You hurl an orb of caustic acid at a point you can see within range. Creatures within 5 feet of that point
must succeed on a Dexterity saving throw or take 1d6 acid damage.
At Higher Levels: The damage of this spell increasesincreases by 1d6 when you reach 5th Level (2d6), 11th
level (3d6), and 17th level (4d6).
As a bonus action, you wreathe the melee weapon used in the casting of this spell with thunderous magic.
Until the start of your next turn, your attacks with that weapon deal thunder damage in place of the
weapon's normal damage type.
Once per casting when you deal thunder damage with this spell, you can envelop your target in thunderous
energy until the start of your next turn. If the target willingly moves 5 feet or more before then, this
thunderous energy explodes and it takes 1d6 thunder damage, then the energy dissipates.
At Higher Levels: The thunder damage dealt by this spell when the creature moves at least 5 feet increases
at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
You trace a sigil of warding into the air. Whenever you take bludgeoning, piercing, or slashing damage for
the duration of this spell, you can reduce the damage you would take by 1d4.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic
damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the
target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your
next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
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.
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You cause numbing frost to form on one creature that you can see within range. The target must make a
Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on
the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
You project a beam of twinkling lights at a creature or object within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 radiant damage. Until a creature uses an action to remove the
glitter, a target hit by this spell emits bright light in a 5-foot radius and has disadvantage on any
Dexterity (Stealth) checks it makes to hide or conceal itself.
At Higher Levels: The damage of this spell increases by 1d8 at 5th (2d8), 11th (3d8), and 17th level
(4d8).
As a bonus action, you wreathe the melee weapon used in the casting of this spell with emerald flames.
Until the start of your next turn, your attacks with that weapon deal fire damage in place of the weapon's
normal damage type.
Once per casting when you deal fire damage with this spell, you can cause the flames to leap to another
creature you can see within 5 feet of your target, dealing 1d6 fire damage to it.
At Higher Levels: The fire damage dealt to the second creature by this spell increases at 5th level (1d8),
11th level (1d10), and 17th level (1d12).
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.
You create a lash of arcane lightning and strikes at a creature of your choice you can see within 15 feet.
It must succeed on a Strength saving throw or take 1d8 lightning damage and be pulled in a line to an
unoccupied space within 5 feet of you.
At Higher Levels: The range of this spell increases at 5th level (20 feet), 11th level (25 feet), and 17th
level (30 feet).
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 magical items, or carry more than 10 pounds.
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.
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.
You raise your hand and project a toxic mist at a creature you can see within range. Make a ranged spell
attack against the target. On hit, the target takes 1d12 poison damage.
At Higher Levels: The damage of this spell increases by 1d12 at 5th (2d12), 11th (3d12), and 17th level
(4d12).
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start
of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
You weave a protective mantle of magic around one willing creature you touch. Once per turn, when the target is forced to make a saving throw it can gain a 1d4 bonus to its roll.
You conjure a defensive ring of spectral blades which sweep around you. Creatures within 5 feet of you
must succeed on a Dexterity saving throw or take 1d6 slashing damage.
At Higher Levels: The damage die of this spell increases at 5th level (1d8), 11th level (1d10), and 17th
level (1d12).
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell
attack against the target. You have advantage on the attack roll if the target is wearing armor made of
metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its
next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
As a bonus action, you infuse the melee weapon used in the casting of this spell with electrified magic.
Until the start of your next turn, your attacks with that weapon deal lightning damage in place of the
weapon's normal damage type.
Once per casting when you deal lightning damage with this spell, you can infuse your target with an
electrical charge until the start of your next turn. If the target uses a reaction of any kind before then,
this tempestuous charge is unleashed and it takes 1d6 lightning damage.
At Higher Levels: The lightning damage dealt by this spell when the target uses its reaction increases at
5th level (1d8), 11th level (1d10), and 17th level (1d12).
You infuse your weapon with divination magic and point it at one creature you can see. The next time you
make a melee attack with this weapon against that target before the start of your next turn, you add 1d4 to
your attack roll.
At Higher Levels: This spell's attack roll bonus increases when you reach 5th (1d6), 11th (1d8), and 17th
level (1d10).
You conjure a lance of pure arcane energy in your hand and make a ranged spell attack against a creature
you can see within range. On hit, the target takes 5d4 force damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage increases
by 2d4 for each slot level above 1st.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next
melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the
first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the
triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have
these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary
hit points and the cold damage increase by 5 for each slot level above 1st.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each
creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration
or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature
covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases
by 2d4 for each slot level above 1st.
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 effect. 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 spell ends. Subtract each creature's hit points from the total before moving on to the
creature with the next lowest hit points. A creature's hit points must be equal to or less than the
remaining total for the 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.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid,
cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell
attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. 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.
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.
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 is blocked by 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
You cause a tremor in the ground within range. 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, with each
5-foot-diameter portion requiring at least 1 minute to clear by hand.
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.
Reaction - When you or a creature within 60 feet of you falls 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.
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around
corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater
speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the
fog increases by 20 feet for each slot level above 1st.
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.
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into
difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or
fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving
throw or fall prone.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold
damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage
increases by 1d6 for each slot level above 1st.
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.
You touch a willing creature and greatly alter its buoyancy. Once on each of its turns until the spell
ends, the target can spend 10 feet of its movement to jump up to 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the distance of this
magical jump increases by 10 feet for each slot level above 1st.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see
within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can
direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates
one more dart for each slot above 1st.
Until the spell ends, one willing creature you touch is protected against certain types of creatures -
aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against
the target. The target also can't be charmed, frightened, or possessed by them. If the target is already
charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw
against the relevant effect.
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack
against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw.
On a failed save, it is also poisoned until the end of your next turn.
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.
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.
A shimmering barrier of magical force appears to protect you. Until the end of the current turn, you gain
a bonus to your Armor Class equal to 1 + your Spellcasting modifier and you take no damage from the magic
missile spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the bonus to your
Armor Class increases by 1 for each slot level above 1st.
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.
A burst of elemental water erupts from you in a line 30 feet long and 5 feet wide in a direction you
choose, forcing any creature in that area to make a Strength saving throw. On a failure, it takes 1d12 cold
damage and is knocked back 10 feet in a straight line and falls prone. On a success, it takes half as much
damage and is not moved or knocked prone. A Huge or larger creature has advantage on its saving
throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage increases
by 1d12 and it knocks back 10 additional feet for each slot level above 1st.
A beam of crackling energy lances out toward a creature within range, forming a sustained arc of lightning
between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes
1d12 lightning damage, and neither you nor the target can move more than 30 feet away from each other while
this spell lasts.
You can use an action on each subsequent turn to deal an additional 1d12 lighting damage to the creature.
A creature can attempt to move beyond the range of the spell by using its action to make a Strength check
against your Spell save DC. If another creature attempts to move the target of this spell beyond the range
of this spell it can use its action to make a Strength check against your Spell save DC. Any attempts by the
target or another creature (magical or mundane) to move the target beyond this range automatically
fail.
The spell immediately ends if you are forced to move more than 30 feet away from the target of this
spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the initial and
subsequent damage increases by 1d12 for each slot level above 1st.
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That
attack deals an additional 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases
by 30 feet until the end of that turn.
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each
creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save,
or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.
Arcane frost, snow, and wind swirl about you in an aura with a 10-foot radius, and until the spell ends,
the aura moves with you, centered on you. When a creature other than you, enters the area for the first time
on a turn or starts its turn there, it must succeed on a Constitution saving throw or it takes 2d8 cold
damage and have its speed is reduced by 20 feet until the start of its next turn. On a successful save, it
takes half as much cold damage and its speed isn't reduced.
At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, a creature that
fails its save takes an additional 1d8 cold damage and has its speed reduced by an additional 10 feet for
each spell level above 2nd.
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.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
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.
You attempt to interrupt a creature in the process of casting a spell. You and the target both make an
ability check with your respective spellcasting abilities. The target adds the level of the spell it is
casting to its ability check, and you add the level at which you cast this counterspell to your ability
check.
If you know the spell the creature is attempting to cast or if you have it prepared you have advantage on
this ability check, unless you are using this spell against another counterspell.
If the result of your ability check is greater then the result of the target's ability check, its spell
fails and has no effect.
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the
duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness,
and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the
darkness emanates from the object and moves with it. Completely covering the source of the darkness with an
opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the
spell that created the light is dispelled.
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 attack 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).
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the
target gains the 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.
When you hit with a melee weapon attack you can cause the weapon to gleam with an otherworldly astral
radiance. This attack deals 2d8 bonus radiant damage, and the target sheds dim light out to a 5-foot radius
until the spell ends. The target also becomes visible if it was invisible and it cannot become invisible by
magical or mundane means for the duration.
If your target is a fiend or undead, or if it has the sunlight sensitivity trait, the bonus radiant damage
increases by 1d8.
At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, the radiant damage
increases by 1d8 for each spell slot level above 2nd.
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the
spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or
be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to
you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in
the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance
to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the
line blasts from you.
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 on
additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when
you target them.
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.
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.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and
remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An
unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a
wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by
up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of
your move. Otherwise, you can use your action to move the target, which must remain within the spell's
range.
When the spell ends, the target floats gently to the ground if it is still aloft.
You touch a nonmagical weapon and imbue it with arcane power. For the duration, it becomes a magical
weapon with a +1 bonus to attack and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, the bonus is +2.
When you use a spell slot of 6th-level or higher, the bonus increases to +3.
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand
made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The
target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is
restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving
throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can us its action make a Strength check against your spell save DC.
On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different
unoccupied space within range. The hand releases a restrained target if you do either.
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged
spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage
at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the
initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both
initial and later) increases by 1d4 for each slot level above 2nd.
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.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You place an illusion on a creature or an object you touch so that divination spells reveal false
information about it. The target can be a willing creature or an object that isn't being carried or worn by
another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration.
If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it
each time, the illusion lasts until it is dispelled.
False Aura: You change the way the target appears to spells and magical effects, such as detect magic,
that detect magical auras. You can make a nonmagical object appear magical, a magical object appear
nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic
that you choose. When you use this effect on an object, you can make the false magic apparent to any
creature that handles the item.
Mask: You change the way the target appears to spells and magical effects that detect creature types, such
as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells
and magical effects treat the target as if it were a creature of that type or of that alignment.
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the
target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance
to poison damage.
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged
spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use
Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a
success, the spell ends.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius
sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a
failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or
several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd.
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.
Choose any 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.
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a
20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A
creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one.
Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of
the area requires at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d12 for each slot level above 3rd.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid,
cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an
extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack
rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or
higher, the bonus increases to +3 and the extra damage increases to 3d4.
You touch a quiver containing ranged weapon ammunition. The first twelve pieces of ammunition drawn from
the quiver deal fire damage in place of their normal damage type, plus an additional 1d6 fire damage on hit.
If fired into a flammable object, it bursts into flame on hit. The magic of this spell ends for each piece
of ammunition when it hits or misses, and the spell ends after twelve pieces of ammunition are fired.
At Higher Levels: When you cast this spell using a spell slot of 4th-level or higher, you can draw two
additional pieces of ammunition from the quiver for each slot level above 3rd.
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a
low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A
target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or
carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell
ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is
doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional
action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of
lethargy sweeps over it.
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction
you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning
damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d6 for each slot above 3rd.
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration.
When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two
of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a
meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within
5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire
damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of
meteors created increases by two for each slot level above 3rd.
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground
that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other
surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead.
The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing
a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration
increases by 1 hour for each slot level above 3rd.
For the duration, the willing creature you touch has resistance to one damage type of your choice - acid, cold, fire, lightning, or thunder.
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 its turn. On a
successful save, the effect ends for it.
You forcefully clasp your hands and a shockwave of booming force shoots forth from you and emits a boom
audible out to 500 feet. All creatures in a 30-foot cone must succeed on a Constitution saving throw or take
4d8 thunder damage, fall prone, and be deafened for 1 minute. On a success, creatures take half damage and
are not knocked prone or deafened.
A creature can repeat this saving throw at the end of each of its turns, ending the effect on a
success.
At Higher Levels: When you cast this spell using a spell slot of 4th-level or higher, the damage increases
by 1d8, and the cone increases by 5 feet for each slot level above 3rd.
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius
centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area
are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the
spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw.
On a failed save, it falls prone.
If a creature is concentrating in the spell's area, the creature must make a successful Constitution
saving throw against your spell save DC or lose concentration.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
A 10-foot-radius immobile dome of arcane 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 any Large creatures 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 cannot pass through it. Spells
and other magical effects cannot extend through the dome or be cast through it. The atmosphere inside the
dome is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to be dimly lit or dark. The dome is opaque and dull in
color as to blend in with surroundings. It is transparent from the inside.
Statistics: The dome has 100 hit points and Armor Class equal to your Spell save DC. It is immune to
poison, psychic, and non-magical bludgeoning, piercing, and slashing damage, it is vulnerable to force and
all magical bludgeoning, piercing, and slashing damage, and it is resistant to all other damage types. A
disintegrate spell destroys it instantly.
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a
thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution
saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The
thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also
teleport 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, and there must be an unoccupied space within
5 feet of your destination space for the creature to appear in; otherwise, the creature is left
behind.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d10 for each slot level above 3rd.
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up
to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult
terrain.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage
is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that
pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square
section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section
to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up
to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it
makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes
3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects
can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts,
and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically
miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in
gaseous form can't pass through it.
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30
feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from
you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's
movement, but the eye can pass through an opening as small as 1 inch in diameter.
You attempt to transmute a creature into stone. As an action, you touch a creature, forcing it to make a
Constitution saving throw. On a failed save, the creature is restrained as its flesh begins to harden. On a
successful save, it isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its
turns. If it successfully saves against this spell three times, the spell ends. If it fails three saves, it
is turned to stone and petrified. The successes and failures don't need to be consecutive; keep track of
both until the creature fails or passes three saves.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to
its original state.
If you maintain your concentration for the entire duration, the creature is turned to stone until the
effect is removed.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of saves
it must fail before it is petrified is reduced by 1 (to a minimum of 1) for each level above 4th.
You attempt to send one creature that you can see within range to another place of existence. The target
must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless
demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which
point the target reappears in the space it left or in the nearest unoccupied space if that space is
occupied.
If the target is native to a different plane of existence that the one you're on, the target is banished
with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the
target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Otherwise, the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
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.
Choose one creature you can see within range, and choose one of the following damage types: acid, cold,
fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the
spell for its duration. The first time each turn the affected target takes damage of the chosen type, the
target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type
until the spell ends.
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.
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.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and
dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you
resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with
flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
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.
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a
point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8
bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning
damage increases by 1d8 for each slot level above 4th.
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An
unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the
duration.
Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out,
though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the
sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed
creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the
creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
This spell transforms one creature you can see within range into a new form of your choice. An unwilling
creature must succeed on a Wisdom saving throw to resist this effect, but shapechangers automatically
succeed on their saving throw. This spell has no affect on a target that has 0 hit points. The
transformation lasts for the duration, but it ends early if the target drops to 0 hit points or dies.
Form: The new form can be any beast you have physically seen while it was living. It must have a Challenge
Rating less than or equal to the target's level or its Challenge Rating.
Statistics: Its game statistics, including its mental ability scores are replaced by those of the beast,
but it does retain its alignment and personality within the limitations of that beast.
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 was transformed. If it reverts as a result of dropping
to 0 hit points, any excess damage carries over to its normal form. If this excess damage reduces its normal
form to 0 hit points, it is knocked unconscious.
Actions: The actions the creature can take are limited to those its new form is able to perform. It cannot
speak, cast spells, or take any actions that require hands or speech.
Equipment: Its clothing, weapons, armor, and objects it is holding meld into the new form. However, it
can't activate, use, wield, or otherwise benefit from any of its equipment.
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range.
The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that
creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level
of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the
creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go
away when the spell ends.
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes
in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a
creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a
creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage
increases by 2d4 for each slot level above 4th.
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The
wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save,
a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature
that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it
enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no
damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can
hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s
duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is
ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on
the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by
the water. At the end of each of its turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere
restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere
falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or
other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the
sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no
more than once per turn.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of
it. Any creature restrained by the sphere is knocked prone in the space where it falls.
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.
Animated Object Statistics
Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine 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 objects lack 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 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 determine by its size. The DM might
rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution
saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful
one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you
afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of
these saving throws, the disease's effects last for the duration, and the creature stops making these saves.
After succeeding on three of these saving throws, the creature recovers from the disease, and the spell
ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise
ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has
disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength
checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability
to all damage.
Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and
Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during
combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks,
Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution
checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until
the end of its next turn.
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the
Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on
attack rolls against you. You can end the spell early by using either of the following special
functions.
Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or
possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer
charmed, frightened, or possessed by such creatures.
Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or
an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature
must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If
they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
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 on
additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when
you target them.
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It
takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the
target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and
dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw.
It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames
can’t be extinguished through nonmagical means.
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such
as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's
dimensions - up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a
structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely
ejected to an unoccupied space nearest to the surface on which you cast the spell.
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.
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five
targets you can see within range. Make one melee weapon attack against each target using the weapon used in
the casting. On a hit, targets take the normal damage of an attack with that weapon plus an additional 5d10
force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or
missed.
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.
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 DM. 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.
You conjure a blade of pure negative energy in your empty hand and make one melee weapon attack against a
creature within your reach, attempting to behead it. On hit, it takes force damage equal to 6d8 + your
spellcasting modifier.
If this damage reduces the creature to 50 hit points or fewer, you instantly cut off one of its heads of
your choice.
The creature instantly dies if it cannot survive without the lost head. The creature's head is not removed
if it is immune to slashing damage, or if it doesn't have or need a head.
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6
inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least
on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the
wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another
solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to
move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the
wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be
solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create
supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit
points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels
to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and
can't be dispelled. Otherwise, the wall disappears when the spell ends.
A shimmering opaque wall of force springs into existence at a point you choose within range and lasts for
the duration.
Orientation and Shape: The wall appears in any orientation you choose, as a horizontal or vertical barrier
or an angle. It can be free floating or rest on a solid surface. You can form it into a hemispherical dome,
a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-by-10-foot
panels. Each panel must be contiguous with another. In any form, the wall is 1/4 inch thick. Nothing can
pass through the wall physically, and anything viewed through it is lightly obscured. The wall extends into
the Ethereal Plane, blocking ethereal travel through the wall. If it cuts through a creature's space when it
appears, the creatures must make a Dexterity saving throw. On a success, it chooses which side of the wall
it moves to. On a failure, you choose the side it moves to.
Statistics: The wall has 150 hit points and its Armor Class equals your Spell save DC. It is immune to
poison, psychic, and non-magical bludgeoning, piercing, and slashing damage, vulnerable to force and magical
bludgeoning, piercing, and slashing damage, and resistant to all other damage types. It cannot be dispelled
by a dispel magic spell, but a disintegrate spell destroys the wall it instantly.
At Higher Levels: When you cast this spell using a spell slot of 6th-level or higher, the hit points of
the wall created by this spell increase by 25 for each spell slot level above 5th.
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any
orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on
a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of
sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light
for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save,
a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as
much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of
its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you
can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage.
Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet,
the spell ends.
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.