• No results found

D&D 5e Spellbook. Page 1 of 169

N/A
N/A
Protected

Academic year: 2021

Share "D&D 5e Spellbook. Page 1 of 169"

Copied!
169
0
0

Loading.... (view fulltext now)

Full text

(1)

Spellbook

Contents

Spells by Class ... 12 Bard ... 12 Cleric ... 13 Druid ... 14 Paladin ... 15 Ranger ... 16 Sorcerer ... 17 Warlock ... 18 Wizard... 19 Spell Descriptions ... 21 A ... 21

Abi-Dalzim’s Horrid Wilting ... 21

Absorb Elements ... 21 Acid Splash ... 21 Aganazzar’s Scorcher ... 21 Aid ... 22 Alarm (Ritual)... 22 Alter Self ... 22 Animal Friendship ... 22

Animal Messenger (Ritual) ... 23

Animal Shapes ... 23 Animate Dead ... 23 Animate Objects ... 24 Antilife Shell ... 24 Antimagic Field ... 25 Antipathy/Sympathy ... 25 Arcane Eye ... 26 Arcane Gate ... 26 Arcane Lock ... 26 Armor of Agathys ... 27 Arms of Hadar ... 27 Astral Projection ... 27 Augury (Ritual)... 28 Aura of Life ... 28 Aura of Purity ... 28 Aura of Vitality ... 28

(2)

Awaken ... 29 B ... 30 Bane ... 30 Banishing Smite ... 30 Banishment ... 30 Barkskin ... 30 Beacon of Hope ... 31 Beast Bond ... 31

Beast Sense (Ritual) ... 31

Bestow Curse ... 31 Bigby’s Hand ... 32 Blade Barrier ... 32 Blade Ward ... 32 Bless ... 33 Blight ... 33 Blinding Smite... 33 Blindness/Deafness ... 33 Blink ... 34 Blur ... 34

Bones of the Earth ... 34

Booming Blade ... 35 Branding Smite ... 35 Burning Hands ... 35 C ... 36 Call Lightning ... 36 Calm Emotions ... 36 Catapult ... 36 Catnap ... 36 Cause Fear ... 37 Ceremony (Ritual) ... 37 Chain Lightning ... 37 Chaos Bolt ... 38 Charm Monster ... 38 Charm Person ... 38 Chill Touch ... 39 Chromatic Orb ... 39 Circle of Death ... 39 Circle of Power ... 39 Clairvoyance ... 40 Clone ... 40 Cloud of Daggers ... 40 Cloudkill ... 40 Color Spray ... 41 Command ... 41 Commune (Ritual) ... 41

(3)

Commune with Nature (Ritual) ... 42

Compelled Duel ... 42

Comprehend Languages (Ritual) ... 42

Compulsion ... 43 Cone of Cold ... 43 Confusion ... 43 Conjure Animals ... 44 Conjure Barrage ... 44 Conjure Celestial ... 44 Conjure Elemental ... 45 Conjure Fey ... 45

Conjure Minor Elementals ... 45

Conjure Volley ... 46

Conjure Woodland Beings ... 46

Contact Other Plane (Ritual) ... 46

Contagion ... 47 Contingency ... 47 Continual Flame ... 48 Control Flames ... 48 Control Water ... 48 Control Weather ... 49 Control Winds ... 49 Cordon of Arrows ... 50 Counterspell ... 50 Create Bonfire ... 50

Create Food and Water ... 51

Create Homunculus ... 51

Create or Destroy Water ... 51

Create Undead ... 51 Creation ... 52 Crown of Madness ... 52 Crown of Stars ... 53 Crusader’s Mantle ... 53 Cure Wounds ... 53 D ... 54 Dancing Lights ... 54 Danse Macabre ... 54 Darkness ... 54 Darkvision ... 54 Dawn ... 55 Daylight ... 55 Death Ward ... 55

Delayed Blast Fireball ... 55

Demiplane ... 56

(4)

Detect Evil and Good ... 56

Detect Magic (Ritual) ... 56

Detect Poison and Disease ... 57

Detect Thoughts ... 57

Dimension Door ... 57

Disguise Self ... 58

Disintegrate ... 58

Dispel Evil and Good ... 58

Dispel Magic ... 59 Dissonant Whispers ... 59 Divination (Ritual) ... 59 Divine Favor ... 60 Divine Word ... 60 Dominate Beast ... 60 Dominate Monster ... 60 Dominate Person ... 61 Dragon's Breath ... 61

Drawmij’s Instant Summons (Ritual) ... 62

Dream ... 62 Druid Grove ... 62 Druidcraft ... 63 Dust Devil ... 63 E ... 64 Earth Tremor ... 64 Earthbind ... 64 Earthquake ... 64 Eldritch Blast ... 65 Elemental Bane ... 65 Elemental Weapon ... 65 Enemies Abound ... 65 Enervation ... 66 Enhance Ability ... 66 Enlarge/Reduce ... 66 Ensnaring Strike ... 67 Entangle ... 67 Enthrall ... 67 Erupting Earth... 67 Etherealness ... 68

Evard’s Black Tentacles... 68

Expeditious Retreat ... 68 Eyebite ... 69 F ... 70 Fabricate ... 70 Faerie Fire ... 70 False Life ... 70

(5)

Far Step ... 70

Fear ... 71

Feather Fall ... 71

Feeblemind ... 71

Feign Death (Ritual)... 71

Find Familiar (Ritual) ... 71

Find Greater Steed ... 72

Find Steed ... 72

Find the Path ... 73

Find Traps ... 73 Finger of Death ... 73 Fire Bolt ... 73 Fire Shield ... 74 Fire Storm ... 74 Fireball ... 74 Flame Arrows ... 74 Flame Blade ... 75 Flame Strike ... 75 Flaming Sphere ... 75 Flesh to Stone ... 76 Fly ... 76 Fog Cloud ... 76 Forbiddance (Ritual) ... 76 Forcecage ... 77 Foresight ... 77 Freedom of Movement ... 77 Friends ... 78 Frostbite ... 78 G ... 79 Gaseous Form ... 79 Gate ... 79 Geas ... 79

Gentle Repose (Ritual) ... 80

Giant Insect ... 80 Glibness ... 80 Globe of Invulnerability ... 80 Glyph of Warding ... 81 Goodberry ... 81 Grasping Vine ... 81 Grease ... 82 Greater Invisibility ... 82 Greater Restoration ... 82 Green-Flame Blade ... 82 Guardian of Faith ... 83 Guardian of Nature ... 83

(6)

Guards and Wards ... 83 Guidance ... 84 Guiding Bolt ... 84 Gust... 84 Gust of Wind ... 85 H ... 86 Hail of Thorns ... 86 Hallow ... 86 Hallucinatory Terrain ... 87 Harm ... 87 Haste ... 87 Heal ... 87 Healing Spirit ... 88 Healing Word ... 88 Heat Metal ... 88 Hellish Rebuke ... 88 Heroes’ Feast ... 89 Heroism ... 89 Hex ... 89 Hold Monster ... 89 Hold Person ... 90 Holy Aura... 90 Holy Weapon ... 90 Hunger of Hadar ... 90 Hunter’s Mark ... 91 Hypnotic Pattern ... 91 I ... 92 Ice Knife ... 92 Ice Storm ... 92 Identify (Ritual) ... 92 Illusory Dragon ... 92

Illusory Script (Ritual) ... 93

Immolation ... 93 Imprisonment ... 93 Incendiary Cloud ... 94 Infernal Calling... 94 Infestation ... 95 Inflict Wounds ... 95 Insect Plague ... 95 Investiture of Flame ... 95 Investiture of Ice ... 96 Investiture of Stone ... 96 Investiture of Wind ... 96 Invisibility ... 97 Invulnerability ... 97

(7)

J ... 98 Jump ... 98 K ... 99 Knock ... 99 L ... 100 Legend Lore ... 100

Leomund’s Secret Chest... 100

Leomund’s Tiny Hut (Ritual) ... 100

Lesser Restoration ... 100 Levitate ... 101 Life Transference ... 101 Light ... 101 Lightning Arrow ... 101 Lightning Bolt ... 102 Lightning Lure ... 102

Locate Animals or Plants (Ritual) ... 102

Locate Creature ... 102 Locate Object ... 103 Longstrider ... 103 M ... 104 Maddening Darkness ... 104 Maelstrom ... 104 Mage Armor ... 104 Mage Hand ... 104 Magic Circle ... 104 Magic Jar ... 105 Magic Missile ... 105

Magic Mouth (Ritual) ... 106

Magic Stone ... 106

Magic Weapon... 106

Major Image ... 106

Mass Cure Wounds ... 107

Mass Heal ... 107

Mass Healing Word ... 107

Mass Polymorph ... 107

Mass Suggestion ... 108

Maximilian’s Earthen Grasp ... 108

Maze ... 109

Meld into Stone (Ritual) ... 109

Melf’s Acid Arrow ... 109

Melf’s Minute Meteors ... 109

Mending ... 110

Mental Prison ... 110

Message ... 110

(8)

Mighty Fortress ... 111 Mind Blank ... 111 Mind Spike ... 111 Minor Illusion ... 112 Mirage Arcane ... 112 Mirror Image ... 112 Mislead ... 113 Misty Step ... 113 Modify Memory ... 113 Mold Earth ... 114 Moonbeam ... 114

Mordenkainen’s Faithful Hound ... 114

Mordenkainen’s Magnificent Mansion ... 115

Mordenkainen’s Private Sanctum ... 115

Mordenkainen’s Sword ... 115

Move Earth ... 116

N ... 117

Negative Energy Flood ... 117

Nondetection ... 117

Nystul’s Magic Aura ... 117

O ... 118

Otiluke’s Freezing Sphere ... 118

Otiluke’s Resilient Sphere ... 118

Otto’s Irresistible Dance ... 118

P ... 120

Pass Without Trace ... 120

Passwall ... 120

Phantasmal Force ... 120

Phantasmal Killer ... 120

Phantom Steed (Ritual) ... 121

Planar Ally ... 121 Planar Binding ... 121 Plane Shift ... 122 Plant Growth ... 122 Poison Spray ... 123 Polymorph ... 123

Power Word Heal ... 123

Power Word Kill ... 123

Power Word Pain ... 124

Power Word Stun ... 124

Prayer of Healing ... 124

Prestidigitation ... 124

Primal Savagery ... 125

Primordial Ward ... 125

(9)

Prismatic Wall ... 125

Produce Flame ... 126

Programmed Illusion ... 127

Project Image ... 127

Protection from Energy ... 127

Protection from Evil and Good ... 127

Protection from Poison ... 128

Psychic Scream ... 128

Purify Food and Drink (Ritual) ... 128

Pyrotechnics ... 128

R ... 130

Raise Dead ... 130

Rary’s Telepathic Bond (Ritual) ... 130

Ray of Enfeeblement ... 130 Ray of Frost ... 130 Ray of Sickness ... 131 Regenerate ... 131 Reincarnate ... 131 Remove Curse... 132 Resistance ... 132 Resurrection ... 132 Reverse Gravity ... 132 Revivify ... 133 Rope Trick ... 133 S ... 134 Sacred Flame ... 134 Sanctuary ... 134 Scatter ... 134 Scorching Ray ... 134 Scrying ... 134 See Invisibility ... 135 Seeming ... 135 Sending ... 135 Sequester ... 136 Shadow Blade ... 136 Shadow of Moil ... 136 Shape Water ... 137 Shapechange ... 137 Shatter ... 137 Shield ... 138 Shield of Faith... 138 Shillelagh ... 138 Shocking Grasp ... 138 Sickening Radiance ... 139 Silence (Ritual) ... 139

(10)

Silent Image ... 139 Simulacrum ... 139 Skill Empowerment ... 140 Skywrite (Ritual) ... 140 Sleep ... 140 Sleet Storm ... 140 Slow ... 141 Snare ... 141

Snilloc’s Snowball Swarm ... 141

Soul Cage ... 142

Spare the Dying ... 142

Speak with Animals (Ritual) ... 142

Speak with Dead ... 142

Speak with Plants ... 143

Spider Climb ... 143

Spike Growth ... 143

Spirit Guardians ... 143

Spiritual Weapon ... 144

Staggering Smite ... 144

Steel Wind Strike ... 144

Stinking Cloud ... 145 Stone Shape ... 145 Stoneskin... 145 Storm of Vengeance ... 145 Storm Sphere ... 146 Suggestion ... 146

Summon Greater Demon ... 146

Summon Lesser Demons ... 147

Sunbeam ... 147 Sunburst ... 147 Swift Quiver ... 148 Sword Burst ... 148 Symbol ... 148 Synaptic Static ... 149 T ... 150

Tasha’s Hideous Laughter ... 150

Telekinesis ... 150

Telepathy... 150

Teleport ... 150

Teleportation Circle... 151

Temple of the Gods ... 152

Tenser’s Floating Disk (Ritual) ... 152

Tenser’s Transformation ... 152

Thaumaturgy ... 153

(11)

Thunder Step ... 153 Thunderclap ... 154 Thunderous Smite ... 154 Thunderwave ... 154 Tidal Wave ... 154 Time Stop ... 155 Tiny Servant ... 155

Toll the Dead ... 155

Tongues ... 155

Transmute Rock ... 156

Transport via Plants ... 156

Tree Stride ... 156 True Polymorph ... 156 True Resurrection ... 157 True Seeing ... 157 True Strike ... 158 Tsunami ... 158 U ... 159

Unseen Servant (Ritual)... 159

V ... 160 Vampiric Touch ... 160 Vicious Mockery ... 160 Vitriolic Sphere ... 160 W ... 161 Wall of Fire ... 161 Wall of Force ... 161 Wall of Ice ... 161 Wall of Light ... 162 Wall of Sand ... 162 Wall of Thorns ... 162 Wall of Water ... 162 Warding Bond ... 163 Warding Wind ... 163

Water Breathing (Ritual) ... 163

Water Walk (Ritual)... 163

Watery Sphere... 164 Web ... 164 Weird ... 164 Whirlwind ... 165 Wind Walk ... 165 Wind Wall ... 165 Wish ... 166 Witch Bolt ... 166 Word of Radiance ... 167 Word of Recall ... 167

(12)

Wrathful Smite ... 167

Z ... 168

Zephyr Strike ... 168

(13)

Spells by Class

Bard

Cantrips (0 level)

Dancing Lights Light Mage Hand Mending Message Minor Illusion Prestidigitation Thunderclap True Strike Vicious Mockery

1st Level

Animal Friendship Bane Charm Person Comprehend Languages Cure Wounds Detect Magic Disguise Self Earth Tremor Faerie Fire Feather Fall Healing Word Heroism Identify Illusory Script Longstrider Silent Image Sleep

Speak with Animals Tasha’s Hideous Laughter Thunderwave Unseen Servant

2nd level

Animal Messenger Blindness/Deafness Calm Emotions Detect Thoughts Enhance Ability Enthrall Heat Metal Hold Person Invisibility Knock Lesser Restoration Locate Animals or Plants Locate Object Magic Mouth Pyrotechnics See Invisibility Shatter Silence Skywrite Suggestion Warding Wind Zone of Truth

3rd level

Bestow Curse Catnap Clairvoyance Dispel Magic Enemies Abound (Xanathar’s Guide to Everything) Fear Glyph of Warding Hypnotic Pattern Leomund’s Tiny Hut Major Image Nondetection Plant Growth

Sending Speak with Dead Speak with Plants Stinking Cloud Tongues

4th level

Charm Monster Compulsion Confusion Dimension Door Freedom of Movement Greater Invisibility Hallucinatory Terrain Locate Creature Polymorph

5th level

Animate Objects Awaken Dominate Person Dream Geas Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Planar Binding Raise Dead Scrying Seeming Skill Empowerment Synaptic Static Teleportation Circle

6th level

Eyebite Find the Path Guards and Wards Mass Suggestion Otto’s Irresistible Dance Programmed Illusion True Seeing

7th level

Arcane Sword Etherealness Forcecage Mirage Arcane Mordenkainen’s Magnificent Mansion Project Image Regenerate Resurrection Symbol Teleport

8th level

Dominate Monster Feeblemind Glibness Mind Blank Power Word Stun

9th level

Foresight Mass Polymorph Power Word Kill Psychic Scream True Polymorph

(14)

Cleric

Cantrips (0 level)

Guidance Light Mending Resistance Sacred Flame Spare the Dying Thaumaturgy Toll the Dead Word of Radiance

1st Level

Bane Bless Ceremony Command

Create or Destroy Water Cure Wounds

Detect Evil and Good Detect Magic Detect Poison and Disease

Guiding Bolt Healing Word Inflict Wounds

Protection from Evil and Good

Purify Food and Drink Sanctuary Shield of Faith

2nd level

Aid Augury Blindness/Deafness Calm Emotions Continual Flame Enhance Ability Find Traps Gentle Repose Hold Person Lesser Restoration Locate Object Prayer of Healing Protection from Poison Silence Spiritual Weapon Warding Bond Zone of Truth

3rd level

Animate Dead Beacon of Hope Bestow Curse Clairvoyance

Create Food and Water Daylight

Dispel Magic Glyph of Warding Life Transference Magic Circle Mass Healing Word Meld into Stone Protection from Energy Remove Curse Revivify Sending Speak with Dead

Spirit Guardians Tongues Water Walk

4th level

Banishment Control Water Death Ward Divination Freedom of Movement Guardian of Faith Locate Creature Stone Shape

5th level

Commune Contagion Dawn

Dispel Evil and Good Flame Strike Geas Greater Restoration Hallow Holy Weapon Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Scrying

6th level

Blade Barrier Create Undead

Find the Path Forbiddance Harm Heal Heroes' Feast Planar Ally True Seeing Word of Recall

7th level

Conjure Celestial Divine Word Etherealness Fire Storm Plane Shift Regenerate Resurrection Symbol

Temple of the Gods

8th level

Antimagic Field Control Weather Earthquake Holy Aura

9th level

Astral Projection Gate Mass Heal True Resurrection

(15)

Druid

Cantrips (0 level)

Control Flames (Elemental Evil) Create Bonfire (Elemental Evil) Druidcraft Frostbite Guidance

Gust (Elemental Evil) Infestation Magic Stone Mending Mold Earth Poison Spray Primal Savagery Produce Flame Resistance Shape Water Shillelagh Thunderclap

1st Level

Absorb Elements (Elemental Evil) Animal Friendship Beast Bond Charm Person

Create or Destroy Water Cure Wounds

Detect Magic Detect Poison and Disease Earth Tremor Entangle Faerie Fire Fog Cloud Goodberry Healing Word Ice Knife Jump Longstrider

Purify Food and Drink Speak with Animals Thunderwave

2nd level

Animal Messenger Barkskin Darkvision Dust Devil Earthbind Enhance Ability Healing Spirit Find Traps Flame Blade Flaming Sphere Gust of Wind Heat Metal Hold Person Lesser Restoration Locate Animals or Plants Locate Object

Moonbeam Pass without Trace Protection from Poison Snare Spike Growth Warding Wind

3rd level

Call Lightning Conjure Animals Daylight Dispel Magic Erupting Earth Flame Arrows Meld into Stone Plant Growth

Protection from Energy Skywrite

Sleet Storm Speak with Plants Tidal Wave Wall of Water Water Breathing Water Walk Wind Wall 4th level Blight Charm Monster Confusion Conjure Minor Elementals Conjure Woodland Beings Control Water Dominate Beast Elemental Bane Freedom of Movement Giant Insect Guardian of Nature Hallucinatory Terrain Ice Storm Locate Creature Polymorph Stone Shape Stoneskin Wall of Fire Watery Sphere

5th level

Antilife Shell Awaken

Commune with Nature Conjure Elemental Contagion Control Winds Geas Greater Restoration Insect Plague Maelstrom (Elemental Evil)

Mass Cure Wounds Planar Binding Reincarnate Scrying Transmute Rock Tree Stride Wall of Stone Wrath of Nature

6th level

Bones of the Earth Conjure Fey Druid Grove Find the Path Heal Heroes' Feast Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Move Earth Primordial Ward Sunbeam

Transport via Plants Wall of Thorns Wind Walk

7th level

Fire Storm Mirage Arcane Plane Shift Regenerate Reverse Gravity Whirlwind (Elemental Evil)

8th level

Animal Shapes Antipathy/Sympathy Control Weather Earthquake Feeblemind Sunburst

9th level

Foresight Shapechange Storm of Vengeance True Resurrection

(16)

Paladin

1st Level

Bless Ceremony Command Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease

Divine Favor Heroism

Protection from Evil and Good

Purify Food and Drink Shield of Faith

2nd level

Aid Branding Smite Find Steed Lesser Restoration Locate Object Magic Weapon

Protection from Poison Zone of Truth

3rd level

Create Food and Water Daylight Dispel Magic Magic Circle Remove Curse Revivify

4th level

Banishment Death Ward Find Greater Steed Locate Creature

5th level

Dispel Evil and Good Geas

Holy Weapon Raise Dead

(17)

Ranger

1st Level Absorb Elements Alarm Animal Friendship Beast Bond Cure Wounds Detect Magic Detect Poison and Disease Fog Cloud Goodberry Hunter's Mark Jump Longstrider Speak with Animals

Zephyr Strike

2nd level

Animal Messenger Barkskin Darkvision Find Traps Healing Spirit Lesser Restoration Locate Animals or Plants Locate Object

Pass without Trace Protection from Poison Silence Snare Spike Growth

3rd level

Conjure Animals Daylight Flame Arrows Nondetection Plant Growth

Protection from Energy Speak with Plants Water Breathing Water Walk Wind Wall

4th level

Conjure Woodland Beings Freedom of Movement Guardian of Nature Locate Creature Stoneskin

5th level

Commune with Nature Steel Wind Strike Tree Stride Wrath of Nature

(18)

Sorcerer

Cantrips (0 level)

Acid Splash Booming Blade Chill Touch Control Flames (Elemental Evil) Create Bonfire (Elemental Evil) Dancing Lights Fire Bolt Frostbite Green-Flame Blade Gust Infestation Light Lightning Lure Mage Hand Mending Message Minor Illusion Mold Earth Poison Spray Prestidigitation Ray of Frost Shape Water Shocking Grasp Sword Burst Thunderclap True Strike

1st Level

Absorb Elements (Elemental Evil) Burning Hands Catapult Chaos Bolt Charm Person Color Spray Comprehend Languages Detect Magic Disguise Self Earth Tremor Expeditious Retreat False Life Feather Fall Fog Cloud Ice Knife Jump Mage Armor Magic Missile Shield Silent Image Sleep Thunderwave

2nd level

Aganazzar’s Scorcher Alter Self Blindness/Deafness Blur Darkness Darkvision Detect Thoughts Dragon’s Breath Dust Devil Earthbind Enhance Ability Enlarge/Reduce Gust of Wind Hold Person Invisibility Knock Levitate Maximilian’s Earthen Grasp Mind Spike Mirror Image Misty Step Pyrotechnics Scorching Ray See Invisibility Shadow Blade Shatter Snilloc’s Snowball Swarm Spider Climb Suggestion Warding Wind Web

3rd level

Blink Catnap Counterspell Daylight Dispel Magic Enemies Abound Erupting Earth Fear Fireball Flame Arrows Fly Gaseous Form Haste Hypnotic Pattern Lightning Bolt Major Image

Melf’s Minute Meteors Protection from Energy Sleet Storm Slow Stinking Cloud Thunder Step Tidal Wave Tongues Wall of Water Water Breathing Water Walk

4th level

Banishment Blight Confusion Dimension Door Dominate Beast Greater Invisibility Ice Storm Polymorph Sickening Radiance Stoneskin Storm Sphere Vitriolic Sphere Wall of Fire Watery Sphere

5th level

Animate Objects Cloudkill Cone of Cold Control Winds Creation Dominate Person Enervation Far Step Hold Monster Immolation Insect Plague Seeming Skill Empowerment Synaptic Static Telekinesis Teleportation Circle Wall of Light Wall of Stone

6th level

Chain Lightning Circle of Death Disintegrate Eyebite Globe of Invulnerability Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Mass Suggestion Mental Prison Move Earth Scatter Sunbeam True Seeing

7th level

Crown of Stars Delayed Blast Fireball Etherealness Finger of Death Fire Storm Plane Shift Power Word Pain (Xanathar’s Guide to Everything) Prismatic Spray Reverse Gravity Teleport Whirlwind

8th level

Abi-Dalzim’s Horrid Wilting Dominate Monster Earthquake Incendiary Cloud Power Word Stun Sunburst

9th level

Gate

Mass Polymorph Meteor Swarm Power Word Kill Psychic Scream Time Stop Wish

(19)

Warlock

Cantrips (0 level)

Booming Blade Chill Touch Create Bonfire (Elemental Evil) Eldritch Blast Frostbite Green-Flame Blade Infestation Lightning Lure Mage Hand Magic Stone Minor Illusion Poison Spray Prestidigitation Sword Burst Thunderclap Toll the Dead True Strike 1st Level Cause Fear Charm Person Comprehend Languages Expeditious Retreat Hellish Rebuke Illusory Script

Protection from Evil and Good Unseen Servant

2nd level

Darkness Earthbind Enthrall Hold Person Invisibility Mind Spike Mirror Image Misty Step Ray of Enfeeblement Shadow Blade Shatter Spider Climb Suggestion

3rd level

Counterspell Dispel Magic Enemies Abound Fear Fly Gaseous Form Hypnotic Pattern Magic Circle Major Image Remove Curse Summon Lesser Demons Thunder Step Tongues Vampiric Touch

4th level

Banishment Blight Charm Monster Dimension Door Elemental Bane Hallucinatory Terrain Shadow of Moil Sickening Radiance Summon Greater Demon

5th level

Contact Other Plane Danse Macabre Dream Enervation Far Step Hold Monster Infernal Calling Negative Energy Flood Scrying Synaptic Static Wall of Light

6th level

Circle of Death Conjure Fey Create Undead Eyebite Flesh to Stone Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Mass Suggestion Mental Prison Scatter Soul Cage True Seeing

7th level

Crown of Stars Etherealness Finger of Death Forcecage Plane Shift Power Word Pain

8th level

Demiplane Dominate Monster Feeblemind Glibness Maddening Darkness Power Word Stun

9th level

Astral Projection Foresight Imprisonment Power Word Kill Psychic Scream True Polymorph

(20)

Wizard

Cantrips (0 level)

Acid Splash Booming Blade Chill Touch Control Flames Create Bonfire Dancing Lights Fire Bolt Frostbite Green-Flame Blade Gust Infestation Light Lightning Lure Mage Hand Mending Message Minor Illusion Mold Earth Poison Spray Prestidigitation Ray of Frost Shape Water Shocking Grasp Sword Burst Thunderclap Toll the Dead True Strike

1st Level

Absorb Elements Alarm Burning Hands Catapult Cause Fear Charm Person Color Spray Comprehend Languages Detect Magic Disguise Self Earth Tremor Expeditious Retreat False Life Feather Fall Find Familiar Floating Disk Fog Cloud Grease Ice Knife Identify Illusory Script Jump Longstrider Mage Armor Magic Missile

Protection from Evil and Good Shield Silent Image Sleep Snare Tasha’s Hideous Laughter Thunderwave Unseen Servant

2nd level

Aganazzar’s Scorcher Alter Self Arcane Lock Blindness/Deafness Blur Continual Flame Darkness Darkvision Detect Thoughts Dragon’s Breath Dust Devil Earthbind Enlarge/Reduce Flaming Sphere Gentle Repose Gust of Wind Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Maximilian’s Earthen Grasp

Melf’s Acid Arrow Mind Spike Mirror Image Misty Step Nystul's Magic Aura Pyrotechnics Ray of Enfeeblement Rope Trick Scorching Ray See Invisibility Shadow Blade Shatter Skywrite Snilloc’s Snowball Swarm Spider Climb Suggestion Warding Wind Web

3rd level

Animate Dead Bestow Curse Blink Catnap Clairvoyance Counterspell Dispel Magic Enemies Abound Erupting Earth Fear Fireball Flame Arrows Fly Gaseous Form Glyph of Warding Haste Hypnotic Pattern Leomund’s Tiny Hut Life Transference Lightning Bolt

Magic Circle Major Image

Melf’s Minute Meteors Nondetection Phantom Steed Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking Cloud Summon Lesser Demons Thunder Step Tidal Wave Tiny Servant Tongues Vampiric Touch Wall of Sand Wall of Water Water Breathing

4th level

Arcane Eye Banishment Blight Charm Monster Confusion Conjure Minor Elementals

Evard’s Black Tentacles Control Water Dimension Door Elemental Bane (Elemental Evil) Fabricate Fire Shield Greater Invisibility Hallucinatory Terrain Ice Storm

Leomund’s Secret Chest Locate Creature Mordenkainen’s Faithful Hound Otiluke’s Resilient Sphere Phantasmal Killer Polymorph Private Sanctum Sickening Radiance Stone Shape Stoneskin Storm Sphere

Summon Greater Demon Vitriolic Sphere Wall of Fire Watery Sphere

5th level

Animate Objects Arcane Hand Cloudkill Cone of Cold Conjure Elemental Contact Other Plane Control Winds Creation Danse Macabre Dawn Dominate Person Dream Enervation Far Step Geas Hold Monster Immolation Infernal Calling Legend Lore Mislead Modify Memory Negative Energy Flood Passwall

Planar Binding Rary’s Telepathic Bond Scrying

Seeming

Skill Empowerment Steel Wind Strike Synaptic Static Telekinesis Teleportation Circle Transmute Rock Wall of Force Wall of Light Wall of Stone

6th level

Chain Lightning Circle of Death Contingency Create Homunculus Create Undead Disintegrate Drawmij’s Instant Summons Eyebite Flesh to Stone Freezing Sphere Globe of Invulnerability Guards and Wards Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Irresistible Dance Magic Jar Mass Suggestion Mental Prison Move Earth Programmed Illusion Scatter Soul Cage Sunbeam Transformation True Seeing Wall of Ice

7th level

Arcane Sword Crown of Stars Delayed Blast Fireball Etherealness Finger of Death

(21)

Forcecage Mighty Fortrss Mirage Arcane Mordenkainen’s Magnificent Mansion Plane Shift

Power Word Pain Prismatic Spray Project Image Reverse Gravity Sequester Simulacrum Symbol Teleport Whirlwind

8th level

Abi-Dalzim’s Horrid Wilting Antimagic Field Antipathy/Sympathy Clone Control Weather Demiplane Dominate Monster Feeblemind Illusory Dragon Incendiary Cloud Maddening Darkness Maze Mind Blank Power Word Stun Sunburst

9th level

Astral Projection Foresight Gate Imprisonment Invulnerability Mass Polymorph Meteor Swarm Power Word Kill Prismatic Wall Psychic Scream Shapechange Time Stop True Polymorph Weird Wish

(22)

Spell Descriptions

A

Abi-Dalzim’s Horrid Wilting

A Elemental Evil spell Necromancy Level:8

Casting time:1 Action Range:150 feet

Components:V, S, M (a bit of sponge) Duration:Instantaneou

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.

Absorb Elements

A Elemental Evil spell Abjuration

Level:1

Casting time:Special Range:Self

Components:S Duration:1 round

1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage

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 level

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.

Acid Splash

Conjuration Level:Cantrip Casting time:1 Action Range:60 feet Components:V, S Duration:Instantaneous

You hurl a bubble of acid.

Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

At higher level

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Aganazzar’s Scorcher

A Elemental Evil spell Evocation

Casting time:1 Action Range:30 feet

Components:V, S, M (a red dragon’s scale) Duration:Instantaneous

(23)

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 level

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.

Aid

Abjuration Level:2

Casting time:1 Action Range:30 feet

Components:V, S, M (a tiny strip of white cloth) Duration:8 hours

Your spell bolsters your allies with toughness and resolve.

Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At higher level

When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Alarm (Ritual)

Abjuration Level:1

Casting time:1 Minute Range:30 feet

Components:V, S, M (a tiny bell and a piece of fine silver wire) Duration:8 hours

You set an alarm against unwanted intrusion.

Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Alter Self

Transmutation Level:2

Casting time:1 Action Range:Self

Components:V, S

Duration:Concentration, up to 1 hour

You assume a different form.

When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines,horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Animal Friendship

(24)

Level:1

Casting time:1 Action Range:30 feet

Components:V, S, M (a morsel of food) Duration:24 hours

This spell lets you convince a beast that you mean it no harm.

Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

At higher level

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Animal Messenger (Ritual)

Enchantment Level:2

Casting time:1 Action Range:30 feet

Components:V, S, M (a morsel of food) Duration:24 hours

By means of this spell, you use an animal to deliver a message.

Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell.

At higher level

If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Animal Shapes

Transmutation Level:8

Casting time:1 Action Range:30 feet Components:V, S

Duration:Concentration, up to 24 hours

Your magic turns others into beasts.

Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

Animate Dead

Necromancy Level:3

Casting time:1 Minute Range:10 feet

(25)

Components:V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration:Instantaneous

This spell creates an undead servant.

Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet 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.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At higher level

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Animate Objects

Transmutation Level:5

Casting time:1 Action Range:120 feet Components:V, S

Duration:Concentration, up to 1 minute Objects come to life at your command.

Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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 level

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.

Antilife Shell

Abjuration Level:5

(26)

Range:Self (10-foot radius) Components:V, S

Duration:Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.

The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affect creature is forced to pass through the barrier, the spell ends.

Antimagic Field

Abjuration Level:8

Casting time:1 Action

Range:Self (10-foot-radius sphere)

Components:V, S M (a pinch of powdered iron or iron filings) Duration:Concentration, up to 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you.

This area is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the spere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

Targeted Effects.

Spells and other magical effects, such as magic missle and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic.

The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells.

Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items.

The properties and powers of magic items are suppressed in the sphere. Forexample, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be supressed as soon as it exits.

Magical Travel.

Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.

Creatures and Objects.

A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer withinthe sphere.

Dispel Magic.

Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.

Antipathy/Sympathy

Enchantment Level:8

Casting time:1 Hour Range:60 feet

Components:V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect) Duration:10 days

(27)

This spell attracts or repels creatures of your choice.

You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

Antipathy.

The enchantment causes creatures of thekind you designated to feel an intense urge to leave thearea and avoid the target. When such a creature cansee the target or comes within 60 feet of it, the creaturemust succeed on a Wisdom saving throw or

becomefrightened. The creature remains frightened while it cansee the target or is within 60 feet of it. While frightenedby the target, the creature must use its movement tomove to the nearest safe spot from which it can’t seethe target. If the creature moves more than 60 feet fromthe target and can’t see it, the creature is no longerfrightened, but the creature becomes frightened again ifit regains sight of the target or moves within 60 feet of it.

Sympathy.

The enchantment causes the specifiedcreatures to feel an intense urge to approach the targetwhile within 60 feet of it or able to see it. When such acreature can see the target or comes within 60 feet o fit,the creature must succeed on a Wisdom saving throw oruse its movement on each of its turns to enter the areaor move within reach of the target. When the creaturehas done so, it can’t willingly move away from the target.If the target damages or otherwise harms an affectedcreature, the affected creature can make a Wisdomsaving throw to end the effect, as described below.

Ending the Effect.

If an affected creature ends itsturn while not within 60 feet of the target or able to seeit, the creature makes a Wisdom saving throw. On asuccessful save, the creature is no longer affected bythe target and recognizes the feeling of repugnance orattraction as magical. In addition, a creature affected bythe spell is allowed another Wisdom saving throw every24 hours while the spell persists. A creature that successfully saves against this effectis immune to it for 1 minute, after which time it can beaffected again.

Arcane Eye

Divination Level:4

Casting time:1 Action Range:30 feet

Components:V, S, M (a bit of bat fur) Duration:Concentration, up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane 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.

Arcane Gate

Conjuration Level:6

Casting time:1 Action Range:500 feet Components:V, S

Duration:Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration.

Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Arcane Lock

Abjuration Level:2

Casting time:1 Action Range:Touch

(28)

Duration:Until dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.

You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Armor of Agathys

Abjuration Level:1

Casting time:1 Action Range:Self

Components:V, S, M (a cup of water) Duration:1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.

You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At higher level

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

Arms of Hadar

Conjuration Level:1

Casting time:1 Action Range:Self (10-foot radius) Components:V, S

Duration:Instantaneous

You invoke the power of Hadar, the Dark Hunger.

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At higher level

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.

Astral Projection

Necromancy Level:9

Casting time:1 Hour Range:10 feet

Components:V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)

Duration:Special

You and up to eight willing creatures within rangeproject your astral bodies into the Astral Plane (thespell fails and the casting is wasted if you are alreadyon that plane).

The material body you leave behind isunconscious and in a state of suspended animation; itdoesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form inalmost every way, replicating your game statistics andpossessions. The principal difference is the addition ofa silvery cord that extends from between your shoulderblades and trails behind you, fading to invisibility after1 foot. This cord is your tether to your material body. Aslong as the tether remains intact, you can find your wayhome. If the cord is cut something that can happenonly when an effect specifically states that it does yoursoul and body are separated, killing you instantly.

Your astral form can freely travel through the AstralPlane and can pass through portals there leading to anyother plane. If you enter a new plane or return to theplane you were on when casting this spell, your body andpossessions are transported along the silver cord, allowingyou to re-enter your body as you enter the new plane.Your astral form is a separate incarnation. Any damageor other

(29)

effects that apply to it have no effect on yourphysical body, nor do they persist when you return to it.The spell ends for you and your companions whenyou use your action to dismiss it. When the spell ends,the affected creature returns to its physical body,and it awakens.

The spell might also end early for you or one of yourcompanions. A successful dispel magic spell usedagainst an astral or physical body ends the spell for thatcreature. If a creature’s original body or its astral formdrops to 0 hit points, the spell ends for that creature. Ifthe spell ends and the silver cord is intact, the cord pullsthe creature’s astral form back to its body, ending itsstate of suspended animation.If you are returned to your body prematurely, yourcompanions remain in their astral forms and must findtheir own way back to their bodies, usually by droppingto 0 hit points.

Augury (Ritual)

Divination Level:2

Casting time:1 Minute Range:Self

Components:V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration:Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

• Weal, for good results • Woe, for bad results

• Weal and woe, for both good and bad results • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Aura of Life

Abjuration Level:4

Casting time:1 Action Range:Self (30-foot radius) Components:V

Duration:Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius.

Until the spll ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the arua with 0 hit points.

Aura of Purity

Abjuration Level:4

Casting time:1 Action Range:Self (30-foot radius) Components:V

Duration:Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius.

Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blnded, charmed, deafended, frightened, paralyzed, poisoned, and stunned.

Aura of Vitality

Evocation Level:3

Casting time:1 Action Range:Self (30-foot radius)

(30)

Components:V

Duration:Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius.

Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Awaken

Transmutation Level:5

Casting time:8 Hours Range:Touch

Components:V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration:Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vinces, creepers, and so forth, and it gains senses similar to a huamn’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

(31)

B

Bane

Enchantment Level:1

Casting time:1 Action Range:30 feet

Components:V, S, M (A drop of blood) Duration:Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At higher level

When you cast this spell using a spelslot of 2nd level or higher, you can target one aditional creature for each slot level above 1st.

Banishing Smite

Abjuration Level:5

Casting time:1 Bonus Action Range:Self

Components:V

Duration:Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Banishment

Abjuration Level:4

Casting time:1 Action Range:60 feet

Components:V, S, M (an item distasteful to the target) Duration:Concentration, up to 1 minute

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 level

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.

Barkskin

Transmutation Level:2

Casting time:1 Action Range:Touch

Components:V, S, M (A handful of oak bark) Duration:Concentration, up to 1 hour

(32)

You touch a willing creature. Until the spellends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

Beacon of Hope

Abjuration Level:3

Casting time:1 Action Range:30 feet Components:V, S

Duration:Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Beast Bond

A Elemental Evil spell Divination

Level:1

Casting time:1 Action Range:Touch

Components:V, S, M (a bit of fur wrapped in a cloth) Duration:Concentration, up to 10 minutes

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 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.

Beast Sense (Ritual)

Divination Level:2

Casting time:1 Action Range:Touch Components:S

Duration:Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Bestow Curse

Necromancy Level:3

Casting time:1 Action Range:Touch Components:V, S

Duration:Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

* While cursed, the target has disadvantage on attack rolls against you.

* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above.

(33)

At higher level

If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours.

If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled.

Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Bigby’s Hand

Evocation Level:5

Casting time:1 Action Range:120 feet

Components:V, S, M (An eggshell and a snakeskin glove) Duration:Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist

The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand

The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand

The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand

The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At higher level

When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Blade Barrier

Evocation Level:6

Casting time:1 Action Range:90 feet Components:V, S

Duration:Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6 d10 slashing damage. On a successful save, the creature takes half as much damage.

Blade Ward

(34)

Level:Cantrip Casting time:1 Action Range:Self

Components:V, S Duration:1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Bless

Enchantment Level:1

Casting time:1 Action Range:30 feet

Components:V, S, M (a sprinkling of holy water) Duration:Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At higher level

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Blight

Necromancy Level:4

Casting time:1 Action Range:30 feet Components:V, S Duration:Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

At higher level

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.

Blinding Smite

Evocation Level:3

Casting time:1 Bonus Action Range:Self

Components:V

Duration:Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Blindness/Deafness

References

Related documents

The first is a reminder that the subject of precedent on such matters is distinctly significant and sensitive: interpretation in these cases involves a declaration of the rights

• At MedDRA Preferred Term (~18,000) level (v12.0) • ~10% ICD-9-CM terms were not included in the mapping.

Gross Revenue shall include but not be limited to, the following: Basic Service fees; Additional Services fees charged to subscribers for any kind of Cable Service other than

förändrats i Nederländerna och Amsterdam under 1900-talet. [A change housing policy. A historical view of the change in the Netherland and the city of Amsterdam housing

Employment of small pass strains of ǻİ = 0.1 with changing forging direction 90 degrees pass by pass enables severe plastic deformation of Mg alloys at room temperature and

In order to compare k and D for Nb-doped ceria with results of undoped and acceptor- doped CeO 2 from literature results, the chemical exchange coefficients and diffusivity

Avaliar os comportamentos auditivos de figura-fundo e de resolução temporal e a percepção das limitações de atividades comunicativas de crianças e adolescentes portadores

Representations of myths and legends of Samkarshana, Aniruddha and Pradyumna are unknown in the temple, apart from the story of Pradyumna prisoner of Bana in