Image: Midjourney

Bard

Source: Player's Handbook (SCAR Version)

Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.


A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.


Laughing as she tunes her cittern, a gnome weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.


Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

Music and Magic

In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.


The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Learning from Experience

True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set bards apart from their fellows.


Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal experience earns renown among other bards. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many bards take these themes to heart and assume heroic roles themselves.

Creating a Bard

Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.


Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering bard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

Quick Build

You can make a bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer or similar background.

Features Table

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 -- 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 -- 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 3 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 3 1 1
14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class Features

As a Bard, you gain the following class features:

Hit Points
  • Hit Dice: 1d8 per Bard level
  • Hit Points at 1st Level: 8 + CON modifier
  • Hit Points at Higher Levels: 5 + CON modifier per Bard level
Proficiencies
  • Armor: Light Armor
  • Weapons: Gain proficiency in Shortbows and Rapiers, and select 1 additional Simple weapon of choice
  • Tools: Three musical instruments of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.


Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.


Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.


Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.


The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.


Spellcasting Focus

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.


Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.


Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any skill check that you are not already proficient in, and also to any straight ability check.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.


The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies, and gain Expertise in them.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a reaction, you can start a performance that lasts until the end of your next turn. During that time, you and a number of friendly creatures within 30 feet of you, up to your proficiency bonus, have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). This can be done once per short rest.

Expertise

At 10th level, choose two more of your skill proficiencies, and gain Expertise in them.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.


The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.


You learn two additional spells from any classes at 14th level and again at 18th level.

Magical Secrets

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.


The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.


You learn two additional spells from any classes at 18th level.

Magical Secrets

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.


The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. In addition, once per long rest, you can use your reaction when you roll initiative, to grant up to five allies that can hear you, a Bardic Inspiration. This still requires one of your uses, but affects multiple allies.

Multiclassing

For full rules on Multiclassing a PHB class, see D&D 5th Edition Multiclassing Rules.


Any multi-class option must be discussed with Dungeon Masters before being accepted. This may be allowed for story or in-game reasons, but not level or ability dips. Homebrew classes in particular generally provide unique mechanics that should not be abused. We require evolved reasons from character development during the server to obtain them.

Bard Colleges (Subclasses)

The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of Glamour (Subclass)

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.


The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.


As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.


The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.


If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.


If a target succeeds on its saving throw, the target has no hint that you tried to charm it.


Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.


Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.


Once you use this feature, you can’t use it again until you finish a long rest.

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.


In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.


Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

College of Lore (Subclass)

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.


The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.


The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

College of Swords (Subclass)

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.


Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.


Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with Medium Armor and a Simple or Martial bladed weapon of choice.


If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  1. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  2. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.


Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.


Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.


Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.


Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

College of Valor (Subclass)

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with Medium Armor, Shields, and one Martial weapon of choice.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

College of Whispers (Subclass)

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.


Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.


When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.


The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. As your action, speak to a number of creatures equal to your Charisma modifier, that can understand you within 30 feet, to attempt to seed paranoia and fear into their minds. The targets must succeed on a Wisdom saving throw against your spell save DC or be Frightened of you or another creature of your choice. The target is frightened in this way for 1 minute, or until it is attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can't use it again until you finish a short rest or long rest.

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.


You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.


While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.


Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.


Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.


As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.


If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.


While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.


When the effect ends, the creature has no understanding of why it held you in such fear.


Once you use this feature, you can’t use it again until you finish a long rest.

Spellbook

Lvl
Name
Casting Time
Duration
Range/Area
Attack/Save
Damage/Effect
Benediction abjuration cantrip
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: 1 Minute

You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light for 1 minute. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result, then spell then ends.


At Higher Levels. The spell's damage reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blade Ward abjuration cantrip
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: 1 Round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Dancing Lights evocation cantrip
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S M (a bit of phosphorus or wychwood, or a glowworm)
Duration: 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 of another light created by this spell, and a light winks out if it exceeds the spell's range.
Friends enchantment cantrip
Casting Time: 1 Action
Range / Area: Self
Components: S M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 Minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it
Light evocation cantrip
Casting Time: 1 Action
Range / Area: Touch sphere 20 ft
Components: V M (a firefly or phosphorescent moss)
Duration: 1 Hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Mage Hand conjuration cantrip
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: 1 Minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Mending transmutation cantrip
Casting Time: 1 Minute
Range / Area: Touch
Components: V S M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Message transmutation cantrip
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S M (a short piece of copper wire)
Duration: 1 Round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Minor Illusion illusion cantrip
Casting Time: 1 Action
Range / Area: 30 ft cube 5 ft
Components: S M (a bit of fleece)
Duration: 1 Minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Prestidigitation transmutation cantrip
Casting Time: 1 Action
Range / Area: 10 ft
Components: V S
Duration: 1 Hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Scribe transmutation cantrip
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a blank scroll, book, or page)
Duration: Instantaneous

This spell allows you to create a copy of a written work. By placing a blank scroll, book, or page near the work that you are copying, all the writing, illustrations, etc., in the original reproduces itself in the new document, in your handwriting. The new medium must be large enough to accommodate the original source. Magical properties of the original aren't reproduced, so you can't use scribe to make usable copies of spell scrolls or magic books.

Thunderclap evocation cantrip
Casting Time: 1 Action
Range / Area: 5 ft
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
True Strike divination cantrip
Casting Time: 1 Action
Range / Area: 30 ft
Components: S
Duration: Concentration, up to 1 Round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Vicious Mockery enchantment cantrip
Casting Time: 1 Action
Range / Area: 60 ft
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Adjusting Position 1st level transmutation
Casting Time: 1 Bonus Action
Range / Area: 30 ft
Components: V
Duration: Instantaneous

You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door, etc.) between them. (The target cannot be moved in this way if their movement speed is 0 due to a grapple or restrained condition.)


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.

Animal Friendship 1st level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a morsel of food)
Duration: 24 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 spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Bane 1st level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a drop of blood)
Duration: Concentration, up to 1 Minute
Up to three creatures of 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 of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Broken Charge 1st level enchantment
Casting Time: 1 Reaction *
Range / Area: 10 ft
Components: V
Duration: Instantaneous

When an enemy that you can see tries to approach within 5 feet of you, you utter a perplexing word that alters the foe's path. The foe must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing (so long as they end on solid ground in an unoccupied space, and not a space that would cause them harm). A foe that succeeds on the saving throw is unaffected.

*- which you take when an enemy approaches to within 5 ft of you.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.

Charm Person 1st level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: 1 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 was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Color Spray 1st level illusion
Casting Time: 1 Action
Range / Area: Self cone 15 ft
Components: V S M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 Round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of 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 end of your next turn. 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 of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Command 1st level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V
Duration: 1 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 GM 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 of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Clarification: "...if your command is directly harmful to it." means that a creature will not adhere to the "Grovel" command during combat with hostile enemies. This is because groveling on the ground in the presence of enemy creatures is one of the most harmful actions it can do; subjecting it to multiple advantage hits and likely death.

Comprehend Languages 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self
Components: V S M (a pinch of soot and salt)
Duration: 1 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 of 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.
Cure Wounds 1st level evocation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: 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 of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Deadpan 1st level transmutation
Casting Time: 1 Action
Range / Area: Self
Components: S
Duration: Concentration, up to 1 Hour

This magic dulls the senses and allows you to express information in a pure and unbiased form. While under the influence of this spell, you gain advantage on all skill checks to lie or deceive others. You also have advantage on rolls to resist spells and magical effects of determining the truth from you.

Detect Magic 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self sphere 30 ft
Components: V S
Duration: Concentration, up to 10 Minutes
For the duration, you sense the presence of magic within 30 feet of 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 of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disguise Self 1st level illusion
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: 1 Hour
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use 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 of limbs. Otherwise, the extent of 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 who 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 of 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.
Dissonant Whispers 1st level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above 1st.
Earth Tremor 1st level evocation
Casting Time: 1 Action
Range / Area: Self sphere 20 ft
Components: V S
Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius around yourself. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Faerie Fire 1st level evocation
Casting Time: 1 Action
Range / Area: 60 ft cube 20 ft
Components: V
Duration: Concentration, up to 1 Minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Feather Fall 1st level transmutation
Casting Time: 1 Reaction *
Range / Area: 60 ft
Components: V M (a small feather or piece of down)
Duration: 1 Minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. * - which you take when you or a creature within 60 feet of you falls
Fortune Shift 1st level divination
Casting Time: 1 Reaction *
Range / Area: 30 ft
Components: M (dust from a broken mirror)
Duration: Instantaneous

When you or a creature you can see within range makes a skill check or saving throw, roll 1d4. Add or subtract the result from the total. This must be casted before the dice is rolled.

*- when a creature you can see within range makes a skill check or saving throw


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can roll an additional 1d4 for each spell level above 1st, and add or subtract the full result from the total.

Ghost Light 1st level evocation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a clear marble)
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds bright silvery light in a 20-foot radius and dim light for an additional 20 feet. This light is only visible to the creatures you specified during the initial casting of the spell; all other creatures perceive the area affected by the ghost lantern as they regularly would.

Gift of the Ruins 1st level divination
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: 1 Hour

Target up to three creatures that you can see within 30 feet. For the duration, the targets can add 1d4 to their next Initiative roll.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of creatures effected increases by one for each slot level above 1st.

Healing Word 1st level evocation
Casting Time: 1 Bonus Action
Range / Area: 60 ft
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Heroism 1st level enchantment
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Identify 1st level divination
Casting Time: 1 Minute (Ritual)
Range / Area: Touch
Components: V S M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Illusory Script 1st level illusion
Casting Time: 1 Minute (Ritual)
Range / Area: Touch
Components: S M (a lead-based ink worth at least 10 gp, which the spell consumes)
Duration: 10 Days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Longstrider 1st level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a pinch of dirt)
Duration: 1 Hour
You touch a creature. The target's speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Phantom Charge 1st level illusion
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Instantaneous

You charge forth and several illusory copies of you made of divine energy charge forth as well. Until the end of this turn, you do not provoke attacks of opportunity. In addition, you gain advantage on your next attack made this round. Enemies are confused by the duplicates and have disadvantage on their attacks made against you until the start of your next turn.

Silent Image 1st level illusion
Casting Time: 1 Action
Range / Area: 60 ft cube 15 ft
Components: V S M (a bit of fleece)
Duration: Concentration, up to 10 Minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Sleep 1st level enchantment
Casting Time: 1 Action
Range / Area: 90 ft sphere 20 ft
Components: V S M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 Minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Speak with Animals 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self
Components: V S
Duration: 10 Minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Tasha's Hideous Laughter 1st level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 Minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Thunderwave 1st level evocation
Casting Time: 1 Action
Range / Area: Self cube 15 ft
Components: V S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Unseen Servant 1st level conjuration
Casting Time: 1 Action (Ritual)
Range / Area: 60 ft
Components: V S M (a bit of string and of wood)
Duration: 1 Hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Aid 2nd level abjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a tiny strip of white cloth)
Duration: 8 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 of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Animal Messenger 2nd level enchantment
Casting Time: 1 Action (Ritual)
Range / Area: 30 ft
Components: V S M (a morsel of food)
Duration: 24 Hours
By means of 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 of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of 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 of 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 of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Blindness/Deafness 2nd level necromancy
Casting Time: 1 Action
Range / Area: 30 ft
Components: V
Duration: 1 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 of 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 of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Calm Emotions 2nd level enchantment
Casting Time: 1 Action
Range / Area: 60 ft sphere 20 ft
Components: V S
Duration: 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 of 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 of 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 of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Cloud of Daggers 2nd level conjuration
Casting Time: 1 Action
Range / Area: 60 ft cube 5 ft
Components: V S M (a sliver of glass)
Duration: 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 of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Crown of Madness 2nd level enchantment
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S
Duration: Concentration, up to 1 Minute
One humanoid of 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 of its turns. On a success, the spell ends.
Detect Thoughts 2nd level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a copper piece)
Duration: Concentration, up to 1 Minute
For the duration, you can read the thoughts of 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 of 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 of its thoughts, so this spell is particularly effective as part of 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 of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Enervating Strike 2nd level necromancy
Casting Time: 1 Action
Range / Area: Touch
Components: S M (a melee weapon you are proficient with worth at least 1 sp)
Duration: Instantaneous

You touch the weapon used in the spell's casting and imbue it with necrotic energy, after which you perform a powerful strike against a creature you can reach with the weapon. Make a melee attack against the target with the weapon used in the spell's casting. On a hit, the target suffers the weapon attack's normal effects and takes an additional 2d6 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 each slot level above 1st.

Enhance Ability 2nd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (fur or a feather from a beast)
Duration: Concentration, up to 1 Hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor. The target has advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enlarge/Reduce 2nd level transmutation
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a pinch of powdered iron)
Duration: Concentration, up to 1 Minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Enthrall 2nd level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: 1 Minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Gale Force Slash 2nd level evocation
Casting Time: 1 Action
Range / Area: Self cone 15 ft
Components: V M (a bladed weapon worth at least 1 sp)
Duration: Instantaneous

You summon a vortex of harsh winds around your weapon and strike out at the enemies before you in a horizontal line of razor sharp wind. Each creature in a 15ft cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 3d8 force damage and is pushed back 10 ft. On a successful save, a creature takes half damage and is not pushed back.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 1d8 for every spell level above 2nd.

Heat Metal 2nd level transmutation
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (a piece of iron and a flame)
Duration: Concentration, up to 1 Minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Hold Person 2nd level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 Minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Hold the Relic 2nd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: 1 Hour

You touch an object that weighs no more than 10 pounds and is not held or in the possession of another to cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

Invisibility 2nd level illusion
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 Hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Knock 2nd level transmutation
Casting Time: 1 Action
Range / Area: 60 ft
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Lesser Restoration 2nd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Locate Animals or Plants 2nd level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self
Components: V S M (a bit of fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Locate Object 2nd level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a forked twig)
Duration: Concentration, up to 10 Minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Magic Mouth 2nd level illusion
Casting Time: 1 Minute (Ritual)
Range / Area: 30 ft
Components: V S M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Duration: Until Dispelled
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Mirror Image 2nd level illusion
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: 1 Minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Phantasmal Force 2nd level illusion
Casting Time: 1 Action
Range / Area: 60 ft cube 10 ft
Components: V S M (a bit of fleece)
Duration: Concentration, up to 1 Minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall-it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal ld6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Pyrotechnics 2nd level transmutation
Casting Time: 1 Action
Range / Area: 60 ft cube 5 ft
Components: V S
Duration: Instantaneous
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Rime's Binding Ice 2nd level evocation
Casting Time: 1 Action
Range / Area: Self cone 30 ft
Components: V S M (a vial of meltwater)
Duration: Instantaneous

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

See Invisibility 2nd level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 Hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Shatter 2nd level evocation
Casting Time: 1 Action
Range / Area: 60 ft sphere 10 ft
Components: V S M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Silence 2nd level illusion
Casting Time: 1 Action (Ritual)
Range / Area: 120 ft sphere 20 ft
Components: V S
Duration: Concentration, up to 10 Minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Skywrite 2nd level transmutation
Casting Time: 1 Action (Ritual)
Range / Area: Sight
Components: V S
Duration: Concentration, up to 1 Hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Suggestion 2nd level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 Hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
Warden's Step 2nd level conjuration
Casting Time: 1 Reaction *
Range / Area: 30 ft
Components: V S
Duration: Instantaneous

This spell allows you to intercept an attack made towards an ally using your own body. When a creature within 30 feet of you that you can see is the target of an attack, you can teleport to an unoccupied space within 5 feet of them, forcing the attack to be made against you instead.

*-which you take when you see a creature within range being attacked.

Warding Wind 2nd level evocation
Casting Time: 1 Action
Range / Area: Self sphere 10 ft
Components: V
Duration: Concentration, up to 10 Minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Warning Shout 2nd level divination
Casting Time: 1 Reaction *
Range / Area: 30 ft
Components: V
Duration: 1 Minute

You sense danger before it happens and call out a warning. Up to two creatures you can see and that can hear you, gain advantage on their Initiative check made within 1 minute.

*- which you take immediately before a creature rolls Initiative.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of creatures effected increases by one for each slot level above 2nd.

Zone of Truth 2nd level enchantment
Casting Time: 1 Action
Range / Area: 60 ft sphere 15 ft
Components: V S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Bestow Curse 3rd level necromancy
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: 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 of the spell. When you cast this spell, choose the nature of 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 of each of 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 of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 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 of 5th level or higher grants a duration that doesn't require concentration.
Bubble Bind 3rd level abjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a drop of liquid soap)
Duration: Instantaneous

When you cast this spell, a fist-sized bubble propels toward your target and attempts to envelop them. Make a ranged spell attack against a Large or smaller creature within range. If you hit, the target is encased in a full-body bubble and suspended slightly off the ground. The creature gains the restrained condition and all attacks against them or dealt by them hit the bubble instead.


The bubble has an AC of 10 and 15 hit points. It has vulnerability to piercing damage and resistance to bludgeoning damage. The bubble takes double damage from any source outside of the bubble and half damage from the target within. The bubble can be moved by creatures or effects outside of the bubble pushing against it, and is considered to have a weight of only 2lb. This movement does not cost extra movement, as is normally required when moving another creature. Once the bubble reaches 0 hit points, it pops and the target is released.

Burr's Commanding Presence 3rd level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: Concentration, up to 1 Minute

You emit a wave of a commanding presence, giving your allies resolve and tenacity. Choose up to three allies within 30 feet. For the duration, those allies deal an additional 2d4 damage on their first attack each round, and heal themselves an amount equal to the damage dealt from the 2d4.


At Higher Levels. If casted at a higher level, you can select 1 additional ally per spell level used and the damage increases by 1d4 for each slot above 3rd level.

Catnap 3rd level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: S M (a pinch of sand)
Duration: 10 Minutes
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Clairvoyance 3rd level divination
Casting Time: 10 Minutes
Range / Area: 1 mile
Components: V S M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration: 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 of 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. As 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 of your fist.
Cobra's Spit 3rd level conjuration
Casting Time: 1 Action
Range / Area: Self
Components: S M (a venomous snake's fang)
Duration: Concentration, up to 1 Minute

For the duration of this spell, you gain the ability to spit venom up to 30 feet as an action. When you spit venom, choose one target within range and make a ranged spell attack. On a successful hit, the target takes 4d8 Poison damage and must make a Constitution saving throw or be poisoned until the end of its next turn.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Dimensional Shove 3rd level conjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous

This spell pushes your target through a dimensional portal, causing it to disappear, then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet farther away from you, along a direct line from you. This travel can take it through walls, creatures, or other solid surfaces, but the creature can't reappear inside a solid object or not on solid ground; instead, it appears in the nearest safe, open space along the path of travel.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the target is pushed an additional 30 feet for each slot level above 3rd.

Dispel Magic 3rd level abjuration
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Enemies Abound 3rd level enchantment
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S
Duration: Concentration, up to 1 Minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Excite Emotions 3rd level enchantment
Casting Time: 1 Action
Range / Area: 60 ft sphere 10 ft
Components: V S
Duration: Concentration, up to 1 Minute

You attempt to inflame strong emotions in a group of people. Each humanoid in a 10-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. Choose one of the following options when you create the sphere, which each target experiences on a failed save.

  1. You can make targets feel a sudden surge of a single emotion while the spell lasts. Each target feels either anger, uncertainty, sadness, joy, disgust, shock, trust, anticipation, shame, infatuate, pity, or another emotion of your choice. The DM determines how each creature's actions are influenced by the emotion.
  2. Alternatively, you can choose for each target to be charmed, frightened, or hostile toward one creature of your choice that it can see or hear until the spell ends. Each creature still has control over its actions and is not forced to take any particular action such as fighting or fleeing, but this effect may still influence its actions. It repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.


When the spell ends on a creature, it must make an Intelligence saving throw. On a success, it is aware that its emotions were influenced by the spell. Otherwise, the creature remains unaware of the spell's effect.

Fear 3rd level illusion
Casting Time: 1 Action
Range / Area: Self cone 30 ft
Components: V S M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 Minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Feign Death 3rd level necromancy
Casting Time: 1 Action (Ritual)
Range / Area: Touch
Components: V S M (a pinch of graveyard dirt)
Duration: 1 Hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.
Force Blade 3rd level evocation
Casting Time: 1 Bonus Action
Range / Area: 10 ft
Components: V S
Duration: Concentration, up to 1 Minute

You create an oversized blade of pure scintillating force energy in your hand. For the duration of the spell, as an action, you can make a melee spell attack against up to two creatures within reach, with a separate attack at each. On a hit, you deal 2d12 force damage.


At Higher Levels. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d12.

Glyph of Warding 3rd level abjuration
Casting Time: 1 Hour
Range / Area: Touch
Components: V S M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration: Until Dispelled or Triggered
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Hypnotic Pattern 3rd level illusion
Casting Time: 1 Action
Range / Area: 120 ft cube 30 ft
Components: S M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 Minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Leomund's Tiny Hut 3rd level evocation
Casting Time: 1 Minute (Ritual)
Range / Area: Self sphere 10 ft
Components: V S M (a small crystal bead)
Duration: 8 Hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Major Image 3rd level illusion
Casting Time: 1 Action
Range / Area: 120 ft cube 20 ft
Components: V S M (a bit of fleece)
Duration: Concentration, up to 10 Minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Mass Healing Word 3rd level evocation
Casting Time: 1 Bonus Action
Range / Area: 60 ft
Components: V
Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + 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 of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Nondetection 3rd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 Hours
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Omen of Stormy Judgement 3rd level evocation
Casting Time: 1 Action
Range / Area: Self sphere 40 ft
Components: V S
Duration: Concentration, up to 1 Minute

You create an aura of crackling electricity that surrounds all around you. All ally creatures within range of your radius gain an additional 1d8 lightning damage to their first attack each round.


At Higher Levels. For each spell level this is casted higher than 3rd, the damage increases by 1d8, up to 3d8.

Plant Growth 3rd level transmutation
Casting Time: Special
Range / Area: 150 ft
Components: V S
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
School of Soaring Trout 3rd level conjuration
Casting Time: 1 Action
Range / Area: 15 ft
Components: V S M (a silvered fish scale)
Duration: Concentration, up to 1 Minute

You summon a school of shimmering magic that appears as mindless fish that swirl around a creature of your choice within range, providing a protective barrier. For the duration of the spell, the targeted creature has resistance to non-magical bludgeoning, piercing, and slashing damage. In addition, any creature that makes an attack roll against the creature takes 2d4 cold damage.


The appearance of this spell can be flavored within reason to appear as any Tiny creature.

Sending 3rd level evocation
Casting Time: 1 Action
Range / Area: Unlimited
Components: V S M (a short piece of fine copper wire)
Duration: 1 Round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Slow 3rd level transmutation
Casting Time: 1 Action
Range / Area: 120 ft cube 40 ft
Components: V S M (a drop of molasses)
Duration: Concentration, up to 1 Minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Speak with Dead 3rd level necromancy
Casting Time: 1 Action
Range / Area: 10 ft
Components: V S M (burning incense)
Duration: 10 Minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Speak with Plants 3rd level transmutation
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: 10 Minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Stinking Cloud 3rd level conjuration
Casting Time: 1 Action
Range / Area: 90 ft sphere 20 ft
Components: V S M (a rotten egg or several skunk cabbage leaves)
Duration: Concentration, up to 1 Minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Thunder Pulse 3rd level evocation
Casting Time: 1 Action
Range / Area: Self cone 15 ft
Components: V S
Duration: Concentration, up to 1 Minute

You gather sonic energy and can expel as a shockwave in a 15 foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage is pushed 10 feet back. On a successful save, the creature takes half as much damage and is not pushed back. You can create a new shockwave as your action on subsequent turns until the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Tiny Hut 3rd level evocation
Casting Time: 1 Minute (Ritual)
Range / Area: Self sphere 10 ft
Components: V S M (a small crystal bead)
Duration: 8 Hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Tongues 3rd level divination
Casting Time: 1 Action
Range / Area: Touch
Components: V M (a small clay model of a ziggurat)
Duration: 1 Hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Warmth 3rd level conjuration
Casting Time: 1 Action
Range / Area: 10 ft sphere 10 ft
Components: V S
Duration: 1 Minute

You create a calming flame, floating in the air at a point within range for the duration. It provides dim light out to a distance of 10 feet. Any creature that begins its turn within 5 feet of the flame regains hit points equal to 1 + your spellcasting modifier (minimum 1). Unconscious creatures cannot benefit from this spell. Undead creatures instead take radiant damage equal to the amount normally regenerated while within range.

Charm Monster 4th level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: 1 Hour
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Compulsion 4th level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: Concentration, up to 1 Minute
Creatures of 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 of your turns to designate a direction that is horizontal to you. Each affected target must use as much of 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 throw 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.
Confusion 4th level enchantment
Casting Time: 1 Action
Range / Area: 90 ft sphere 10 ft
Components: V S M (three nut shells)
Duration: 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 of each of its turns to determine its behavior for that turn. 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. At the end of each of 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 of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Dimension Door 4th level conjuration
Casting Time: 1 Action
Range / Area: 500 ft
Components: V
Duration: 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 of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of 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.
Echoing Lance 4th level evocation
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: Concentration, up to 1 Minute

You emit a targeted burst of intense sonic energy at a creature within range. The target must make a Constitution saving throw. On a failure, they take 3d8 thunder damage and become stunned for the duration by the intense sound. On a successful save, the target takes half as much damage and isn't stunned.


At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends, on failure, they take an additional 1d8 thunder from the echoes within their mind.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.

Freedom of Movement 4th level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 Hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Greater Invisibility 4th level illusion
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Minute
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Hallucinatory Terrain 4th level illusion
Casting Time: 10 Minutes
Range / Area: 300 ft cube 150 ft
Components: V S M (a stone, a twig, and a bit of green plant)
Duration: 24 Hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Hoodwink 4th level illusion
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: Concentration, up to 1 Hour

You wrap a creature, object, or location that you can see within range in an outward-facing illusion. If the target is an unwilling creature or an object being carried or worn by one, the creature must make a Charisma saving throw. On a successful saving throw, the spell fails and the creature becomes aware that magic was cast on it.


Creatures that are too close to the illusion are unable to perceive it. You decide what the illusion looks and sounds like, as well as the minimum range away from the target at which the illusion can be perceived, which can't be shorter than 1 foot or longer than 15 feet. The illusion can create sound and can be as large as can fit inside the chosen range. It stays centered on the target even if the target moves.


The illusion can trick the senses of sight and hearing, but not touch, smell, or other senses. Physical interaction with the illusion reveals it to be false, because things can pass through it. A creature that uses its action to examine the illusion can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.


As long as you are within range of the illusion, you can use your action to cause the image to alter its appearance and sound. The illusion lasts until the spell ends, at which point it vanishes.

Inspiring Speech 4th level enchantment
Casting Time: 10 Minutes
Range / Area: 60 ft
Components: V
Duration: 1 Hour

The verbal component of this spell is a 10-minute-long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against effects that cause the charmed or frightened condition for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one inspiring speech at a time; subsequent, overlapping castings have no additional effect and don't extend the spell's duration.

Locate Creature 4th level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 Hour
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature
Phantasmal Killer 4th level illusion
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S
Duration: Concentration, up to 1 Minute
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Polymorph 4th level transmutation
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (a caterpillar cocoon)
Duration: Concentration, up to 1 Hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of 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 of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Raulothim's Psychic Lance 4th level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V
Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's true and full name. If the named creature is within range, it becomes the spell's target even if you can’t see it. If the named creature isn't within range, the lance dissipates without effect.


The target must make an Intelligence saving throw. On a failed save, the target takes 5d6 psychic damage and is stunned until the end of the creature's next turn. On a successful save, the creature takes half as much damage and isn't stunned.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Reposition 4th level conjuration
Casting Time: 1 Bonus Action
Range / Area: 30 ft
Components: V
Duration: Instantaneous

You target up to three willing creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.

Animate Objects 5th level transmutation
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S
Duration: 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 of 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. 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 of 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 of 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 of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM 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 of 6th level or higher, you can animate two additional objects for each slot level above 5th. Size HP AC Str Dex Attack Tiny 20 18 4 18 +8 to hit, 1d4 + 4 damage Small 25 16 6 14 +6 to hit, 1d8 + 2 damage Medium 40 13 10 12 +5 to hit, 2d6 + 1 damage Large 50 10 14 10 +6 to hit, 2d10 + 2 damage Huge 80 10 18 6 +8 to hit, 2d12 + 4 damage
Awaken 5th level transmutation
Casting Time: 8 Hours
Range / Area: Touch
Components: V S M (an agate worth at least 1,000 gp, which the spell consumes)
Duration: 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 of 3 or less. The target gains an Intelligence of 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 GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened 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 was charmed.
Dominate Person 5th level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: Concentration, up to 1 Minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Dream 5th level illusion
Casting Time: 1 Minute
Range / Area: Self
Components: V S M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 Hours
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Geas 5th level enchantment
Casting Time: 1 Minute
Range / Area: 60 ft
Components: V
Duration: 30 Days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Greater Restoration 5th level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target One curse, including the target's attunement to a cursed magic item Any reduction to one of the target's ability scores One effect reducing the target's hit point maximum
Hold Monster 5th level enchantment
Casting Time: 1 Action
Range / Area: 90 ft
Components: V S M (a small, straight piece of iron View Details Page)
Duration: Concentration, up to 1 Minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Legend Lore 5th level divination
Casting Time: 10 Minutes
Range / Area: Self
Components: V S M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
Mass Cure Wounds 5th level evocation
Casting Time: 1 Action
Range / Area: 60 ft sphere 30 ft
Components: V S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Mislead 5th level illusion
Casting Time: 1 Action
Range / Area: Self
Components: S
Duration: Concentration, up to 1 Hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Modify Memory 5th level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: Concentration, up to 1 Minute
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Phantasmal Plunge 5th level illusion
Casting Time: 1 Action
Range / Area: 90 ft
Components: V S
Duration: Instantaneous

Target a creature that you can see within range. You fabricate a vivid illusion around the target to make them believe that they are suddenly falling from a great height into a dark abyss. The target must make an Intelligence saving throw. On a failed save, the target takes 6d10 psychic damage, falls prone, and cannot take reactions until the end of their next turn. On a successful saving throw, the target takes half damage and suffers no other effects from the spell.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose an additional target for each slot level above 5th.

Phoenix Rebirth 5th level divination
Casting Time: 1 Action
Range / Area: 60 ft
Components: V M (incense worth 50g)
Duration: Instantaneous

One creature within range is imbued with the revitalization of a phoenix. The caster chooses one of the following: lose one condition of your choice, lose one disease of your choice, regain 30 hit points, or lose 1 level of exhaustion. In addition, any creatures within 5 ft. must attempt a Dexterity saving throw, taking 2d8 fire damage on a failure, or half as much on a success.

Planar Binding 5th level abjuration
Casting Time: 1 Hour
Range / Area: 60 ft
Components: V S M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 Hours
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
Raise Dead 5th level necromancy
Casting Time: 1 Hour
Range / Area: Touch
Components: V S M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Rary's Telepathic Bond 5th level divination
Casting Time: 1 Action (Ritual)
Range / Area: 30 ft
Components: V S M (pieces of eggshell from two different kinds of creatures)
Duration: 1 Hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
Return to the Past 5th level abjuration
Casting Time: 1 Reaction *
Range / Area: 60 ft
Components: V S M (gold dust worth 25g)
Duration: 1 Round

You target the attacking creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

Scrying 5th level divination
Casting Time: 10 Minutes
Range / Area: Self
Components: V S M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration: Concentration, up to 10 Minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) 0 Familiar (you know the target well) -5 Connection Save Modifier Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Seeming 5th level illusion
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: 8 Hours
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. 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 a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Skill Empowerment 5th level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Hour
Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Sonic Shriek 5th level evocation
Casting Time: 1 Action
Range / Area: Self cone 60 ft
Components: V S
Duration: Instantaneous

You emit a sonic blast covering a huge area. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage and is pushed back 10 feet and deafened for 1 minute. On a successful save, a creature takes half as much damage, are not pushed back, and are not deafened. A creature automatically succeeds on its saving throw if it is more than 30 feet from you. Creatures may remake the save at the end of each of their turns to lose deafened condition.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Synaptic Static 5th level enchantment
Casting Time: 1 Action
Range / Area: 120 ft (20 ft) sphere 20 ft
Components: V S
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20—foot—radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleportation Circle 5th level conjuration
Casting Time: 1 Minute
Range / Area: 10 ft
Components: V M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Duration: 1 Round
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Wind Funnel 5th level transmutation
Casting Time: 1 Action
Range / Area: Self (60 ft) cone 60 ft
Components: S M (an empty bottle with stopper)
Duration: Instantaneous

You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone towards you, creating a 60-foot cone blasting out from you that spreads around corners. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 3d8 thunder and 3d8 bludgeoning damage. If it is Large sized or smaller, it is pulled 20 feet closer to you and is knocked prone. On a successful saving throw, a creature takes half damage and isn’t pulled or knocked prone.


Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bludgeoning damage dealt increases by 1d8 for each slot above 5th.

Banshee Wail 6th level enchantment
Casting Time: 1 Action
Range / Area: Self cone 30 ft
Components: V S M (a swatch from a death shroud)
Duration: Instantaneous

You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed, take half damage and are not frightened. This spell has no effect on constructs and undead.

Extract Knowledge 6th level necromancy
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (a blank page)
Duration: Instantaneous

By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than a sentence—and very specific to the framed question. The corpse doesn't need a functioning mouth to speak its answer; you receive the information telepathically. It doesn't matter whether the creature was your friend or enemy; the spell compels it to answer in any case.

Eyebite 6th level necromancy
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: Concentration, up to 1 Minute
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Find the Path 6th level divination
Casting Time: 1 Minute
Range / Area: Self
Components: V S M (a set of divinatory tools--such as bones, ivory sticks, cards, teeth, or carved runes--worth 100 gp and an object from the location you wish to find)
Duration: Concentration, up to 1 Day
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Fizban's Platinum Shield 6th level abjuration
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (a platinum-plated dragon scale, worth at least 500gp)
Duration: Concentration, up to 1 Minute

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

  1. Cover. The creature has half cover (+2 AC).
  2. Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
  3. Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As an action on subsequent turns, you can move the field to another creature within 60 feet of the field's current position.

Guards and Wards 6th level abjuration
Casting Time: 10 Minutes
Range / Area: Touch 2,500 ft2
Components: V S M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of monster blood, and a small silver rod worth at least 10 gp)
Duration: 24 Hours
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Heroes' Feast 6th level conjuration
Casting Time: 10 Minutes
Range / Area: 30 ft
Components: V S M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 8 hours. ♠

Mass Suggestion 6th level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 Hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Otto's Irresistible Dance 6th level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V
Duration: Concentration, up to 1 Minute
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Programmed Illusion 6th level illusion
Casting Time: 1 Action
Range / Area: 120 ft cube 30 ft
Components: V S M (a bit of fleece and jade dust worth at least 25 gp)
Duration: Until Dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
True Seeing 6th level divination
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Duration: 1 Hour
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Etherealness 7th level transmutation
Casting Time: 1 Action
Range / Area: Self
Components: V S
Duration: 8 Hours
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Forcecage 7th level evocation
Casting Time: 1 Action
Range / Area: 100 ft cube 20 ft
Components: V S M (ruby dust worth 1,500 gp)
Duration: 1 Hour
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.
Magnificent Mansion 7th level conjuration
Casting Time: 1 Minute
Range / Area: 300 ft cube 10 ft
Components: V S M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 Hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Mirage Arcane 7th level illusion
Casting Time: 10 Minutes
Range / Area: Sight square 1 mile
Components: V S
Duration: 10 Days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Mordenkainen's Magnificent Mansion 7th level conjuration
Casting Time: 1 Minute
Range / Area: 300 ft
Components: V S M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration: 24 Hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance o f these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Mordenkainen's Sword 7th level evocation
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration: Concentration, up to 1 Minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Prismatic Spray 7th level evocation
Casting Time: 1 Action
Range / Area: Self cone 60 ft
Components: V S
Duration: Instantaneous
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Project Image 7th level illusion
Casting Time: 1 Action
Range / Area: 500 miles
Components: V S M (a small replica of you made from materials worth at least 5 gp)
Duration: Concentration, up to 1 Day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Regenerate 7th level transmutation
Casting Time: 1 Minute
Range / Area: Touch
Components: V S M (a prayer wheel and holy water)
Duration: 1 Hour
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Resurrection 7th level necromancy
Casting Time: 1 Hour
Range / Area: Touch
Components: V S M (a diamond worth at least 1,000 gp, which the spell consumes)
Duration: Instantaneous
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Symbol 7th level abjuration
Casting Time: 1 Minute
Range / Area: Touch (60 ft) sphere 60 ft
Components: V S M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Duration: Until Dispelled or Triggered
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Teleport 7th level conjuration
Casting Time: 1 Action
Range / Area: 10 ft
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. Familiarity Mishap Similar Area Off Target On Target Permanent circle - - - 01-100 Associated object - - - 01-100 Very familiar 01-05 06-13 14-24 25-100 Seen casually 01-33 34-43 44-53 54-100 Viewed once 01-43 44-53 54-73 74-100 Description 01-43 44-53 54-73 74-100 False destination 01-50 51-100 - - Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Antipathy/Sympathy 8th level enchantment
Casting Time: 1 Hour
Range / Area: 60 ft cube 200 ft
Components: V S M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
Duration: 10 Days
This spell attracts or repels creatures of 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 of 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 of 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 of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of 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 of 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 of 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.
Dominate Monster 8th level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: Concentration, up to 1 Hour
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Feeblemind 8th level enchantment
Casting Time: 1 Action
Range / Area: 150 ft
Components: V S M (a handful of clay, crystal, glass, or mineral spheres)
Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.
Glibness 8th level transmutation
Casting Time: 1 Action
Range / Area: Self
Components: V
Duration: 1 Hour
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Mind Blank 8th level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: 8 Hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. Duration is 8 hours. ♠

Power Word Stun 8th level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V
Duration: Instantaneous
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Foresight 9th level divination
Casting Time: 1 Minute
Range / Area: Touch
Components: V S M (a hummingbird feather)
Duration: 8 Hours
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Mass Polymorph 9th level transmutation
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S M (a caterpillar cocoon)
Duration: Concentration, up to 1 Hour
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech. The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.
Power Word Heal 9th level evocation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Power Word Kill 9th level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
Components: V
Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Prismatic Wall 9th level abjuration
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S
Duration: 10 Minutes
A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer. 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind. 3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. 4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. 6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. 7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
Psychic Scream 9th level enchantment
Casting Time: 1 Action
Range / Area: 90 ft
Components: S
Duration: Instantaneous
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
True Polymorph 9th level transmutation
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 Hour
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the spell lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of 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 of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.