Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer, Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Conjuration cantrip

Control Flames

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Transmutation cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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).

Artificer, Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

Gust

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Transmutation cantrip

Infestation

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Conjuration cantrip

Magic Stone

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Artificer, Bard (Lore), Bard (Moon), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Warlock Transmutation cantrip

Mold Earth

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Transmutation cantrip

Primal Savagery

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Bard (Lore), Bard (Moon), Cleric (Nature), Cleric (Strength), Druid, Druid (Land) Transmutation cantrip

Shape Water

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Chronurgy), Wizard (Graviturgy), Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Transmutation cantrip
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Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

the stem of a plant with thorns

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Artificer, Bard (Lore), Bard (Moon), Cleric (Nature), Cleric (Strength), Druid, Druid (Land) Transmutation cantrip

Thunderclap

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Artificer, Bard, Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

Absorb Elements

  • casting time1 reaction
  • rangeSelf

  • componentsS
  • duration1 round

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.

Artificer, Bard (Lore), Druid, Monk (Mystic Arts), Ranger, Sorcerer, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Abjuration

Beast Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Bard (Lore), Druid, Ranger 1st Divination

Earth Tremor

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

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.

Bard, Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Evocation

Snare

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

Artificer, Bard (Lore), Druid, Ranger, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Abjuration

Air Bubble

  • casting time1 action
  • range60 feet

  • componentsS
  • duration24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Artificer, Bard (Lore), Druid, Monk (Mystic Arts), Ranger, Sorcerer, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Conjuration

Beast Sense (Ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

You touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.

Barbarian (Totem Warrior), Barbarian (Wild Heart), Bard (Lore), Druid, Ranger 2nd Divination

Battle Familiar

  • casting time1 action
  • range10 feet

  • componentsV, S, M
  • duration1 hour

a diamond worth 25+ GP

You conjure a familiar imbued with magical might. The familiar appears in an unoccupied space within range; resembles an animal of your choice but is a Celestial, Fey, or Fiend (your choice); and uses the Battle Familiar stat block. When you cast this spell, choose the Brute, Flyer, or Stalker form. The choice determines certain details in the stat block.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn.
Disappearance of the Familiar. The battle familiar disappears when the spell ends, if it drops to 0 Hit Points, or if you die. When it disappears, it leaves behind in its space anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the familiar that disappeared or a different one.
One Familiar at a Time. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar from this spell, that familiar is replaced by the new one.
If you have a familiar from the Find Familiar spell when you cast this spell, you empower your existing familiar rather than conjuring a new one. For the duration, your familiar can attack in addition to taking other actions as normal, and your familiar's game statistics are replaced by the Battle Familiar stat block, but it retains its creature type, alignment, Hit Points, Hit Point Dice, and any features granted by the Find Familiar spell. Your familiar gains a number of Temporary Hit Points equal to the Hit Points of the battle familiar. Battle Familiar ends early if the familiar has no more Temporary Hit Points left, and these Temporary Hit Points vanish if any remain when Battle Familiar ends. Your familiar reverts to its previous form when Battle Familiar ends.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Bard (Lore), Druid, Warlock, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Conjuration
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Dust Devil

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its 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.

Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Conjuration

Dueling Ground (Ritual)

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a silk flag worth 100+ GP

You create a magical dueling ground bounded by a glowing, rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch.
As part of creating the dueling ground, you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere.
If a target drops to 0 Hit Points while in the dueling ground, the target is Stable and teleports to the nearest unoccupied space outside the dueling ground. If a target is subjected to an effect that would kill it instantly without dealing damage while in the dueling ground, the target doesn't die and instead has 0 Hit Points and the Unconscious condition, is Stable, and teleports to the nearest unoccupied space outside the dueling ground.
When only one target remains in the dueling ground, runes matching those on the ground around the Sphere briefly flash around the remaining target's head like a crown.
Using a Higher-Level Spell Slot. You can target one additional willing creature for each spell slot level above 2.

Artificer, Bard, Bard (Lore), Cleric, Druid, Monk (Mystic Arts), Paladin, Ranger, Sorcerer, Sorcerer (Divine Soul), Warlock, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Abjuration

Earthbind

  • casting time1 action
  • range300 feet

  • componentsV
  • durationConcentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Transmutation

Healing Spirit

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Bard (Lore), Druid, Ranger 2nd Conjuration

Skywrite (Ritual)

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, 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.

Artificer, Bard, Bard (Lore), Druid, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Transmutation

Summon Beast

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Bard (Lore), Druid, Ranger, Sorcerer (Shadow), Wizard (Illusionist) 2nd Conjuration

Wither and Bloom

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a withered vine twisted into a loop

You invoke both death and life in a 10-foot-radius Sphere centered on a point within range. Each creature of your choice in that area makes a Constitution saving throw, taking 3d6 Necrotic damage on a failed save or half as much damage on a successful one. Nonmagical plants in that area that aren't creatures, such as trees and shrubs, wither.
In addition, one creature of your choice in that area can roll one of its unexpended Hit Point Dice and regain a number of Hit Points equal to the roll plus your spellcasting ability modifier. That die is then expended.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. The number of Hit Point Dice that can be rolled and expended increases by one for each spell slot level above 2. You add your spellcasting modifier to the number of Hit Points regained by this spell only once, regardless of the number of Hit Point Dice rolled and expended.

Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Necromancy

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, 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.

Bard, Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Evocation

Aura of Vitality

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Artificer (Battle Smith), Bard (Lore), Cleric, Cleric (Twilight), Druid, Paladin, Paladin (Crown), Sorcerer (Divine Soul), Sorcerer (Spellfire) 3rd Abjuration
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Erupting Earth

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of obsidian

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.

Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Transmutation

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

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.
Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.

Artificer, Bard (Lore), Cleric (Forge), Druid, Paladin, Ranger, Warlock (Hexblade) 3rd Transmutation

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Artificer, Bard (Lore), Druid, Monk (Mystic Arts), Ranger, Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Transmutation

Feign Death (Ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, the target appears dead to outward inspection and to spells used to determine the target's status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.
The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.

Bard, Bard (Lore), Cleric, Druid, Sorcerer (Divine Soul), Warlock (Undying), Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Necromancy

Summon Fey

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded flower worth 300+ GP

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Bard (Lore), Druid, Ranger, Ranger (Fey Wanderer), Warlock, Wizard, Wizard (Conjurer), Wizard (Illusionist), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Conjuration

Syluné's Viper

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a snake fang

A shimmering, spectral snake encircles your body for the duration. You gain 15 Temporary Hit Points; the spell ends early if you have no Temporary Hit Points left.
While the spell is active, you gain the following benefits:
Climbing. You gain a Climb Speed equal to your Speed.
Venomous Bite. As a Magic action, you can make a ranged spell attack using the snake against one creature within 50 feet. On a hit, the target takes 1d6 Force damage and has the Poisoned condition until the start of your next turn. While Poisoned, the target has the Incapacitated condition.
Using a Higher-Level Spell Slot. For each spell slot level above 3, the number of Temporary Hit Points you gain from this spell increases by 5, and the damage of Venomous Bite increases by 1d6.

Bard (Lore), Druid, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Conjuration

Tidal Wave

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water

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.

Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Conjuration

Wall of Water

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a drop of water

You create 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.

Bard (Lore), Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Evocation

Elemental Bane

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

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.

Artificer, Druid, Warlock, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Transmutation

Festering Blast

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

A 60-foot-long, 10-foot-wide Line of miasma blasts from you in a direction you choose. Each creature in the Line must make a Constitution saving throw. On a failed save, a target takes 4d10 Necrotic damage and has the Poisoned condition for the duration.
A creature Poisoned by this spell takes 2d10 Poison damage at the start of each of its turns. At the end of each of its turns, a Poisoned target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The initial damage increases by 1d10 for each spell slot level above 4.

Druid, Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Necromancy

Fount of Moonlight

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.

Bard, Druid, Druid (Moon) 4th Evocation

Grasping Vine

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.
Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.

Cleric (Nature), Druid, Ranger 4th Conjuration

Guardian of Nature

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit. Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity- and Wisdom-based attack rolls with advantage.
While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Druid, Ranger 4th Transmutation

Summon Elemental

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP

You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Druid, Paladin (Noble Genies), Ranger, Warlock (Fathomless), Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Conjuration

Watery Sphere

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a droplet of water

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover 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 of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. 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, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, 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, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
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. The water then vanishes.

Druid, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Conjuration

Alustriel's Mooncloak

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a moonstone worth 50+ GP

For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant damage.
While the spell lasts, you can use one of the following options, ending the spell immediately:
Liberation. When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained condition, you can take a Reaction to succeed on the save instead.
Respite. As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.

Bard, Druid, Ranger, Wizard, Wizard (Abjurer) 5th Abjuration

Control Winds

  • casting time1 action
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Druid, Sorcerer, Wizard, Wizard (Transmuter) 5th Transmutation

Maelstrom

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

paper or leaf in the shape of a funnel

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Druid 5th Evocation

Songal's Elemental Suffusion

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pearl worth 100+ GP

You imbue yourself with the elemental power of genies. You gain the following benefits until the spell ends:
Elemental Immunity. When you cast this spell, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst of elemental energy in a 15-foot Emanation originating from yourself. Each creature of your choice in that area makes a Dexterity saving throw. On a failed save, a creature takes 2d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.
Flight. You gain a Fly Speed of 30 feet and can hover.
Casting as a Circle Spell. If the spell is cast as a Circle spell, its casting time increases to 1 minute, and its duration increases to Concentration, up to 10 minutes. For each secondary caster who participates in the casting, you can choose one additional creature, to a maximum of nine additional creatures. The chosen creatures also gain the benefits of the spell for its duration.
When the spell is cast, each secondary caster must expend a level 2+ spell slot; otherwise, the spell fails.

Druid, Sorcerer, Wizard, Wizard (Transmuter) 5th Transmutation

Summon Plant

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

herbs worth 500+ GP

You call forth the spirit of an animated plant. It manifests in an unoccupied space that you can see within range and uses the Plant Spirit stat block. When you cast the spell, choose Fungus, Tree, or Vine. The creature resembles a plant of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Druid, Ranger 5th Conjuration

Transmute Rock

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Artificer, Druid, Wizard, Wizard (Transmuter) 5th Transmutation

Wrath of Nature

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Druid, Ranger 5th Evocation

Bones of the Earth

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Druid 6th Transmutation

Druid Grove

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
A constant gust of wind in two locations of your choiceSpike growth in one location of your choiceWind wall in two locations of your choiceTo a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

Druid 6th Abjuration

Elminster's Effulgent Spheres

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

an opal worth 1,000 GP+

Six chromatic spheres orbit you for the duration.
While the spheres are present, you can expend spheres to create the following effects:
Absorb Energy. When you take Acid, Cold, Fire, Lightning, or Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
Energy Blast. As a Bonus Action, you send one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of whether you hit, the sphere is expended.
The spell ends early if you have no more spheres remaining.
Using a Higher-Level Spell Slot. The number of spheres increases by 1 for every spell slot level above 6.

Cleric (Arcana), Druid, Sorcerer, Wizard, Wizard (Evoker) 6th Evocation

Investiture of Wind

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Cleric (Arcana), Druid, Sorcerer, Warlock, Wizard, Wizard (Transmuter) 6th Transmutation

Investiture of Ice

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain created by ice or snow without spending extra movement.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Cleric (Arcana), Druid, Sorcerer, Warlock, Wizard, Wizard (Transmuter) 6th Transmutation

Investiture of Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
You are immune to fire damage and have resistance to cold damage.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Cleric (Arcana), Druid, Sorcerer, Warlock, Wizard, Wizard (Transmuter) 6th Transmutation

Investiture of Stone

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Cleric (Arcana), Druid, Sorcerer, Warlock, Wizard, Wizard (Transmuter) 6th Transmutation

Primordial Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Druid 6th Abjuration

Summon Dinosaur

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

polished scale worth 600+ GP

You call forth the spirit of a primeval dinosaur. It manifests in an unoccupied space that you can see within range and uses the Dinosaur Spirit stat block. When you cast the spell, choose Ankylosaur, Triceratops, or Tyrannosaur. The creature resembles a dinosaur of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the creature takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Druid 6th Conjuration

Draconic Transformation

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a statuette of a dragon, worth at least 500 gp

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Cleric (Arcana), Druid, Sorcerer, Wizard, Wizard (Transmuter) 7th Transmutation

Whirlwind

  • casting time1 action
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.

Cleric (Arcana), Druid, Sorcerer, Wizard, Wizard (Evoker) 7th Evocation

Lightning Ring

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a bit of fur and a glass ring

A ring of crackling electricity fills a 10-foot Emanation originating from you. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, you can force that creature to make a Constitution saving throw. On a failed save, the creature takes 3d6 Lightning damage plus 3d6 Thunder damage, and it has the Deafened condition for 1 minute. On a successful save, the creature takes half as much damage only.
As a Magic action while the spell is active, you can emit a 60-foot-long, 5-foot-wide Line out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 6d6 Lightning damage on a failed save or half as much damage on a successful one.

Cleric (Arcana), Druid, Sorcerer, Warlock, Wizard, Wizard (Evoker) 8th Evocation