Accelerando
Accelerando
You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed.
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.
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.
Bane
Bane
The senses of the targets are filled with phantom energies that make them more vulnerable and less capable.
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.
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
Ceremony
Ceremony
You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.
Funeral: You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR ¼ or less. A corpse can only benefit from this effect once.
Charm Person
Charm Person
You only require line of sight to the target (not line of effect) and it has
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.
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.
Create Undead
Create Undead
This spell cannot be cast in sunlight.
Creation
Creation
You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.
The spell’s duration is determined by the object’s material. An object composed of multiple materials uses the shortest duration.
Table: Creation
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.
Divine Word
Divine Word
You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.
Dizziness
Dizziness
The target’s balance becomes unsteady.
Dramatic Sting
Dramatic Sting
You
Druidcraft
Druidcraft
You call upon your mastery of nature to produce one of the following effects within range:
Earth Barrier
Earth Barrier
Casting Time: 1 reaction, which you take when you are targeted with a ranged attack
Enervating Light
Enervating Light
You conjure a mote of sickly light at a point within range.
Enlarge/Reduce
Enlarge/Reduce
You cause the target to grow or shrink.
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.
Find Familiar
Find Familiar
Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast).
Your familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.
When the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.
Find Steed
Find Steed
You summon a spirit that takes the form of a loyal mount, creating a lasting bond with it.
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.
Friends
Friends
Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.
Giant Insect
Giant Insect
You transform insects and other vermin into monstrous versions of themselves.
Haste
Haste
Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to AC, it has
Heroes’ Feast
Heroes’ Feast
The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus.
Hideous Laughter
Hideous Laughter
The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter.
Imprisonment
Imprisonment
You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).
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.
Laundry Day
Laundry Day
When you cast this spell, choose a pile of laundry that you can see within range, weighing up to 25 pounds and occupying a single 5-foot square, to clean and repair. Threadbare or worn laundry is restored to as new condition, and even extremely damaged laundry (bloodstained, cut to tatters in a combat, etc.) is restored. As long as at least half the material that comprises an article of laundry is present, it can be restored by this spell. This spell leaves no trace that the object was damaged.
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 Circle
Magic Circle
Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.
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 Mouth
Magic Mouth
The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey.
When your trigger condition is met, a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example, a painted portrait) this is where the mouth appears.
You may choose upon casting whether the message is a single event, or whether it repeats every time the trigger condition is met.
Metabolic Stasis
Metabolic Stasis
Creatures in the area when the spell is cast no longer age or require sustenance or
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.
Misty Step
Misty Step
You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.
Modify Memory
Modify Memory
The target has
Muddle
Muddle
You attempt to disorient a creature.
Nervous Recoil
Nervous Recoil
You magically cloud the target’s judgment at the last instant. The target must choose to keep its successful roll or treat the roll as a failure instead. If it keeps the success, the target takes 2d6 psychic damage.
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.
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.
Phantom Steed
Phantom Steed
You create an illusory Large creature with an appearance determined by you that comes into being with all the necessary equipment needed to use it as a mount. This equipment vanishes when more than 10 feet away from the creature.
You or any creature you allow may ride the steed, which uses the statistics for a riding horse but has a Speed of 100 feet and travels at 10 miles per hour at a steady pace (13 miles per hour at a fast pace).
Prayer of Healing
Prayer of Healing
The targets regain hit points equal to 2d8 + your
Prestidigitation
Prestidigitation
You wield arcane energies to produce minor effects. Choose one of the following:
Purify Food and Drink
Purify Food and Drink
You remove all
Reckless March
Reckless March
You suppress exhaustion in your traveling companions. Choose any number of creatures within range when you finish casting this spell.
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.
Sanctuary
Sanctuary
You ward a creature against intentional harm.
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.
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.
Subliminal Messenger
Subliminal Messenger
The target is imbued with a spoken message of 25 words or fewer, which it speaks when a trigger condition you define is met. The target will forget your message after you say it. When your trigger condition is met, the target recites the message in the same cadence, tone, and volume as you used and the spell ends. The target does not recall the message it recited, nor does it need to understand the language the message is in.
Suggestion
Suggestion
Creatures that cannot be
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.
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
True Polymorph
True Polymorph
The target is transformed until it drops to 0 hit points or the spell ends.
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.
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.
Wind Walk
Wind Walk
The targets assume a gaseous form and appear as wisps of cloud.