whirlwind Kick
Whirlwind Kick
Area: Line up to 60 feet long and 15 feet wide
Wind Up
Wind Up
You wind your power up like a spring.
Wind Wall
Wind Wall
A wall of strong wind rises from the ground at a point you choose. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.
Wish
Wish
This is the mightiest of mortal magics and alters reality itself.
The safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).
You may instead choose one of the following:
Word of Recall
Word of Recall
Range: 5 feet
The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.
You must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.
Zone of Truth
Zone of Truth
You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.