D&D 5e Spells Astraud
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1
Spell NamelvlSpell ComponentsSpell Components Cost gp(F=Focus, c=Consumed)Cast TimeRange
Duration
DescripciónWizardWarlockSorcererRangerPaladinDruidClericBardPageRitualSchoolSave, etc.
2
Acid Splash0V,S1 Acction60
Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet o f each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
YesNoYesNoNoNoNoNo211NoConjurationDex(multi)
3
Aid2V,S,MF1 Acction308 Hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
NoNoNoNoYesNoYesNo211NoAbjurationNone - buff
4
Alarm1V,S,MF1 Minute308 Hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that w on’t set off the alarm. You also choose whether the alarm is mental or audible. A mental larm alerts you with a ping in your mind if you are within 1 mile o f the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound o f a hand bell for 10 seconds within 60 feet.
YesNoNoYesNoNoNoNo211YesAbjurationNone - harmless
5
Alter Self2V,S1 AcctionSelf
Concentration, up to 1 hour
You assume a different form. When you cast the spell, choose one o f the following options, the effects o f which last for the duration o f the spell. While the spell lasts, you can end one option as an action to gain the benefits o f a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound o f your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member o f another race, though none of your statistics change. You also can’t appear as a creature o f a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon o f your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
YesInvocationYesNoNoNoNoNo211NoTransmutationNone - buff
6
Animal Friendship1V,S,MF1 Acction3024 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can affect one additional beast for each slot level above 1st.
NoNoNoYesNoYesNatureYes212NoEnchantmentWis
7
Animal Messenger2V,S,MF1 Acction3024 Hours
By means o f this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform o f the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message o f up to twenty-five words. The target beast travels for the duration o f the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound o f your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot o f 3nd level or higher, the duration o f the spell increases by 48 hours for each slot level above 2nd.
NoNoNoYesNoYesNoYes212YesEnchantmentNone - harmless
8
Animal Shapes8V,S1 Acction30
Concentration, up to 24 hours
Your magic turns others into beasts. Choose any number o f willing creatures that you can see within range. You transform each target into the form o f a Large or smaller beast with a challenge rating o f 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics o f the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points o f its new form, and when it reverts to its normal form, it returns to the number o f hit points it had before it transformed. If it reverts as a result o f dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature o f its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
NoNoNoNoNoYesNoNo212NoTransmutationNone - harmless
9
Animate Dead3V,S,MF1 Minute10
Instantaneous
This spell creates an undead servant. Choose a pile o f bones or a corpse o f a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry o f life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each o f your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet o f you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control o f the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use o f the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each o f the creatures must come from a different corpse or pile o f bones.
YesNoNoNoNoNoYesNo212NoNecromancyNone - harmless*
10
Animate Objects5V,S1 Acction120
Concentration, up to 1 minute
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any
creature you made with this spell if the creature is within 500 feet o f you (if you control multiple creatures, you can command any or all o f them at the same time, issuing the same command to each one). You decide what action the creature w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
size HP AC Attack Str Dex
Tiny 20 18 +8 to hit , 1d4+ 4 damage 4 18
Small 25 16 +6 to hit , 1d8+ 2 damage 6 14
Medium 40 13 +5 to hit , 2d6+ 1 damage 10 12
Large 50 10 +6 to hit , 2d10+ 2 damage 14 10
Huge 80 10 +8 to hit , 2d12+ 4 damage 18 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed o f 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius o f 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet o f it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot o f 6th level or higher, you can animate two additional objects for each slot level above 5th.


YesNoYesNoNoNoNoYes213NoTransmutationNone - harmless*
11
Antilife Shell5V,S1 Acction
Self (10-foot radius)
Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
NoNoNoNoNoYesNoNo213NoAbjurationNone - buff
12
Antimagic Field8V,S,MF1 Acction
Self (10-foot-radius sphere)
Concentration, up to 1 hour
A 10-foot-radius invisible sphere o f antimagic surrounds you. This area is divorced from the magical energy that
suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic
items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas o f Magic. The area o f another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area o f magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall o f fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a + 1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are
suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon
or a piece o f magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic
spear at a target outside the sphere), the magic o f the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as w ell as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
YesNoNoNoNoNoYesNo213NoAbjurationNone - harmless
13
Antipathy/Sympathy
8V,S,MF1 Hour6010 Days
This spell attracts or repels creatures o f your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.
Antipathy. The enchantment causes creatures o f the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet o f it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight o f the target or moves within 60 feet o f it.
Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet o f it or able to see it. When such a creature can see the target or comes within 60 feet o f it, the creature must succeed on a Wisdom saving throw or use its movement on each o f its turns to enter the area
or move within reach o f the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If an affected creature ends its turn while not within 60 feet o f the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling o f repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
YesNoNoNoNoYesNoNo214NoEnchantmentWis
14
Arcane Eye4V,S,MF1 Acction30
Concentration, up to 1 hour
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane o f existence. A solid barrier b locks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
YesInvocationNoNoNoNoKnowledgeNo214NoDivinationNone - harmless
15
Arcane Gate6V,S1 Acction500
Concentration, up to 10 minutes
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet o f you and one point within 500 feet o f you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
YesYesYesNoNoNoNoNo214NoConjurationNone - harmless
16
Arcane Lock2V,S,M25c1 AcctionTouch
Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet o f the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
YesNoNoNoNoNoNoNo215NoAbjurationNone - harmless*
17
Armor of Agathys1V,S,MF1 AcctionSelf1 Hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st
NoYesNoNoNoNoNoNo215NoAbjurationNone
18
Arms of Hadar1V,S1 Acction
Self (10-foot radius)
Instantaneous
You invoke the power o f Hadar, the Dark Hunger. Tendrils o f dark energy erupt from you and batter all creatures within 10 feet o f you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
NoYesNoNoNoNoNoNo215NoConjurationStr
19
Astral Projection9V,S,M11001 Hour10Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state o f suspended animation; it doesn’t need food or air and doesn’t age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition o f a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral
Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one o f your companions. A successful dispel magic spell used against an astral or physical 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 silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state o f suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
YesYesNoNoNoNoYesNo215NoNecromancyNone - harmless
20
Augury2V,S,M1 MinuteSelf
Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results o f a specific course o f action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
• Weal, for good results
• Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting o f additional spells or the loss or gain o f a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
NoNoNoNoNoNoYes,KnowledgeNo215YesDivinationNone - harmless
21
Aura of Life4V1 Acction
Self (30-foot radius)
Concentration, up to 10 minutes
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points
NoNoNoNoYesNoNoNo216NoAbjurationNone - buff
22
Aura of Purity4V1 Acction
Self (30-foot radius)
Concentration, up to 10 minutes
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any o f the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
NoNoNoNoYesNoNoNo216NoAbjurationNone - buff
23
Aura of Vitality3V1 Acction
Self (30-foot radius)
Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
NoNoNoNoYesNoNoNo216NoEvocationNone - buff
24
Awaken5V,S,M1000c8 hoursTouch
Instantaneous
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence o f 3 or less. The target gains an Intelligence o f 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the wakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it w as charmed.
NoNoNoNoNoYesNoYes216NoTransmutationNone - buff
25
Bane1V,S,MF1 Acction30
Concentration, up to 1 minute
Up to three creatures o f your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.
NoInvocationNoNoVenganceNoYesYes216NoEnchantmentCha
26
Banishing Smite5V
1 bonus action
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane o f existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
NoNoNoNoYesNoNoNo216NoAbjurationbuff, None
27
Banishment4V,S,MF1 Acction60
Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane o f existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise,the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot o f 5th level or higher, you can target one additional creature for each slot level above 4th.
YesYesYesNoYes,VenganceNoYesNo217NoAbjurationCha
28
Barkskin2V,S,MF1 AcctionTouch
Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
NoNoNoYesNoYes,ForestNatureNo217NoTransmutationNone - buff
29
Beacon of Hope3V,S1 Acction30
Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
NoNoNoNoDevotionNoYes,LifeNo217NoAbjurationNone - buff
30
Beast Sense2S1 AcctionTouch
Concentration, up to 1 hour
You touch a willing beast. For the duration o f the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits o f any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
NoNoNoYesNoYesNoNo217YesDivinationNone - harmless
31
Bestow Curse3V,S1 AcctionTouch
Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration o f the spell. When you cast this spell, choose the nature o f the curse from the following options:
• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws
made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start o f each o f its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
At Higher Levels. If you cast this spell using a spell slot o f 4th level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot o f 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot o f 5th level or higher grants a duration that doesn’t require concentration.
YesInvocationNoNoNoNoYesYes218NoNecromancyWis
32
Bigby's Hand5V,S,MF1 Acction120
Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You create a Large hand o f shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength o f 26 (+8) and a Dexterity o f 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one o f the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet o f it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check o f the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet o f it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand’s space if its Strength score is less than or equal to the hand’s strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
YesNoNoNoNoNoNoNo218NoEvocationm-Spell, Special
33
Blade Barrier6V,S1 Acction90
Concentration, up to 10 minutes
You create a vertical wall o f whirling, razor-sharp blades made o f magical energy. The wall appears within range
and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a
ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the w all’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6 d10 slashing damage. On a successful save, the creature takes half as much damage.
NoNoNoNoNoNoYesNo218NoEvocationDex
34
Blade Ward0V,S1 AcctionSelf1 Round
You extend your hand and trace a sigil of warding in the air. Until the end o f your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
YesYesYesNoNoNoNoYes218NoAbjurationNone - buff
35
Bless1V,S,MF1 Acction30
Concentration, up to 1 minute
You bless up to three creatures o f your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.
NoNoNoNoYesNoYes,LifeNo219NoEnchantmentNone - buff
36
Blight4V,S1 Acction30
Instantaneous
Necromantic energy washes over a creature o f your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot o f 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
YesYesYesNoNoYes,DesertNoNo219NoNecromancyCon
37
Blinding Smite3V
1 bonus action
Self
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another
Constitution saving throw at the end o f each o f its turns. On a successful save, it is no longer blinded.
NoNoNoNoYesNoNoNo219NoEvocationCon
38
Blindness/Deafness
2V1 Acction301 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end o f each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you can target one additional creature for each slot level above 2nd.
YesFiendYesNoNoNoYesYes219NoNecromancyCon
39
Blink3V,S1 AcctionSelf1 minute
Roll a d20 at the end of each o f your turns for the duration o f the spell. On a roll o f 11 or higher, you vanish from your current plane o f existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you w ere already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet o f the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
YesArchfey PatronYesNoNoNoTrickeryNo219NoTransmutationNone - buff
40
Blur2V1 AcctionSelf
Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
YesNoYesNoNoDesertNoNo219NoIllusionNone - buff
41
Branding Smite2V
1 bonus action
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
NoNoNoNoYesNoNoNo219NoEvocationbuff, None
42
Burning Hands1V,S1 Acction
Self (15-foot cone)
Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet o f flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
YesFiendYesNoNoNoLightNo220NoEvocationDex
43
Call Lightning3V,S1 Acction120
Concentration, up to 10 minutes
A storm cloud appears in the shape o f a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt o f lightning flashes down from the cloud to that point. Each creature within 5 feet o f that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each o f your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
NoNoNoNoNoYes,ForestTempestNo220NoConjurationDex
44
Calm Emotions2V,S1 Acction60
Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one o f the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures o f your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any o f its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
NoArchfey PatronNoNoNoNoYesYes221NoEnchantmentCha
45
Chain Lightning6V,S,MF1 Acction150
Instantaneous
You create a bolt o f lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each o f which must be within 30 feet o f the first target. A target can be a creature or an object and can be targeted by only one o f the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot o f 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
YesNoYesNoNoNoNoNo221NoEvocationDex
46
Charm Person1V,S1 Acction301 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it w as charmed by you.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.
YesYesYesNoNoYesTrickeryYes221NoEnchantmentWis
47
Chill Touch0V,S1 Acction1201 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill o f the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start o f your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end o f your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
YesYesYesNoNoNoNoNo221NoNecromancyr-Spell
48
Chromatic Orb1V,S,M501 Acction90
Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage o f the type you chose.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
YesNoYesNoNoNoNoNo221NoEvocationr-Spell
49
Circle of Death6V,S,M5001 Acction150
Instantaneous
A sphere of negative energy ripples out in a 60-footradius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot o f 7th level or higher, the damage increases by 2d6 for each slot level above 6th
YesYesYesNoNoNoNoNo221NoNecromancyCon
50
Circle of Power5V1 Acction
Self (30-foot radius)
Concentration, up to 10 minutes
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet o f you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
NoNoNoNoYesNoNoNo221NoAbjurationNone - buff
51
Clairvoyance3V,S,M100
10 minutes
1 Mile
Concentration, up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove o f trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. A s your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size o f your fist.
YesGreatOldOneYesNoNoNoYesYes222NoDivinationNone - harmless
52
Clone8V,S,M3000c1 HourTouch
Instantaneous
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version o f the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
YesNoNoNoNoNoNoNo222NoNecromancyNone*
53
Cloud of Daggers2V,S,MF1 Acction60
Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
YesYesYesNoNoNoNoYes222NoConjurationNone
54
Cloudkill5V,S1 Acction120
Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellowgreen fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start o f each o f your turns, rolling along the surface o f the ground. The vapors, being heavier than air, sink to the lowest level o f the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
YesNoYesNoNoUnderdarkNoNo222NoConjurationCon
55
Color Spray1V,S,MF1 Acction
Self (15-foot cone)
1 Round
A dazzling array o f flashing, colored light springs from your hand. Roll 6 d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order o f their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
YesNoYesNoNoNoNoNo222NoIllusionHP based
56
Command1V1 Acction601 Round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.
NoFiendNoNoYesNoYes,KnowledgeNo223NoEnchantmentWis
57
Commune5V,S,MF1 MinuteSelf1 minute
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no
answer. The DM makes this roll in secret.
NoNoNoNoDevotionNoYesNo223YesDivinationNone - harmless
58
Commune with Nature
5V,S1 MinuteSelf
Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge o f the land within 3 miles o f you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge o f up to three facts of your choice about any o f the following subjects as they relate to the area:
• terrain and bodies o f water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes o f existence
• buildings
For example, you could determine the location of powerful undead in the area, the location of major sources o f safe drinking water, and the location of any nearby towns.
NoNoNoYesAncientsYes,Arctic,ForestNoNo224YesDivinationNone - harmless
59
Compelled Duel1V
1 bonus action
30
Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you
cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
NoNoNoNoYesNoNoNo224NoEnchantmentWis
60
Comprehend Languages
1V,S,MF1 AcctionSelf1 Hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page o f text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
YesYesYesNoNoNoNoYes224YesDivinationNone - harmless
61
Compulsion4V,S1 Acction30
Concentration, up to 1 minute
Creatures o f your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each o f your turns to designate a direction that is horizontal to you. Each affected target must u se as much o f its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
NoInvocationNoNoNoNoNoYes224NoEnchantmentWis
62
Cone of Cold5V,S,MF1 Acction
Self (60-foot cone)
Instantaneous
A blast o f cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
YesNoYesNoNoArcticNoNo224NoEvocationCon
63
Confusion4V,S,MF1 Acction90
Concentration, up to 1 minute
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start o f each o f its turns to determine its behavior for that turn. At the end o f each o f its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot o f 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
YesInvocationYesNoNoYesKnowledgeYes224NoEnchantmentWis
64
Conjure Animals3V,S1 Acction60
Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one o f the following options for what appears:
• One beast o f challenge rating 2 or lower
• Two beasts o f challenge rating 1 or lower
• Four beasts o f challenge rating 1/2 or lower
• Eight beasts o f challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
NoNoNoYesNoYesNoNo225NoConjurationNone*
65
Conjure Barrage3V,S,MF1 Acction
Self (60-foot cone)
Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
NoNoNoYesNoNoNoNo225NoConjurationDex
66
Conjure Celestial7V,S1 Minute90
Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial o f challenge rating 5 or lower.
NoNoNoNoNoNoYesNo225NoConjurationNone*
67
Conjure Elemental5V,S,MF1 Minute90
Concentration, up to 1 hour
You call forth an elemental servant. Choose an area o f air, earth, fire, or water that fills a 10-foot cube within range. An elemental o f challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control o f the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.
At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
YesInvocationNoNoNoYes,CoastNoNo225NoConjurationNone*
68
Conjure Fey6V,S1 Minute90
Concentration, up to 1 hour
You summon a fey creature o f challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control o f the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics.
At Higher Levels. When you cast this spell using a spell slot o f 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
NoYesNoNoNoYesNoNo226NoConjurationNone*
69
Conjure Minor Elementals
4V,S1 Minute90
Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
• One elemental o f challenge rating 2 or lower
• Two elementals o f challenge rating 1 or lower
• Four elementals o f challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
YesNoNoNoNoYesNoNo226NoConjurationNone*
70
Conjure Volley5V,S,MF1 Acction150
Instantaneous
You fire a piece o f nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates o f the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that o f the ammunition or weapon.
NoNoNoYesNoNoNoNo226NoConjurationDex
71
Conjure Woodland Beings
4V,S,MF1 Acction60
Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one o f the following options for what appears:
• One fey creature o f challenge rating 2 or lower
• Two fey creatures o f challenge rating 1 or lower
• Four fey creatures o f challenge rating 1/2 or lower
• Eight fey creatures o f challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one o f the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
NoNoNoYesNoYesNoNo226NoConjurationNone*
72
Contact Other Plane
5V1 MinuteSelf1 minute
You mentally contact a demigod, the spirit o f a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
YesYesNoNoNoNoNoNo226YesDivinationNone - harmless
73
Contagion5V,S1 AcctionTouch7 Days
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease o f your choice from any of the ones described below. At the end o f each o f the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three o f these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects o f the confusion spell during combat.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end o f its next turn.
NoNoNoNoNoYesYesNo227NoNecromancyCon
74
Contingency6V,S,M1500
10 minutes
Self10 Days
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect o f another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
YesNoNoNoNoNoNoNo227NoEvocationSpecial
75
Continual Flame2V,S,M50c1 AcctionTouch
Until dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
YesNoNoNoNoNoYesNo227NoEvocationNone - harmless
76
Control Water4V,S,MF1 Acction300
Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any o f the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level o f all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body o f water, you instead create a 20-foot tall wave that travels from one side o f the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start o f your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course o f the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body o f water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center o f the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet o f the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
YesNoNoNoNoYes,CoastYes,TempestNo227NoTransmutationNone - harmless*
77
Control Weather8V,S,MF
10 minutes
Self (5-mile radius)
Concentration, up to 8 hours
You take control o f the weather within 5 miles o f you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage Condition
1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold
Wind
Stage Condition
1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm
YesNoNoNoNoYesYesNo228NoTransmutationNone
78
Cordon of Arrows2V,S,MF1 Acction58 Hours
You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay m agic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet o f the ammunition for the first time on a turn or ends its turn there, one piece o f ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
NoNoNoYesNoNoNoNo228NoTransmutationDex
79
Counterspell3S
1 reaction, which you take when you see a creature within 60 feet of you casting a spell
60
Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell o f 3rd level or lower, its spell fails and has no effect. If it is casting a spell o f 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level o f the spell slot you used.
YesYesYesNoNoNoNoNo228NoAbjurationSpecial
80
Create Food and Water
3V,S1 Acction30
Instantaneous
You create 45 pounds o f food and 30 gallons o f water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
NoNoNoNoYesDesertYesNo229NoConjurationNone - harmless
81
Create or Destroy Water
1V,S,MF1 Acction30
Instantaneous
You either create or destroy water. Create Water. You create up to 10 gallons o f clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons o f water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
A t Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
NoNoNoNoNoYesYesNo228NoTransmutationNone - harmless
82
Create Undead6V,S,M1501 Minute10
Instantaneous
You can cast this spell only at night. Choose up to three corpses o f Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each o f your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet o f you (if you control multiple creatures, you can command any or all o f them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control o f the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use o f the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
YesYesNoNoNoNoYesNo229NoNecromancyNone*
83
Creation5V,S,MF1 Minute30Special
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be o f a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.
Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute
Using any material created by this spell as another spell’s material component causes that spell to fail.
At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
YesNoYesNoNoNoNoNo229NoIllusionNone*
84
Crown of Madness2V,S1 Acction120
Concentration, up to 1 minute
One humanoid o f your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each o f its turns. On a success, the spell ends.
YesYesYesNoNoNoNoYes229NoEnchantmentWis
85
Crusader's Mantle3V1 AcctionSelf
Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
NoNoNoNoYesNoWarNo230NoEvocationNone - buff
86
Cure Wounds1V,S1 AcctionTouch
Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
NoNoNoYesYesYesYes,LifeYes230NoEvocationm-Spell
87
Dancing Lights0V,S,MF1 Acction120
Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet o f another light created by this spell, and a light winks out if it exceeds the spell’s range.
YesNoYesNoNoNoNoYes230NoEvocationNone - harmless
88
Darkness2V,MF1 Acction60
Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source o f the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area o f light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
YesYesYesNoNoSwampNoNo230NoEvocationNone
89
Darkvision2V,S,MF1 AcctionTouch8 Hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range o f 60 feet.
YesNoYesYesNoYesNoNo230NoTransmutationNone - buff
90
Daylight3V,S1 Acction601 Hour
A 60-foot-radius sphere o f light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any o f this spell’s area overlaps with an area of darkness created by a spell o f 3rd level or lower, the spell that created the darkness is dispelled.
NoNoYesYesYesYes,GrasslandYes,LightNo230NoEvocationNone - harmless
91
Death Ward4V,S1 AcctionTouch8 Hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, 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 damage, that effect is instead negated against the target, and the spell ends.
NoNoNoNoYesNoYes,LifeNo230NoAbjurationNone - buff
92
Delayed Blast Fireball
7V,S,MF1 Acction150
Concentration, up to 1 minute
A beam o f yellow light flashes from your 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 your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion o f flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot o f 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
YesNoYesNoNoNoNoNo230NoEvocationDex
93
Demiplane8S1 Acction601 Hour
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made o f wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting o f this spell by another creature, you can have the shadowy door connect to its demiplane instead.
YesYesNoNoNoNoNoNo231NoConjurationNone - harmless*
94
Destructive Wave5V1 Acction
Self (30-foot radius)
Instantaneous
You strike the ground, creating a burst o f divine energy that ripples outward from you. Each creature you choose within 30 feet o f you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
NoNoNoNoNoNoTempestNo231NoEvocationCon
95
Detect Evil and Good
1V,S1 AcctionSelf
Concentration, up to 10 minutes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet o f you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet o f you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot o f stone, 1 inch o f common metal, a thin sheet o f lead, or 3 feet o f wood or dirt.
NoNoNoNoYesNoYesNo231NoDivinationNone - harmless
96
Detect Magic1V,S1 AcctionSelf
Concentration, up to 10 minutes
For the duration, you sense the presence o f magic within 30 feet o f you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school o f magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot o f stone, 1 inch o f common metal, a thin sheet of lead, or 3 feet o f wood or dirt.
YesInvocationYesYesYesYesYesYes231YesDivinationNone - harmless
97
Detect Poison and Disease
1V,S,MF1 AcctionSelf
Concentration, up to 10 minutes
For the duration, you can sense the presence and location o f poisons, poisonous creatures, and diseases within 30 feet o f you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot o f stone, 1 inch o f common metal, a thin sheet o f lead, or 3 feet of wood or dirt.
NoNoNoYesYesYesYesNo231YesDivinationNone - harmless
98
Detect Thoughts2V,S,MF1 AcctionSelf
Concentration, up to 1 minute
For the duration, you can read the thoughts o f certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts o f the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course o f its thoughts, so this spell is particularly effective as part o f an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet o f you. The spell can penetrate barriers, but 2 feet o f rock, 2 inches o f any metal other than lead, or a thin sheet o f lead blocks you. You can’t detect a creature with an Intelligence o f 3 or lower or one that doesn’t speak any language. Once you detect the presence o f a creature in this way, you can read its thoughts for the rest o f the duration as described above, even if you can’t see it, but it must still be within range.
YesGreatOldOneYesNoNoNoNoYes231NoDivinationWis, Int
99
Dimension Door4V1 Acction500
Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature o f your size or smaller w ho is carrying gear up to its carrying capacity. The creature must be within 5 feet o f you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
YesYesYesNoVenganceNoTrickeryYes233NoConjurationNone - harmless
100
Disguise Self1V,S1 AcctionSelf1 Hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you u se your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement o f limbs. Otherwise, the extent o f the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone w ho touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand o f someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
YesInvocationYesNoNoNoTrickeryYes233NoIllusion(Int)
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D&D 5 Spells Astraud