107 System Reference Document 5.2.1
Spell Descriptions
Acid Arrow
Level 2 Evocation (Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
A shimmering green arrow streaks toward a target
within range and bursts in a spray of acid. Make a
ranged spell attack against the target. On a hit, the
target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow
splashes the target with acid for half as much of the
initial damage only.
Using a Higher-Level Spell Slot. The damage
(both initial and later) increases by 1d4 for each
spell slot level above 2.
Acid SplASh
Evocation Cantrip (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create an acidic bubble at a point within range,
where it explodes in a 5-foot-radius Sphere. Each
creature in that Sphere must succeed on a Dexterity
saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6), and 17
(4d6).
Aid
Level 2 Abjuration (Bard, Cleric, Druid, Paladin,
Ranger)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures within range. Each
target’s Hit Point maximum and current Hit Points
increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit
Points increase by 5 for each spell slot level above 2.
Alarm
Level 1 Abjuration (Ranger, Wizard)
Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against 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 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 audible or mental:
Audible Alarm. The alarm produces the sound of
a handbell for 10 seconds within 60 feet of the
warded area.
Mental Alarm. You are alerted by a mental ping
if you are within 1 mile of the warded area. This
ping awakens you if you’re asleep.
Alter Self
Level 2 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You alter your physical form. Choose one of the
following options. Its effects last for the duration,
during which you can take a Magic action to replace
the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow
webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your
height, weight, facial features, sound of your voice,
hair length, coloration, and other distinguishing
characteristics. You can make yourself appear as
a member of another species, though none of your
statistics change. You can’t appear as a creature of a
different size, and your basic shape stays the same;
if you’re bipedal, you can’t use this spell to become
quadrupedal, for instance. For the duration, you can
take a Magic action to change your appearance in
this way again.
Natural Weapons. You grow claws (Slashing),
fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to
deal damage with that new growth, it deals 1d6
damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike,
and you use your spellcasting ability modifier
for the attack and damage rolls rather than using
Strength.
Animal Friendship
Level 1 Enchantment (Bard, Druid, Ranger)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
Target a Beast that you can see within range. The
target must succeed on a Wisdom saving throw or
have the Charmed condition for the duration. If you
108 System Reference Document 5.2.1
or one of your allies deals damage to the target, the
spells ends.
Using a Higher-Level Spell Slot. You can target
one additional Beast for each spell slot level above 1.
Animal Messenger
Level 2 Enchantment (Bard, Druid, Ranger)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
A Tiny Beast of your choice that you can see within
range must succeed on a Charisma saving throw,
or it attempts to deliver a message for you (if the
target’s Challenge Rating isn’t 0, it automatically
succeeds). You specify a location you have visited
and a recipient who matches a general description, such as “a person dressed in the uniform of
the town guard” or “a red-haired dwarf wearing a
pointed hat.” You also communicate a message of
up to twenty-five words. The Beast travels for the
duration toward the specified location, covering
about 25 miles per 24 hours or 50 miles if the Beast
can fly.
When the Beast arrives, it delivers your message
to the creature that you described, mimicking your
communication. If the Beast doesn’t reach its destination before the spell ends, the message is lost, and
the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell’s duration increases by 48 hours for each spell slot level
above 2.
Animal Shapes
Level 8 Transmutation (Druid)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 24 hours
Choose any number of willing creatures that you
can see within range. Each target shape-shifts into
a Large or smaller Beast of your choice that has a
Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can
take a Magic action to transform the targets again.
A target’s game statistics are replaced by the
chosen Beast’s statistics, but the target retains its
creature type; Hit Points; Hit Point Dice; alignment;
ability to communicate; and Intelligence, Wisdom,
and Charisma scores. The target’s actions are limited by the Beast form’s anatomy, and it can’t cast
spells. The target’s equipment melds into the new
form, and the target can’t use any of that equipment
while in that form.
The target gains a number of Temporary Hit
Points equal to the Hit Points of the first form into
which it shape-shifts. These Temporary Hit Points
vanish if any remain when the spell ends. The transformation lasts for the duration or until the target
ends it as a Bonus Action.
Animate Dead
Level 3 Necromancy (Cleric, Wizard)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh,
and a pinch of bone dust)
Duration: Instantaneous
Choose a pile of bones or a corpse of a Medium or
Small Humanoid within range. The target becomes
an Undead creature: a Skeleton if you chose bones
or a Zombie if you chose a corpse (see “Monsters”
for the stat blocks).
On each of your turns, you can take 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 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 on
its next turn, or you can issue a general command,
such as to guard a chamber or corridor. If you issue
no commands, the creature takes the Dodge action
and moves only to avoid harm. Once given an order,
the creature continues to follow it until its task is
complete.
The creature is under your control for 24 hours,
after which it stops obeying any command you’ve
given it. To maintain control 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 creature.
Using a Higher-Level Spell Slot. You animate or
reassert control over two additional Undead creatures for each spell slot level above 3. Each of the
creatures must come from a different corpse or pile
of bones.
Animate Objects
Level 5 Transmutation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t
being worn or carried, aren’t fixed to a surface, and
aren’t Gargantuan. The maximum number of objects
is equal to your spellcasting ability modifier; for
this number, a Medium or smaller target counts as
109 System Reference Document 5.2.1
one object, a Large target counts as two, and a Huge
target counts as three.
Each target animates, sprouts legs, and becomes
a Construct that uses the Animated Object stat
block; this creature is under your control until the
spell ends or until it is reduced to 0 Hit Points. Each
creature you make with this spell is an ally to you
and your allies. In combat, it shares your Initiative
count and takes its turn immediately after yours.
Until the spell ends, you can take a Bonus Action
to 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 of them at the same time, issuing the same
command to each one). If you issue no commands,
the creature takes the Dodge action and moves only
to avoid harm. When the creature drops to 0 Hit
Points, it reverts to its object form, and any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s
Slam damage increases by 1d4 (Medium or smaller),
1d6 (Large), or 1d12 (Huge) for each spell slot level
above 5.
or make attacks with Ranged or Reach weapons
through the barrier.
If you move so that an affected creature is forced
to pass through the barrier, the spell ends.
Antimagic Field
Level 8 Abjuration (Cleric, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (iron filings)
Duration: Concentration, up to 1 hour
An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions,
or create other magical effects inside the aura, and
those things can’t target or otherwise affect anything inside it. Magical properties of magic items
don’t work inside the aura or on anything inside it.
Areas of effect created by spells or other magic
can’t extend into the aura, and no one can teleport
into or out of it or use planar travel there. Portals
close temporarily while in the aura.
Ongoing spells, except those cast by an Artifact or
a deity, are suppressed in the area. While an effect
is suppressed, it doesn’t function, but the time it
spends suppressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t
nullify each other.
Antipathy/Sympathy
Level 8 Enchantment (Bard, Druid, Wizard)
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a mix of vinegar and honey)
Duration: 10 days
As you cast the spell, choose whether it creates
antipathy or sympathy, and target one creature or
object that is Huge or smaller. Then specify a kind of
creature, such as red dragons, goblins, or vampires.
A creature of the chosen kind makes a Wisdom
saving throw when it comes within 120 feet of the
target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that
save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible
from the target, moving by the safest route.
Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the
target, moving by the safest route. If the creature
is within 5 feet of the target, the creature can’t
willingly move away. If the target damages the
Charmed creature, that creature can make a
Animated Object
Huge or Smaller Construct, Unaligned
AC 15
HP 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 dex 10 +0 +0 con10 +0 +0
int 3 -4 -4 WiS 3 -4 -4 chA 1 -5 -5
Immunities Poison, Psychic; Charmed, Exhaustion,
Frightened, Paralyzed, Poisoned
Senses Blindsight 30 ft.; Passive Perception 6
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack
modifier, reach 5 ft. Hit: Force damage equal to 1d4
- 3 (Medium or smaller), 2d6 + 3 + your spellcasting
ability modifier (Large), or 2d12 + 3 + your spellcasting
ability modifier (Huge).
Antilife Shell
Level 5 Abjuration (Druid)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
An aura extends from you in a 10-foot Emanation
for the duration. The aura prevents creatures other
than Constructs and Undead from passing or reaching through it. An affected creature can cast spells
110 System Reference Document 5.2.1
Wisdom saving throw to end the effect, as described below.
Ending the Effect. If the Frightened or Charmed
creature ends its turn more than 120 feet away
from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no
longer affected by the target. A creature that successfully saves against this effect is immune to it for
1 minute, after which it can be affected again.
Arcane Eye
Level 4 Divination (Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable eye within
range that hovers for the duration. You mentally
receive visual information from the eye, which can
see in every direction. It also has Darkvision with a
range of 30 feet.
As a Bonus Action, you can move the eye up to 30
feet in any direction. A solid barrier blocks the eye’s
movement, but the eye can pass through an opening
as small as 1 inch in diameter.
Arcane Hand
Level 5 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (an eggshell and a glove)
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within
range. The hand lasts for the 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. The hand doesn’t occupy its space.
When you cast the spell and as a Bonus Action on
your later turns, you can move the hand up to 60
feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5
feet of it. Make a melee spell attack. On a hit, the
target takes 5d8 Force damage.
Forceful Hand. The hand attempts to push a Huge
or smaller creature within 5 feet of it. The target
must succeed on a Strength saving throw, or 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, remaining within 5 feet of it.
Grasping Hand. The hand attempts to grapple a
Huge or smaller creature within 5 feet of it. The
target must succeed on a Dexterity saving throw,
or the target has the Grappled condition, with an
escape DC equal to your spell save DC. While the
hand grapples the target, you can take a Bonus
Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus
your spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover
against attacks and other effects that originate
from its space or that pass through it. In addition, its space counts as Difficult Terrain for your
enemies.
Using a Higher-Level Spell Slot. The damage of
the Clenched Fist increases by 2d8 and the damage
of the Grasping Hand increases by 2d6 for each spell
slot level above 5.
Arcane Lock
Level 2 Abjuration (Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (gold dust worth 25+ GP, which
the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, container,
or hatch and magically lock it for the duration. This
lock can’t be unlocked by any nonmagical means.
You and any creatures you designate when you cast
the spell can open and close the object despite the
lock. You can also set a password that, when spoken
within 5 feet of the object, unlocks it for 1 minute.
Arcane Sword
Level 7 Evocation (Bard, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (a miniature sword worth
250+ GP)
Duration: Concentration, up to 1 minute
You create a spectral sword that hovers within
range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a target within 5 feet of the sword.
On a hit, the target takes Force damage equal to
4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action
to move the sword up to 30 feet to a spot you can
see and repeat the attack against the same target or
a different one.
Arcanist’s Magic Aura
Level 2 Illusion (Wizard)
Casting Time: Action
Range: Touch
111 System Reference Document 5.2.1
Components: V, S, M (a small square of silk)
Duration: 24 hours
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A
creature gains the Mask effect below, and an object
gains the False Aura effect below. The effect lasts
for the duration. If you cast the spell on the same
target every day for 30 days, the illusion lasts until
dispelled.
Mask (Creature). Choose a creature type other
than the target’s actual type. Spells and other magical effects treat the target as if it were a creature of
the chosen type.
False Aura (Object). You change the way the target appears to spells and magical effects that detect
magical auras, such as Detect Magic. You can make
a nonmagical object appear magical, make a magic
item appear nonmagical, or change the object’s aura
so that it appears to belong to a school of magic you
choose.
Astral Projection
Level 9 Necromancy (Cleric, Warlock, Wizard)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (for each of the spell’s targets,
one jacinth worth 1,000+ GP and one silver bar worth
100+ GP, all of which the spell consumes)
Duration: Until dispelled
You and up to eight willing creatures within range
project your astral bodies into the Astral Plane
(the spell ends instantly if you are already on that
plane). Each target’s body is left behind in a state of
suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost
every way, replicating its game statistics and possessions. The principal difference is the addition of
a silvery cord that trails from between the shoulder
blades of the astral form. The cord fades from view
after 1 foot. If the cord is cut—which happens only
when an effect states that it does so—the target’s
body and astral form both die.
A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that
plane, the target’s body and possessions travel
along the silver cord, causing the target to re-enter
its body on the new plane.
Any damage or other effects that apply to an astral form have no effect on the target’s body and
vice versa. If a target’s body or astral form drops to
0 Hit Points, the spell ends for that target. The spell
ends for all the targets if you take a Magic action to
dismiss it.
When the spell ends for a target who isn’t dead,
the target reappears in its body and exits the state
of suspended animation.
Augury
Level 2 Divination (Cleric, Druid, Wizard)
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (specially marked sticks, bones,
cards, or other divinatory tokens worth 25+ GP)
Duration: Instantaneous
You receive an omen from an otherworldly entity
about the results of a course of action that you plan
to take within the next 30 minutes. The GM chooses
the omen from the Omens table.
Omens
| Omen | For Results That Will Be … |
| Weal | Good |
| Woe Weal and woe Indifference | Bad Good and bad Neither good nor bad |
The spell doesn’t account for circumstances, such as
other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent
chance for each casting after the first that you get
no answer.
Aura of Life
Level 4 Abjuration (Cleric, Paladin)
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation
for the duration. While in the aura, you and your
allies have Resistance to Necrotic damage, and your
Hit Point maximums can’t be reduced. If an ally with
0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Awaken
Level 5 Transmutation (Bard, Druid)
Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which
the spell consumes)
Duration: Instantaneous
You spend the casting time tracing magical pathways within a precious gemstone, and then touch
the target. The target must be either a Beast or
Plant creature with an Intelligence of 3 or less or a
natural plant that isn’t a creature. The target gains
112 System Reference Document 5.2.1
an Intelligence of 10 and the ability to speak one
language you know. If the target is a natural plant,
it becomes a Plant creature and gains the ability to
move its limbs, roots, vines, creepers, and so forth,
and it gains senses similar to a human’s. The GM
chooses statistics appropriate for the awakened
Plant, such as the statistics for the Awakened
Shrub or Awakened Tree in “Monsters.”
The awakened target has the Charmed condition
for 30 days or until you or your allies deal damage
to it. When that condition ends, the awakened creature chooses its attitude toward you.
Bane
Level 1 Enchantment (Bard, Cleric, Warlock)
Casting Time: 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 each make a Charisma saving
throw. Whenever a target that fails this save makes
an attack roll or a saving throw before the spell
ends, the target must subtract 1d4 from the attack
roll or save.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 1.
Banishment
Level 4 Abjuration (Cleric, Paladin, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a pentacle)
Duration: Concentration, up to 1 minute
One creature that you can see within range must
succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.
While there, the target has the Incapacitated condition. When the spell ends, the target reappears in
the space it left or in the nearest unoccupied space
if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return
if the spell lasts for 1 minute. The target is instead
transported to a random location on a plane (GM’s
choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 4.
Barkskin
Level 2 Transmutation (Druid, Ranger)
Casting Time: Bonus Action
Range: Touch
Component: V, S, M (a handful of bark)
Duration: 1 hour
You touch a willing creature. Until the spell ends,
the target’s skin assumes a bark-like appearance,
and the target has an Armor Class of 17 if its AC is
lower than that.
Beacon of Hope
Level 3 Abjuration (Cleric)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Befuddlement
Level 8 Enchantment (Bard, Druid, Warlock, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind of a creature that you can see
within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic
damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats
the save, ending the effect on a success. The effect
can also be ended by the Greater Restoration, Heal,
or Wish spell.
On a successful save, the target takes half as much
damage only.
Bestow Curse
Level 3 Necromancy (Bard, Cleric, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of
the following effects of your choice:
• Choose one ability. The target has Disadvantage
on ability checks and saving throws made with
that ability.
• The target has Disadvantage on attack rolls
against you.
• In combat, the target must succeed on a Wisdom
saving throw at the start of each of its turns or be
forced to take the Dodge action on that turn.
113 System Reference Document 5.2.1
• If you deal damage to the target with an attack
roll or a spell, the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this
spell using a level 4 spell slot, you can maintain
Concentration on it for up to 10 minutes. If you use
a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level
5–6 slot) or 24 hours (level 7–8 slot). If you use a
level 9 spell slot, the spell lasts until dispelled.
Black Tentacles
Level 4 Conjuration (Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (a tentacle)
Duration: Concentration, up to 1 minute
Squirming, ebony tentacles fill a 20-foot square on
ground that you can see within range. For the duration, these tentacles turn the ground in that area
into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning
damage, and it has the Restrained condition until
the spell ends. A creature also makes that save if
it enters the area or ends it turn there. A creature
makes that save only once per turn.
A Restrained creature can take an action to make
a Strength (Athletics) check against your spell save
DC, ending the condition on itself on a success.
Blade Barrier
Level 6 Evocation (Cleric)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
energy. The wall appears within range and lasts for
the duration. You 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,
and its space is Difficult Terrain.
Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a
failed save or half as much damage on a successful
one. A creature also makes that save if it enters the
wall’s space or ends it turn there. A creature makes
that save only once per turn.
Bless
Level 1 Enchantment (Cleric, Paladin)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a Holy Symbol worth 5+ GP)
Duration: Concentration, up to 1 minute
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw
before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 1.
Blight
Level 4 Necromancy (Druid, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
A creature that you can see within range makes
a Constitution saving throw, taking 8d8 Necrotic
damage on a failed save or half as much damage
on a successful one. A Plant creature automatically
fails the save.
Alternatively, target a nonmagical plant that isn’t
a creature, such as a tree or shrub. It doesn’t make a
save; it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Blindness/Deafness
Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must
succeed on a Constitution saving throw, or it has
the Blinded or Deafened condition (your choice)
for the duration. At the end of each of its turns, the
target repeats the save, ending the spell on itself on
a success.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 2.
Blink
Level 3 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the
duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal
Plane (the spell ends instantly if you are already on
that plane). While on the Ethereal Plane, you can
114 System Reference Document 5.2.1
perceive the plane you left, which is cast in shades
of gray, but you can’t see anything there more than
60 feet away. You can affect and be affected only
by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless
they have a special ability that lets them perceive
things on the Ethereal Plane.
You return to the other plane at the start of your
next turn and when the spell ends if you are on the
Ethereal Plane. You return to an unoccupied space
of your choice that you can see within 10 feet of the
space you left. If no unoccupied space is available
within that range, you appear in the nearest unoccupied space.
Blur
Level 2 Illusion (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred. For the duration, any
creature has Disadvantage on attack rolls against
you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
Burning Hands
Level 1 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each
creature in a 15-foot Cone makes a Dexterity saving
throw, taking 3d6 Fire damage on a failed save or
half as much damage on a successful one.
Flammable objects in the Cone that aren’t being
worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Call Lightning
Level 3 Conjuration (Druid)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A storm cloud appears at a point within range that
you can see above yourself. It takes the shape of a
Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point you can
see under the cloud. A lightning bolt shoots from the
cloud to that point. Each creature within 5 feet of
that point makes a Dexterity saving throw, taking
3d10 Lightning damage on a failed save or half as
much damage on a successful one.
Until the spell ends, you can take a Magic action to
call down lightning in that way again, targeting the
same point or a different one.
If you’re outdoors in a storm when you cast this
spell, the spell gives you control over that storm instead of creating a new one. Under such conditions,
the spell’s damage increases by 1d10.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Calm Emotions
Level 2 Enchantment (Bard, Cleric)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each Humanoid in a 20-foot-radius Sphere centered
on a point you choose within range must succeed
on a Charisma saving throw or be affected by one of
the following effects (choose for each creature):
• The creature has Immunity to the Charmed and
Frightened conditions until the spell ends. If the
creature was already Charmed or Frightened,
those conditions are suppressed for the duration.
• The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This
indifference ends if the target takes damage or
witnesses its allies taking damage. When the spell
ends, the creature’s attitude returns to normal.
Chain Lightning
Level 6 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (three silver pins)
Duration: Instantaneous
You launch a lightning bolt toward a target you can
see within range. Three bolts then leap from that
target to as many as three other targets of your
choice, each of which must be within 30 feet of the
first target. A target can be a creature or an object
and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half
as much damage on a successful one.
Using a Higher-Level Spell Slot. One additional
bolt leaps from the first target to another target for
each spell slot level above 6.
Charm Monster
Level 4 Enchantment (Bard, Druid, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 hour
115 System Reference Document 5.2.1
One creature you can see within range makes a
Wisdom saving throw. It does so with Advantage
if you or your allies are fighting it. On a failed save,
the target has the Charmed condition until the
spell ends or until you or your allies damage it. The
Charmed creature is Friendly to you. When the spell
ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 4.
Charm Person
Level 1 Enchantment (Bard, Druid, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 hour
One Humanoid you can see within range makes a
Wisdom saving throw. It does so with Advantage
if you or your allies are fighting it. On a failed save,
the target has the Charmed condition until the
spell ends or until you or your allies damage it. The
Charmed creature is Friendly to you. When the spell
ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 1.
Chill Touch
Necromancy Cantrip (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Channeling the chill of the grave, make a melee spell
attack against a target within reach. On a hit, the
target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10
when you reach levels 5 (2d10), 11 (3d10), and 17
(4d10).
Chromatic Orb
Level 1 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (a diamond worth 50+ GP)
Duration: Instantaneous
You hurl an orb of energy at a target within range.
Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a
ranged spell attack against the target. On a hit, the
target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of
the d8s, the orb leaps to a different target of your
choice within 30 feet of the target. Make an attack
roll against the new target, and make a new damage
roll. The orb can’t leap again unless you cast the
spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The
orb can leap a maximum number of times equal to
the level of the slot expended, and a creature can be
targeted only once by each casting of this spell.
Circle of Death
Level 6 Necromancy (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (the powder of a crushed black
pearl worth 500+ GP)
Duration: Instantaneous
Negative energy ripples out in a 60-foot-radius
Sphere from a point you choose within range. Each
creature in that area makes a Constitution saving
throw, taking 8d8 Necrotic damage on a failed save
or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
Clairvoyance
Level 3 Divination (Bard, Cleric, Sorcerer, Wizard)
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth 100+ GP, either a
jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, up to 10 minutes
You create an Invisible sensor within range in a
location familiar to you (a place you have visited
or seen before) or in an obvious location that is
unfamiliar to you (such as behind a door, around a
corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing.
You can use the chosen sense through the sensor as
if you were in its space. As a Bonus Action, you can
switch between seeing and hearing.
A creature that sees the sensor (such as a creature
benefiting from See Invisibility or Truesight) sees a
luminous orb about the size of your fist.
Clone
Level 8 Necromancy (Wizard)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP,
which the spell consumes, and a sealable vessel worth
2,000+ GP that is large enough to hold the creature
being cloned)
Duration: Instantaneous
116 System Reference Document 5.2.1
You touch a creature or at least 1 cubic inch of its
flesh. An inert duplicate of that creature forms
inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether
the finished clone is the same age as the creature or
younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after the clone finishes forming, the creature’s soul transfers to the
clone if the soul is free and willing to return. The
clone is physically identical to the original and has
the same personality, memories, and abilities, but
none of the original’s equipment. The creature’s
original remains, if any, become inert and can’t be
revived, since the creature’s soul is elsewhere.
Cloudkill
Level 5 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius Sphere of yellow-green
fog centered on a point within range. The fog lasts
for the duration or until strong wind (such as the
one created by Gust of Wind) disperses it, ending the
spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution
saving throw, taking 5d8 Poison damage on a failed
save or half as much damage on a successful one. A
creature must also make this save when the Sphere
moves into its space and when it enters the Sphere
or ends its turn there. A creature makes this save
only once per turn.
The Sphere moves 10 feet away from you at the
start of each of your turns.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Color Spray
Level 1 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of flashing, colorful
light. Each creature in a 15-foot Cone originating
from you must succeed on a Constitution saving
throw or have the Blinded condition until the end of
your next turn.
Command
Level 1 Enchantment (Bard, Cleric, Paladin)
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a one-word command to a creature you
can see within range. The target must succeed on a
Wisdom saving throw or follow the command on its
next turn. Choose the command from these options:
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop. The target drops whatever it is holding and
then ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel. The target has the Prone condition and then
ends its turn.
Halt. On its turn, the target doesn’t move and takes
no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect
one additional creature for each spell slot level
above 1.
Commune
Level 5 Divination (Cleric)
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (incense)
Duration: 1 minute
You contact a deity or a divine proxy and ask up
to three questions that can be answered with yes
or no. You must ask your questions before the
spell ends. You receive a correct answer for each
question.
Divine beings aren’t necessarily omniscient, so
you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer
could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer
instead.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent
chance for each casting after the first that you get
no answer.
Commune with Nature
Level 5 Divination (Druid, Ranger)
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the
spell gives you knowledge of the area within 3 miles
of you. In caves and other natural underground
settings, the radius is limited to 300 feet. The spell
117 System Reference Document 5.2.1
doesn’t function where nature has been replaced by
construction, such as in castles and settlements.
Choose three of the following facts; you learn
those facts as they pertain to the spell’s area:
• Locations of settlements
• Locations of portals to other planes of existence
• Location of one Challenge Rating 10+ creature
(GM’s choice) that is a Celestial, an Elemental, a
Fey, a Fiend, or an Undead
• The most prevalent kind of plant, mineral, or
Beast (you choose which to learn)
• Locations of bodies of water
For example, you could determine the location of a
powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Comprehend Languages
Level 1 Divination (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any language that you hear or see signed. You
also understand any written language that you see,
but you must be touching the surface on which the
words are written. It takes about 1 minute to read
one page of text. This spell doesn’t decode symbols
or secret messages.
Compulsion
Level 4 Enchantment (Bard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within
range must succeed on a Wisdom saving throw or
have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
designate a direction that is horizontal to you. Each
Charmed target must use as much of its movement
as possible to move in that direction on its next
turn, taking the safest route. After moving in this
way, a target repeats the save, ending the spell on
itself on a success.
Cone of Cold
Level 5 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of cold air. Each creature in
a 60-foot Cone originating from you makes a
Constitution saving throw, taking 8d8 Cold damage
on a failed save or half as much damage on a successful one. A creature killed by this spell becomes
a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Confusion
Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Each creature in a 10-foot-radius Sphere centered
on a point you choose within range must succeed on
a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the
start of each of its turns to determine its behavior
for that turn, consulting the table below.
1d10 Behavior for the Turn
1 The target doesn’t take an action, and it uses all
its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2–6 The target doesn’t move or take actions.
7–8 The target doesn’t move, and it takes the Attack action to make one melee attack against
a random creature within reach. If none are
within reach, the target takes no action.
9–10 The target chooses its behavior.
At the end of each of its turns, an affected target
repeats the save, ending the spell on itself on a
success.
Using a Higher-Level Spell Slot. The Sphere’s
radius increases by 5 feet for each spell slot level
above 4.
Conjure Animals
Level 3 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that appear as a Large
pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts
for the duration, and you choose the spirits’ animal
form, such as wolves, serpents, or birds.
You have Advantage on Strength saving throws
while you’re within 5 feet of the pack, and when you
move on your turn, you can also move the pack up
to 30 feet to an unoccupied space you can see.
Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can
see enters a space within 10 feet of the pack or ends
118 System Reference Document 5.2.1
its turn there, you can force that creature to make
a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes
this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Conjure Celestial
Level 7 Conjuration (Cleric)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a spirit from the Upper Planes, which
manifests as a pillar of light in a 10-foot-radius,
40-foot-high Cylinder centered on a point within
range. For each creature you can see in the Cylinder,
choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal
to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity saving
throw, taking 6d12 Radiant damage on a failed
save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder,
and when you move on your turn, you can also move
the Cylinder up to 30 feet.
Whenever the Cylinder moves into the space of a
creature you can see and whenever a creature you
can see enters the Cylinder or ends its turn there,
you can bathe it in one of the lights. A creature can
be affected by this spell only once per turn.
Using a Higher-Level Spell Slot. The healing and
damage increase by 1d12 for each spell slot level
above 7.
Conjure Elemental
Level 5 Conjuration (Druid, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space
within range. Choose the spirit’s element, which
determines its damage type: air (Lightning), earth
(Thunder), fire (Fire), or water (Cold). The spirit
lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit,
you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained.
On failed save, the target takes 8d8 damage of the
spirit’s type, and the target has the Restrained
condition until the spell ends. At the start of each
of its turns, the Restrained target repeats the save.
On a failed save, the target takes 4d8 damage of the
spirit’s type. On a successful save, the target isn’t
Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Conjure Fey
Level 6 Conjuration (Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a Medium spirit from the Feywild in
an unoccupied space you can see within range.
The spirit lasts for the duration, and it looks like
a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against
a creature within 5 feet of it. On a hit, the target
takes Psychic damage equal to 3d12 plus your
spellcasting ability modifier, and the target has the
Frightened condition until the start of your next
turn, with both you and the spirit as the source of
the fear.
As a Bonus Action on your later turns, you can
teleport the spirit to an unoccupied space you can
see within 30 feet of the space it left and make the
attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6.
Conjure Minor Elementals
Level 4 Conjuration (Druid, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure spirits from the Elemental Planes that
flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals
an extra 2d8 damage when you hit a creature in the
Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Conjure Woodland Beings
Level 4 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure nature spirits that flit around you in a
10-foot Emanation for the duration. Whenever the
Emanation enters the space of a creature you can
119 System Reference Document 5.2.1
see and whenever a creature you can see enters
the Emanation or ends its turn there, you can force
that creature to make a Wisdom saving throw. The
creature takes 5d8 Force damage on a failed save or
half as much damage on a successful one. A creature
makes this save only once per turn.
In addition, you can take the Disengage action as a
Bonus Action for the spell’s duration.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Contact Other Plane
Level 5 Divination (Warlock, Wizard)
Casting Time: 1 minute or Ritual
Range: Self
Components: V
Duration: 1 minute
You mentally contact a demigod, the spirit of a longdead sage, or some other knowledgeable entity
from another plane. Contacting this otherworldly
intelligence can break your mind. When you cast
this spell, make a DC 15 Intelligence saving throw.
On a successful save, you can ask the entity up to
five questions. You must ask your questions before
the spell ends. The GM answers each question with
one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know
the answer to the question). If a one-word answer
would be misleading, the GM might instead offer a
short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and
have the Incapacitated condition until you finish a
Long Rest. A Greater Restoration spell cast on you
ends this effect.
Contagion
Level 5 Necromancy (Cleric, Druid)
Casting Time: Action
Range: Touch
Component: V, S
Duration: 7 days
Your touch inflicts a magical contagion. The target
must succeed on a Constitution saving throw or
take 11d8 Necrotic damage and have the Poisoned
condition. Also, choose one ability when you cast
the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the
end of each of its turns until it gets three successes
or failures. If the target succeeds on three of these
saves, the spell ends on the target. If the target fails
three of the saves, the spell lasts for 7 days on it.
Whenever the Poisoned target receives an effect
that would end the Poisoned condition, the target
must succeed on a Constitution saving throw, or the
Poisoned condition doesn’t end on it.
Contingency
Level 6 Abjuration (Wizard)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of
yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast,
that has a casting time of an action, and that can
target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell
doesn’t come into effect. Instead, it takes effect
when a certain trigger occurs. You describe that
trigger when you cast the two spells. For example,
a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when
you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or
not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even
if it can normally target others. You can use only
one Contingency spell at a time. If you cast this spell
again, the effect of another Contingency spell on you
ends. Also, Contingency ends on you if its material
component is ever not on your person.
Continual Flame
Level 2 Evocation (Cleric, Druid, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which
the spell consumes)
Duration: Until dispelled
A flame springs from an object that you touch. The
effect casts Bright Light in a 20-foot radius and Dim
Light for an additional 20 feet. It looks like a regular
flame, but it creates no heat and consumes no fuel.
The flame can be covered or hidden but not smothered or quenched.
Control Water
Level 4 Transmutation (Cleric, Druid, Wizard)
Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any water inside
an area you choose that is a Cube up to 100 feet on
a side, using one of the following effects. As a Magic
action on your later turns, you can repeat the same
effect or choose a different one.
Flood. You cause the water level of all standing
water in the area to rise by as much as 20 feet. If you
120 System Reference Document 5.2.1
choose an area in a large body of water, you instead
create a 20-foot tall wave that travels from one side
of the area to the other and then crashes. Any Huge
or smaller vehicles in the wave’s path are carried
with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of
capsizing.
The water level remains elevated until the spell
ends or you choose a different effect. If this effect
produced a wave, the wave repeats on the start of
your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s
area, and the separated water forms a wall to either
side. The trench remains until the spell ends or you
choose a different effect. The water then slowly fills
in the trench over the course of the next round until
the normal water level is restored.
Redirect Flow. You cause flowing water in the
area to move in a direction you choose, even if the
water has to flow over obstacles, up walls, or in
other unlikely directions. The water in the area
moves as you direct it, but once it moves beyond the
spell’s area, it resumes its flow based on the terrain.
The water continues to move in the direction you
chose until the spell ends or you choose a different
effect.
Whirlpool. You cause a whirlpool to form in the
center of the area, which must be at least 50 feet
square and 25 feet deep. The whirlpool lasts until
you choose a different effect or the spell ends. The
whirlpool is 5 feet wide at the base, up to 50 feet
wide at the top, and 25 feet tall. Any creature in the
water and within 25 feet of the whirlpool is pulled
10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn
there, it makes a Strength saving throw. On a failed
save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half
as much damage. A creature can swim away from
the whirlpool only if it first takes an action to pull
away and succeeds on a Strength (Athletics) check
against your spell save DC.
Control Weather
Level 8 Transmutation (Cleric, Druid, Wizard)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (burning incense)
Duration: Concentration, up to 8 hours
You take control of the weather within 5 miles of
you for the duration. You must be outdoors to cast
this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
weather conditions, which are determined by the
GM. You can change precipitation, temperature,
and wind. It takes 1d4 × 10 minutes for the new
conditions to take effect. Once they do so, you can
change the conditions again. When the spell ends,
the weather gradually returns to normal.
When you change the weather conditions, find
a current condition on the following tables and
change its stage by one, up or down. When changing
the wind, you can change its direction.
Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Heat wave
2 Hot
3 Warm
4 Cool
5 Cold
6 Freezing
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
Counterspell
Level 3 Abjuration (Sorcerer, Warlock, Wizard)
Casting Time: Reaction, which you take when you see a
creature within 60 feet of yourself casting a spell with
Verbal, Somatic, or Material components
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of
casting a spell. The creature makes a Constitution
saving throw. On a failed save, the spell dissipates
with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast
with a spell slot, the slot isn’t expended.
Create Food and Water
Level 3 Conjuration (Cleric, Paladin)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of
fresh water on the ground or in containers within
range—both useful in fending off the hazards of
malnutrition and dehydration. The food is bland but
nourishing and looks like a food of your choice, and
the water is clean. The food spoils after 24 hours if
uneaten.
121 System Reference Document 5.2.1
Create or Destroy Water
Level 1 Transmutation (Cleric, Druid)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a mix of water and sand)
Duration: Instantaneous
You do one of the following:
Create Water. You create up to 10 gallons of clean
water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube
within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of
water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within
range.
Using a Higher-Level Spell Slot. You create or
destroy 10 additional gallons of water, or the size of
the Cube increases by 5 feet, for each spell slot level
above 1.
Create Undead
Level 6 Necromancy (Cleric, Warlock, Wizard)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one 150+ GP black onyx stone
for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up
to three corpses of Medium or Small Humanoids
within range. Each one becomes a Ghoul under your
control (see “Monsters” for its stat block).
As a Bonus Action on each of your turns, you can
mentally command any creature you animated with
this spell if the creature is within 120 feet of you (if
you control multiple creatures, you can command
any of them at the same time, issuing the same command to them). You decide what action the creature
will take and where it will move on its next turn, or
you can issue a general command, such as to guard
a particular place. If you issue no commands, the
creature takes the Dodge action and moves only to
avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
The creature is under your control for 24 hours,
after which it stops obeying any command you’ve
given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This
use of the spell reasserts your control over up to
three creatures you have animated with this spell
rather than animating new ones.
Using a Higher-Level Spell Slot. If you use a level
7 spell slot, you can animate or reassert control
over four Ghouls. If you use a level 8 spell slot, you
can animate or reassert control over five Ghouls
or two Ghasts or Wights. If you use a level 9 spell
slot, you can animate or reassert control over six
Ghouls, three Ghasts or Wights, or two Mummies.
See “Monsters” for these stat blocks.
Creation
Level 5 Illusion (Sorcerer, Wizard)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a paintbrush)
Duration: Special
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either
an object of vegetable matter (soft goods, rope,
wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no
larger than a 5-foot Cube, and the object must be of
a form and material that you have seen.
The spell’s duration depends on the object’s material, as shown in the Materials table. If the object
is composed of multiple materials, use the shortest
duration. Using any object created by this spell as
another spell’s Material component causes the other
spell to fail.
Materials
| Material Vegetable matter Stone or crystal Precious metals Gems Adamantine or mithral | Duration 24 hours 12 hours 1 hour 10 minutes 1 minute |
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
Cure Wounds
Level 1 Abjuration (Bard, Cleric, Druid, Paladin,
Ranger)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit Points
equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Dancing Lights
Illusion Cantrip (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute
122 System Reference Document 5.2.1
You create up to four torch-size lights within range,
making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively,
you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever
form you choose, each light sheds Dim Light in a 10-
foot radius.
As a Bonus Action, you can move the lights up
to 60 feet to a space within range. A light must be
within 20 feet of another light created by this spell,
and a light vanishes if it exceeds the spell’s range.
Darkness
Level 2 Evocation (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the duration, magical Darkness spreads from a
point within range and fills a 15-foot-radius Sphere.
Darkvision can’t see through it, and nonmagical
light can’t illuminate it.
Alternatively, you cast the spell on an object that
isn’t being worn or carried, causing the Darkness
to fill a 15-foot Emanation originating from that
object. Covering that object with something opaque,
such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of
Bright Light or Dim Light created by a spell of level
2 or lower, that other spell is dispelled.
Darkvision
Level 2 Transmutation (Druid, Ranger, Sorcerer,
Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a dried carrot)
Duration: 8 hours
For the duration, a willing creature you touch has
Darkvision with a range of 150 feet.
Daylight
Level 3 Evocation (Cleric, Druid, Paladin, Ranger,
Sorcerer)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point
within range and fills a 60-foot-radius Sphere. The
sunlight’s area is Bright Light and sheds Dim Light
for an additional 60 feet.
Alternatively, you cast the spell on an object that
isn’t being worn or carried, causing the sunlight
to fill a 60-foot Emanation originating from that
object. Covering that object with something opaque,
such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of
Darkness created by a spell of level 3 or lower, that
other spell is dispelled.
Death Ward
Level 4 Abjuration (Cleric, Paladin)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death. The first time the target would
drop to 0 Hit Points before the spell ends, the target
instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against
the target, and the spell ends.
Delayed Blast Fireball
Level 7 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing
bead for the duration. When the spell ends, the bead
explodes, and each creature in a 20-foot-radius
Sphere centered on that point makes a Dexterity
saving throw. A creature takes Fire damage equal
to the total accumulated damage on a failed save or
half as much damage on a successful one.
The spell’s base damage is 12d6, and the damage
increases by 1d6 whenever your turn ends and the
spell hasn’t ended.
If a creature touches the glowing bead before the
spell ends, that creature makes a Dexterity saving
throw. On a failed save, the spell ends, causing the
bead to explode. On a successful save, the creature
can throw the bead up to 40 feet. If the thrown bead
enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the
explosion that aren’t being worn or carried start
burning.
Using a Higher-Level Spell Slot. The base damage
increases by 1d6 for each spell slot level above 7.
Demiplane
Level 8 Conjuration (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: S
Duration: 1 hour
123 System Reference Document 5.2.1
You create a shadowy Medium door on a flat solid
surface that you can see within range. This door can
be opened and closed, and it leads to a demiplane
that is an empty room 30 feet in each dimension,
made of wood or stone (your choice).
When the spell ends, the door vanishes, and any
objects inside the demiplane remain there. Any
creatures inside also remain unless they opt to be
shunted through the door as it vanishes, landing
with the Prone condition in the unoccupied spaces
closest to the door’s former space.
Each time you cast this spell, you can create a
new demiplane or connect the shadowy door to a
demiplane you created with a previous casting of
this spell. Additionally, if you know the nature and
contents of a demiplane created by a casting of this
spell by another creature, you can connect the shadowy door to that demiplane instead.
Detect Evil and Good
Level 1 Divination (Cleric, Paladin)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead
within 30 feet of yourself. You also sense whether
the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or
wood; 1 inch of metal; or a thin sheet of lead.
Detect Magic
Level 1 Divination (Bard, Cleric, Druid, Paladin,
Ranger, Sorcerer, Warlock, Wizard)
Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magical
effects within 30 feet of yourself. If you sense such
effects, you can take the Magic action to see a faint
aura around any visible creature or object in the
area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or
wood; 1 inch of metal; or a thin sheet of lead.
Detect Poison and Disease
Level 1 Divination (Cleric, Druid, Paladin, Ranger)
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you sense the location of poisons,
poisonous or venomous creatures, and magical
contagions within 30 feet of yourself. You sense the
kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or
wood; 1 inch of metal; or a thin sheet of lead.
Detect Thoughts
Level 2 Divination (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (1 Copper Piece)
Duration: Concentration, up to 1 minute
You activate one of the effects below. Until the spell
ends, you can activate either effect as a Magic action
on your later turns.
Sense Thoughts. You sense the presence of
thoughts within 30 feet of yourself that belong to
creatures that know languages or are telepathic.
You don’t read the thoughts, but you know that a
thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or
wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see
within 30 feet of yourself or one creature within
30 feet of yourself that you detected with the Sense
Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any
languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try
to probe deeper into the target’s mind. If you probe
deeper, the target makes a Wisdom saving throw.
On a failed save, you discern the target’s reasoning,
emotions, and something that looms large in its
mind (such as a worry, love, or hate). On a successful
save, the spell ends. Either way, the target knows
that you are probing into its mind, and until you
shift your attention away from the target’s mind,
the target can take an action on its turn to make an
Intelligence (Arcana) check against your spell save
DC, ending the spell on a success.
Dimension Door
Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You arrive
at exactly the spot desired. It can be a place you can
see, one you can visualize, or one you can describe
by stating distance and direction, such as “200 feet
straight downward” or “300 feet upward to the
northwest at a 45-degree angle.”
You can also teleport one willing creature. The
creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your
destination space.
124 System Reference Document 5.2.1
If you, the other creature, or both would arrive in
a space occupied by a creature or completely filled
by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the
teleportation fails.
Disguise Self
Level 1 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor,
weapons, and other belongings on your person—
look different until the spell ends. You can seem
1 foot shorter or taller and can appear heavier or
lighter. You must adopt a form that has the same
basic arrangement of limbs as you have. Otherwise,
the extent of the illusion is up to you.
The changes wrought by this spell fail to hold
up to physical inspection. For example, if you use
this spell to add a hat to your outfit, objects pass
through the hat, and anyone who touches it would
feel nothing.
To discern that you are disguised, a creature must
take the Study action to inspect your appearance
and succeed on an Intelligence (Investigation) check
against your spell save DC.
Disintegrate
Level 6 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a lodestone and dust)
Duration: Instantaneous
You launch a green ray at a target you can see
within range. The target can be a creature, a nonmagical object, or a creation of magical force, such
as the wall created by Wall of Force.
A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes
10d6 + 40 Force damage. If this damage reduces it
to 0 Hit Points, it and everything nonmagical it is
wearing and carrying are disintegrated into gray
dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or
smaller nonmagical object or a creation of magical
force. If such a target is Huge or larger, this spell
disintegrates a 10-foot-Cube portion of it.
Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.
Dispel Evil and Good
Level 5 Abjuration (Cleric, Paladin)
Casting Time: Action
Range: Self
Components: V, S, M (powdered silver and iron)
Duration: Concentration, up to 1 minute
For the duration, Celestials, Elementals, Fey, Fiends,
and Undead have Disadvantage on attack rolls
against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch
a creature that is possessed by or has the Charmed
or Frightened condition from one or more creatures
of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of
the creature types above. The target must succeed
on a Charisma saving throw or be sent back to its
home plane if it isn’t there already. If they aren’t on
their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Dispel Magic
Level 3 Abjuration (Bard, Cleric, Druid, Paladin,
Ranger, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect
within range. Any ongoing spell of level 3 or lower
on the target ends. For each ongoing spell of level 4
or higher on the target, make an ability check using
your spellcasting ability (DC 10 plus that spell’s
level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is
equal to or less than the level of the spell slot you
use.
Dissonant Whispers
Level 1 Enchantment (Bard)
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
One creature of your choice that you can see within
range hears a discordant melody in its mind. The
target makes a Wisdom saving throw. On a failed
save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far
away from you as it can, using the safest route. On a
successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
125 System Reference Document 5.2.1
Divination
Level 4 Divination (Cleric, Druid, Wizard)
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (incense worth 25+ GP, which the
spell consumes)
Duration: Instantaneous
This spell puts you in contact with a god or a god’s
servants. You ask one question about a specific goal,
event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase
or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as
the casting of other spells.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent
chance for each casting after the first that you get
no answer.
Divine Favor
Level 1 Transmutation (Paladin)
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 1 minute
Until the spell ends, your attacks with weapons deal
an extra 1d4 Radiant damage on a hit.
Divine Smite
Level 1 Evocation (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an
Unarmed Strike
Range: Self
Component: V
Duration: Instantaneous
The target takes an extra 2d8 Radiant damage from
the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Divine Word
Level 7 Evocation (Cleric)
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Instantaneous
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range
makes a Charisma saving throw. On a failed save,
a target that has 50 Hit Points or fewer suffers an
effect based on its current Hit Points, as shown in
the Divine Word Effects table. Regardless of its Hit
Points, a Celestial, an Elemental, a Fey, or a Fiend
target that fails its save is forced back to its plane of
origin (if it isn’t there already) and can’t return to
the current plane for 24 hours by any means short
of a Wish spell.
Divine Word Effects
Hit Points Effect
| 0–20 21–30 | The target dies. The target has the Blinded, Deafened, and Stunned conditions for 1 hour. The target has the Blinded and Deafened conditions for 10 minutes. The target has the Deafened condition for 1 minute. |
| 31–40 | |
| 41–50 |
Dominate Beast
Level 4 Enchantment (Druid, Ranger, Sorcerer)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range must succeed
on a Wisdom saving throw or have the Charmed
condition for the duration. The target has Advantage on the save if you or your allies are fighting it.
Whenever the target takes damage, it repeats the
save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
existence. On your turn, you can use this link to
issue commands to the target (no action required),
such as “Attack that creature,” “Move over there,” or
“Fetch that object.” The target does its best to obey
on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves
as it likes, focusing on protecting itself.
You can command the target to take a Reaction
but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to
10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Dominate Monster
Level 8 Enchantment (Bard, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
One creature you can see within range must
succeed on a Wisdom saving throw or have the
Charmed condition for the duration. The target has
Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats
the save, ending the spell on itself on a success.
126 System Reference Document 5.2.1
You have a telepathic link with the Charmed target while the two of you are on the same plane of
existence. On your turn, you can use this link to
issue commands to the target (no action required),
such as “Attack that creature,” “Move over there,” or
“Fetch that object.” The target does its best to obey
on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves
as it likes, focusing on protecting itself.
You can command the target to take a Reaction
but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8
hours).
Dominate Person
Level 5 Enchantment (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Humanoid you can see within range must
succeed on a Wisdom saving throw or have the
Charmed condition for the duration. The target has
Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats
the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
existence. On your turn, you can use this link to
issue commands to the target (no action required),
such as “Attack that creature,” “Move over there,” or
“Fetch that object.” The target does its best to obey
on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves
as it likes, focusing on protecting itself.
You can command the target to take a Reaction
but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to
10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Dragon’s Breath
Level 2 Transmutation (Sorcerer, Wizard)
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature, and choose Acid,
Cold, Fire, Lightning, or Poison. Until the spell
ends, the target can take a Magic action to exhale
a 15-foot Cone. Each creature in that area makes a
Dexterity saving throw, taking 3d6 damage of the
chosen type on a failed save or half as much damage
on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Dream
Level 5 Illusion (Bard, Warlock, Wizard)
Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand)
Duration: 8 hours
You target a creature you know on the same plane
of existence. You or a willing creature you touch
enters a trance state to act as a dream messenger.
While in the trance, the messenger is Incapacitated
and has a Speed of 0.
If the target is asleep, the messenger appears in
the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s
duration. The messenger can also shape the dream’s
environment, creating landscapes, objects, and
other images. The messenger can emerge from the
trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
If the target is awake when you cast the spell, the
messenger knows it and can either end the trance
(and the spell) or wait for the target to sleep, at
which point the messenger enters its dreams.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target
makes a Wisdom saving throw. On a failed save, the
target gains no benefit from its rest, and it takes
3d6 Psychic damage when it wakes up.
Druidcraft
Transmutation Cantrip (Druid)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one
of the following effects within range.
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at
your location for the next 24 hours. The effect might
manifest as a golden orb for clear skies, a cloud for
rain, falling snowflakes for snow, and so on. This
effect persists for 1 round.
Bloom. You instantly make a flower blossom, a
seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies,
a gentle breeze, the sound of an animal, or the faint
odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch,
or a campfire.
127 System Reference Document 5.2.1
Earthquake
Level 8 Transmutation (Cleric, Druid, Sorcerer)
Casting Time: Action
Range: 500 feet
Components: V, S, M (a fractured rock)
Duration: Concentration, up to 1 minute
Choose a point on the ground that you can see
within range. For the duration, an intense tremor
rips through the ground in a 100-foot-radius circle
centered on that point. The ground there is Difficult
Terrain.
When you cast this spell and at the end of each of
your turns for the duration, each creature on the
ground in the area makes a Dexterity saving throw.
On a failed save, a creature has the Prone condition,
and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s
area at the end of the turn you cast it. You choose
the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10
feet wide, and it extends from one edge of the spell’s
area to another edge. A creature in the same space
as a fissure must succeed on a Dexterity saving
throw or fall in. A creature that successfully saves
moves with the fissure’s edge as it opens.
Structures. The tremor deals 50 Bludgeoning
damage to any structure in contact with the ground
in the area when you cast the spell and at the end of
each of your turns until the spell ends. If a structure
drops to 0 Hit Points, it collapses.
A creature within a distance from a collapsing
structure equal to half the structure’s height makes
a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone
condition, and is buried in the rubble, requiring a
DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as
much damage only.
Eldritch Blast
Evocation Cantrip (Warlock)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged
spell attack against one creature or object in range.
On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at
level 5, three beams at level 11, and four beams at
level 17. You can direct the beams at the same target
or at different ones. Make a separate attack roll for
each beam.
Elementalism
Transmutation Cantrip (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You exert control over the elements, creating one of
the following effects within range.
Beckon Air. You create a breeze strong enough to
ripple cloth, stir dust, rustle leaves, and close open
doors and shutters, all in a 5-foot Cube. Doors and
shutters being held open by someone or something
aren’t affected.
Beckon Earth. You create a thin shroud of dust or
sand that covers surfaces in a 5-foot-square area, or
you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless
embers and colored, scented smoke in a 5-foot Cube.
You choose the color and scent, and the embers can
light candles, torches, or lamps in that area. The
smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that
lightly dampens creatures and objects in a 5-foot
Cube. Alternatively, you create 1 cup of clean water
either in an open container or on a surface, and the
water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke,
mist, or water that can fit in a 1-foot Cube to assume
a crude shape (such as that of a creature) for 1 hour.
Enhance Ability
Level 2 Transmutation (Bard, Cleric, Druid, Ranger,
Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (fur or a feather)
Duration: Concentration, up to 1 hour
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the
duration, the target has Advantage on ability checks
using the chosen ability.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 2. You can choose a different ability for each
target.
Enlarge/Reduce
Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
For the duration, the spell enlarges or reduces a
creature or an object you can see within range (see
128 System Reference Document 5.2.1
the chosen effect below). A targeted object must
be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving
throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing
and carrying changes size with it. Any item it drops
returns to normal size at once. A thrown weapon or
piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The
target also has Advantage on Strength checks and
Strength saving throws. The target’s attacks with
its enlarged weapons or Unarmed Strikes deal an
extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and
Strength saving throws. The target’s attacks with
its reduced weapons or Unarmed Strikes deal 1d4
less damage on a hit (this can’t reduce the damage
below 1).
Ensnaring Strike
Level 1 Conjuration (Ranger)
Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
Components: V
Duration: Concentration, up to 1 minute
As you hit the target, grasping vines appear on it,
and it makes a Strength saving throw. A Large or
larger creature has Advantage on this save. On a
failed save, the target has the Restrained condition
until the spell ends. On a successful save, the vines
shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing
damage at the start of each of its turns. The target
or a creature within reach of it can take an action to
make a Strength (Athletics) check against your spell
save DC. On a success, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Entangle
Level 1 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot
square within range. For the duration, these plants
turn the ground in the area into Difficult Terrain.
They disappear when the spell ends.
Each creature (other than you) in the area when
you cast the spell must succeed on a Strength
saving throw or have the Restrained condition until
the spell ends. A Restrained creature can take an
action to make a Strength (Athletics) check against
your spell save DC. On a success, it frees itself from
the grasping plants and is no longer Restrained by
them.
Enthrall
Level 2 Enchantment (Bard, Warlock)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You weave a distracting string of words, causing
creatures of your choice that you can see within
range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target
has a -10 penalty to Wisdom (Perception) checks
and Passive Perception until the spell ends.
Etherealness
Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the Ethereal
Plane, where it overlaps with your current plane.
You remain in the Border Ethereal for the duration.
During this time, you can move in any direction. If
you move up or down, every foot of movement costs
an extra foot. You can perceive the plane you left,
which looks gray, and you can’t see anything there
more than 60 feet away.
While on the Ethereal Plane, you can affect and
be affected only by creatures, objects, and effects
on that plane. Creatures that aren’t on the Ethereal
Plane can’t perceive or interact with you unless a
feature gives them the ability to do so.
When the spell ends, you return to the plane you
left in the spot that corresponds to your space in the
Border Ethereal. If you appear in an occupied space,
you are shunted to the nearest unoccupied space
and take Force damage equal to twice the number
of feet you are moved.
This spell ends instantly if you cast it while you
are on the Ethereal Plane or a plane that doesn’t
border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up
to three willing creatures (including yourself) for
each spell slot level above 7. The creatures must be
within 10 feet of you when you cast the spell.
129 System Reference Document 5.2.1
Expeditious Retreat
Level 1 Transmutation (Sorcerer, Warlock, Wizard)
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends,
you can take that action again as a Bonus Action.
Eyebite
Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
For the duration, your eyes become an inky void.
One creature of your choice within 60 feet of you
that you can see must succeed on a Wisdom saving
throw or be affected by one of the following effects
of your choice for the duration.
On each of your turns until the spell ends, you can
take a Magic action to target another creature but
can’t target a creature again if it has succeeded on a
save against this casting of the spell.
Asleep. The target has the Unconscious condition.
It wakes up if it takes any damage or if another
creature takes an action to shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target
must take the Dash action and move away from you
by the safest and shortest route available. If the target moves to a space at least 60 feet away from you
where it can’t see you, this effect ends.
Sickened. The target has the Poisoned condition.
Fabricate
Level 4 Transmutation (Wizard)
Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same
material. For example, you can fabricate a wooden
bridge from a clump of trees, a rope from a patch of
hemp, or clothes from flax or wool.
Choose raw materials that you can see within
range. You can fabricate a Large or smaller object
(contained within a 10-foot Cube or eight connected
5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another
mineral substance, however, the fabricated object
can be no larger than Medium (contained within a
5-foot Cube). The quality of any fabricated objects is
based on the quality of the raw materials.
Creatures and magic items can’t be created by
this spell. You also can’t use it to create items that
require a high degree of skill—such as weapons and
armor—unless you have proficiency with the type
of Artisan’s Tools used to craft such objects.
Faerie Fire
Level 1 Evocation (Bard, Druid)
Casting Time: Action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Objects in a 20-foot Cube within range are outlined
in blue, green, or violet light (your choice). Each
creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and
affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object
have Advantage if the attacker can see it.
Faithful Hound
Level 4 Conjuration (Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a silver whistle)
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied
space that you can see within range. The hound
remains for the duration or until the two of you are
more than 300 feet apart from each other.
No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger
creature comes within 30 feet of it without first
speaking the password that you specify when you
cast this spell, the hound starts barking loudly. The
hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That
enemy must succeed on a Dexterity saving throw or
take 4d8 Force damage.
On your later turns, you can take a Magic action to
move the hound up to 30 feet.
False Life
Level 1 Necromancy (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a drop of alcohol)
Duration: Instantaneous
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level
above 1.
130 System Reference Document 5.2.1
Fear
Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30-foot Cone must succeed on a
Wisdom saving throw or drop whatever it is holding
and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and
moves away from you by the safest route on each
of its turns unless there is nowhere to move. If the
creature ends its turn in a space where it doesn’t
have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell
ends on that creature.
Feather Fall
Level 1 Transmutation (Bard, Sorcerer, Wizard)
Casting Time: Reaction, which you take when you or a
creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A
falling creature’s rate of descent slows to 60 feet per
round until the spell ends. If a creature lands before
the spell ends, the creature takes no damage from
the fall, and the spell ends for that creature.
Find Familiar
Level 1 Conjuration (Wizard)
Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP,
which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes
an animal form you choose: Bat, Cat, Frog, Hawk,
Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel,
or another Beast that has a Challenge Rating of 0.
Appearing in an unoccupied space within range, the
familiar has the statistics of the chosen form (see
“Monsters”), though it is a Celestial, Fey, or Fiend
(your choice) instead of a Beast. Your familiar acts
independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is
within 100 feet of you, you can communicate with it
telepathically. Additionally, as a Bonus Action, you
can see through the familiar’s eyes and hear what it
hears until the start of your next turn, gaining the
benefits of any special senses it has.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must
take a Reaction to deliver the touch when you cast
the spell.
Combat. The familiar is an ally to you and your
allies. It rolls its own Initiative and acts on its own
turn. A familiar can’t attack, but it can take other
actions as normal.
Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears
after you cast this spell again. As a Magic action,
you can temporarily dismiss the familiar to a pocket
dimension. Alternatively, you can dismiss it forever.
As a Magic action while it is temporarily dismissed,
you can cause it to reappear in an unoccupied space
within 30 feet of you. Whenever the familiar drops
to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was
wearing or carrying.
One Familiar Only. You can’t have more than one
familiar at a time. If you cast this spell while you
have a familiar, you instead cause it to adopt a new
eligible form.
Find Steed
Level 2 Conjuration (Paladin)
Casting Time: Action
Range: 30 feet
Component: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as
a loyal steed in an unoccupied space of your choice
within range. This creature uses the Otherworldly
Steed stat block. If you already have a steed from
this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of
your choice, such as a horse, a camel, a dire wolf,
or an elk. Whenever you cast the spell, choose the
steed’s creature type—Celestial, Fey, or Fiend—
which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and
it functions as a controlled mount while you ride it
(as defined in the rules on mounted combat). If you
have the Incapacitated condition, the steed takes
its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When
it disappears, it leaves behind anything it was
wearing or carrying. If you cast this spell again, you
decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell
slot’s level for the spell’s level in the stat block.
131 System Reference Document 5.2.1
face a choice of paths along the way there, you know
which path is the most direct.
Find Traps
Level 2 Divination (Cleric, Druid, Ranger)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line
of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created
to cause damage or other danger. Thus, the spell
would sense the Alarm or Glyph of Warding spell or a
mechanical pit trap, but it wouldn’t reveal a natural
weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its
location. You do learn the general nature of the danger posed by a trap you sense.
Finger of Death
Level 7 Necromancy (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you
can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage
on a failed save or half as much damage on a successful one.
A Humanoid killed by this spell rises at the start
of your next turn as a Zombie (see “Monsters”) that
follows your verbal orders.
Fireball
Level 3 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from you to a point you
choose within range and then blossoms with a
low roar into a fiery explosion. Each creature in a
20-foot-radius Sphere centered on that point makes
a Dexterity saving throw, taking 8d6 Fire damage
on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being
worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a number of Hit
Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 dex 12 +1 +1 con 14 +2 +2
int 6 -2 -2 WiS 12 +1 +1 chA 8 -1 -1
Senses Passive Perception 11
Languages Telepathy 1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+
spell, the steed regains the same number of Hit Points if
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals
your spell attack modifier, reach 5 ft. Hit: 1d8 plus the
spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest).
Wisdom Saving Throw: DC equals your spell save DC,
one creature within 60 feet the steed can see. Failure:
The target has the Frightened condition until the end of
your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The
steed teleports, along with its rider, to an unoccupied
space of your choice up to 60 feet away from itself.
Healing Touch (Celestial Only; Recharges after a Long
Rest). One creature within 5 feet of the steed regains a
number of Hit Points equal to 2d8 plus the spell’s level.
Find the Path
Level 6 Divination (Bard, Cleric, Druid)
Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination tools—such as
cards or runes—worth 100+ GP)
Duration: Concentration, up to 1 day
You magically sense the most direct physical route
to a location you name. You must be familiar with
the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific
destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same
plane of existence as the destination, you know how
far it is and in what direction it lies. Whenever you
132 System Reference Document 5.2.1
Fire Bolt
Evocation Cantrip (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or an object
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 Fire damage.
A flammable object hit by this spell starts burning if
it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10
when you reach levels 5 (2d10), 11 (3d10), and 17
(4d10).
Fire Shield
Level 4 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Wispy flames wreathe your body for the duration,
shedding Bright Light in a 10-foot radius and Dim
Light for an additional 10 feet.
The flames provide you with a warm shield or a
chill shield, as you choose. The warm shield grants
you Resistance to Cold damage, and the chill shield
grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet
of you hits you with a melee attack roll, the shield
erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a
chill shield.
Fire Storm
Level 7 Evocation (Cleric, Druid, Sorcerer)
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A storm of fire appears within range. The area of
the storm consists of up to ten 10-foot Cubes, which
you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature
in the area makes a Dexterity saving throw, taking
7d10 Fire damage on a failed save or half as much
damage on a successful one.
Flammable objects in the area that aren’t being
worn or carried start burning.
Flame Blade
Level 2 Evocation (Druid, Sorcerer)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade
is similar in size and shape to a scimitar, and it lasts
for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes
Fire damage equal to 3d6 plus your spellcasting
ability modifier.
The flaming blade sheds Bright Light in a 10-foot
radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Flame Strike
Level 5 Evocation (Cleric)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
A vertical column of brilliant fire roars down from
above. Each creature in a 10-foot-radius, 40-foothigh Cylinder centered on a point within range
makes a Dexterity saving throw, taking 5d6 Fire
damage and 5d6 Radiant damage on a failed save or
half as much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage
and the Radiant damage increase by 1d6 for each
spell slot level above 5.
Flaming Sphere
Level 2 Conjuration (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts
for the duration. Any creature that ends its turn
within 5 feet of the sphere makes a Dexterity saving
throw, taking 2d6 Fire damage on a failed save or
half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to
30 feet, rolling it along the ground. If you move the
sphere into a creature’s space, that creature makes
the save against the sphere, and the sphere stops
moving for the turn.
When you move the sphere, you can direct it over
barriers up to 5 feet tall and jump it across pits up
to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the
sphere, and it sheds Bright Light in a 20-foot radius
and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
133 System Reference Document 5.2.1
Flesh to Stone
Level 6 Transmutation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a cockatrice feather)
Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see
within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful
save, its Speed is 0 until the start of your next turn.
Constructs automatically succeed on the save.
A Restrained target makes another Constitution
saving throw at the end of each of its turns. If it
successfully saves against this spell three times,
the spell ends. If it fails its saves three times, it is
turned to stone and has the Petrified condition for
the duration. The successes and failures needn’t be
consecutive; keep track of both until the target collects three of a kind.
If you maintain your Concentration on this spell
for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
Floating Disk
Level 1 Conjuration (Wizard)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour
This spell creates a circular, horizontal plane of
force, 3 feet in diameter and 1 inch thick, that floats
3 feet above the ground in an unoccupied space
of your choice that you can see within range. The
disk remains for the duration and can hold up to
500 pounds. If more weight is placed on it, the spell
ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet
of it. If you move more than 20 feet away from it, the
disk follows you so that it remains within 20 feet of
you. It can move across uneven terrain, up or down
stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the
disk can’t move across a 10-foot-deep pit, nor could
it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to
follow you), the spell ends.
Fly
Level 3 Transmutation (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a feather)
Duration: Concentration, up to 10 minutes
You touch a willing creature. For the duration, the
target gains a Fly Speed of 60 feet and can hover.
When the spell ends, the target falls if it is still aloft
unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 3.
Fog Cloud
Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius Sphere of fog centered
on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong
wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius
increases by 20 feet for each spell slot level above 1.
Forbiddance
Level 6 Abjuration (Cleric)
Casting Time: 10 minutes or Ritual
Range: Touch
Components: V, S, M (ruby dust worth 1,000+ GP)
Duration: 1 day
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a
height of 30 feet above the floor. For the duration,
creatures can’t teleport into the area or use portals,
such as those created by the Gate spell, to enter the
area. The spell proofs the area against planar travel,
and therefore prevents creatures from accessing
the area by way of the Astral Plane, the Ethereal
Plane, the Feywild, the Shadowfell, or the Plane Shift
spell.
In addition, the spell damages types of creatures
that you choose when you cast it. Choose one or
more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature
of a chosen type enters the spell’s area for the first
time on a turn or ends its turn there, the creature
takes 5d10 Radiant or Necrotic damage (your
choice when you cast this spell).
You can designate a password when you cast the
spell. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell’s area can’t overlap with the area of
another Forbiddance spell. If you cast Forbiddance
every day for 30 days in the same location, the spell
lasts until it is dispelled, and the Material components are consumed on the last casting.
134 System Reference Document 5.2.1
Forcecage
Level 7 Evocation (Bard, Warlock, Wizard)
Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP,
which the spell consumes)
Duration: Concentration, up to 1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence
around an area you choose within range. The prison
can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet
on a side and is made from 1/2-inch diameter bars
spaced 1/2 inch apart. A prison in the shape of a box
can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through
it and blocking any spells cast into or out from the
area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures
only partially within the area, or those too large to
fit inside it, are pushed away from the center of the
area until they are completely outside it.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first
make a Charisma saving throw. On a successful
save, the creature can use that magic to exit the
cage. On a failed save, the creature doesn’t exit the
cage and wastes the spell or effect. The cage also
extends into the Ethereal Plane, blocking ethereal
travel.
This spell can’t be dispelled by Dispel Magic.
Foresight
Level 9 Divination (Bard, Druid, Warlock, Wizard)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and bestow a limited
ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and
other creatures have Disadvantage on attack rolls
against it. The spell ends early if you cast it again.
Freedom of Movement
Level 4 Abjuration (Bard, Cleric, Druid, Ranger)
Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For the duration,
the target’s movement is unaffected by Difficult
Terrain, and spells and other magical effects can
neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions.
The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical
restraints, such as manacles or a creature imposing
the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 4.
Freezing Sphere
Level 6 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A frigid globe streaks from you to a point of
your choice within range, where it explodes in a
60-foot-radius Sphere. Each creature in that area
makes a Constitution saving throw, taking 10d6
Cold damage on failed save or half as much damage
on a successful one.
If the globe strikes a body of water, it freezes the
water to a depth of 6 inches over an area 30 feet
square. This ice lasts for 1 minute. Creatures that
were swimming on the surface of frozen water are
trapped in the ice and have the Restrained condition. A trapped creature can take an action to make
a Strength (Athletics) check against your spell save
DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about
the size of a sling bullet, cool to the touch, appears
in your hand. At any time, you or a creature you
give the globe to can throw the globe (to a range of
40 feet) or hurl it with a sling (to the sling’s normal
range). It shatters on impact, with the same effect
as a normal casting of the spell. You can also set the
globe down without shattering it. After 1 minute, if
the globe hasn’t already shattered, it explodes.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6.
Gaseous Form
Level 3 Transmutation (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a bit of gauze)
Duration: Concentration, up to 1 hour
A willing creature you touch shape-shifts, along
with everything it’s wearing and carrying, into a
misty cloud for the duration. The spell ends on the
target if it drops to 0 Hit Points or if it takes a Magic
action to end the spell on itself.
135 System Reference Document 5.2.1
While in this form, the target’s only method
of movement is a Fly Speed of 10 feet, and it can
hover. The target can enter and occupy the space
of another creature. The target has Resistance to
Bludgeoning, Piercing, and Slashing damage; it has
Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving
throws. The target can pass through narrow openings, but it treats liquids as though they were solid
surfaces.
The target can’t talk or manipulate objects, and
any objects it was carrying or holding can’t be
dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 3.
Gate
Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a diamond worth 5,000+ GP)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space
you can see within range to a precise location on a
different plane of existence. The portal is a circular
opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you
choose. The portal lasts for the duration, and the
portal’s destination is visible through it.
The portal has a front and a back on each plane
where it appears. Travel through the portal is possible only by moving through its front. Anything that
does so is instantly transported to the other plane,
appearing in the unoccupied space nearest to the
portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name
of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane
other than the one you are on, the portal opens
next to the named creature and transports it to the
nearest unoccupied space on your side of the portal.
You gain no special power over the creature, and it
is free to act as the GM deems appropriate. It might
leave, attack you, or help you.
Geas
Level 5 Enchantment (Bard, Cleric, Druid, Paladin,
Wizard)
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you
can see within range, ordering it to carry out some
service or refrain from an action or a course of activity as you decide. The target must succeed on a
Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
damage if it acts in a manner directly counter to
your command. It takes this damage no more than
once each day.
You can issue any command you choose, short
of an activity that would result in certain death.
Should you issue a suicidal command, the spell
ends.
A Remove Curse, Greater Restoration, or Wish spell
ends this spell.
Using a Higher-Level Spell Slot. If you use a level
7 or 8 spell slot, the duration is 365 days. If you use
a level 9 spell slot, the spell lasts until it is ended by
one of the spells mentioned above.
Gentle Repose
Level 2 Necromancy (Cleric, Paladin, Wizard)
Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (2 Copper Pieces, which the spell
consumes)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t
become Undead.
The spell also effectively extends the time limit on
raising the target from the dead, since days spent
under the influence of this spell don’t count against
the time limit of spells such as Raise Dead.
Giant Insect
Level 4 Conjuration (Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses
the Giant Insect stat block. The form you choose
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.
136 System Reference Document 5.2.1
Using a Higher-Level Spell Slot. Use the spell
slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 dex 13 +1 +1 con 15 +2 +2
int 4 -3 -3 WiS 14 +2 +2 chA 3 -4 -4
Senses Darkvision 60 ft.; Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces,
including along ceilings, without needing to make an
ability check.
Actions
Multiattack. The insect makes a number of attacks
equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell
attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s
level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only). Ranged Attack Roll: Bonus
equals your spell attack modifier, range 60 ft. Hit: 1d10
- 3 plus the spell’s level Bludgeoning damage, and the
target’s Speed is reduced to 0 until the start of the insect’s next turn.
Bonus Actions
Venomous Spew (Centipede Only). Constitution Saving
Throw: Your spell save DC, one creature the insect can
see within 10 feet. Failure: The target has the Poisoned
condition until the start of the insect’s next turn.
Glibness
Level 8 Enchantment (Bard, Warlock)
Casting Time: Action
Range: Self
Components: V
Duration: 1 hour
Until the spell ends, when you make a Charisma
check, you can replace the number you roll with a
- Additionally, no matter what you say, magic that
would determine if you are telling the truth indicates that you are being truthful.
Globe of Invulnerability
Level 6 Abjuration (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a glass bead)
Duration: Concentration, up to 1 minute
An immobile, shimmering barrier appears in a 10-
foot Emanation around you and remains for the
duration.
Any spell of level 5 or lower cast from outside the
barrier can’t affect anything within it. Such a spell
can target creatures and objects within the barrier,
but the spell has no effect on them. Similarly, the
area within the barrier is excluded from areas of
effect created by such spells.
Using a Higher-Level Spell Slot. The barrier
blocks spells of 1 level higher for each spell slot level
above 6.
Glyph of Warding
Level 3 Abjuration (Bard, Cleric, Wizard)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+
GP, which the spell consumes)
Duration: Until dispelled or triggered
You inscribe a glyph that later unleashes a magical
effect. You inscribe it either on a surface (such as a
table or a section of floor) or within an object that
can be closed (such as a book or chest) to conceal
the glyph. The glyph can cover an area no larger
than 10 feet in diameter. If the surface or object is
moved more than 10 feet from where you cast this
spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a
successful Wisdom (Perception) check against your
spell save DC to notice.
When you inscribe the glyph, you set its trigger
and choose whether it’s an explosive rune or a spell
glyph, as explained below.
Set the Trigger. You decide what triggers the
glyph when you cast the spell. For glyphs inscribed
on a surface, common triggers include touching or
stepping on the glyph, removing another object covering it, or approaching within a certain distance of
it. For glyphs inscribed within an object, common
triggers include opening that object or seeing the
glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures
of certain types activate it (for example, the glyph
could be set to affect Aberrations). You can also set
conditions for creatures that don’t trigger the glyph,
such as those who say a certain password.
Explosive Rune. When triggered, the glyph erupts
with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes
a Dexterity saving throw. A creature takes 5d8 Acid,
Cold, Fire, Lightning, or Thunder damage (your
137 System Reference Document 5.2.1
choice when you create the glyph) on a failed save
or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of
level 3 or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single
creature or an area. The spell being stored has no
immediate effect when cast in this way.
When the glyph is triggered, the stored spell
takes effect. If the spell has a target, it targets the
creature that triggered the glyph. If the spell affects
an area, the area is centered on that creature. If the
spell summons Hostile creatures or creates harmful
objects or traps, they appear as close as possible to
the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.
Using a Higher-Level Spell Slot. The damage of
an explosive rune increases by 1d8 for each spell
slot level above 3. If you create a spell glyph, you can
store any spell of up to the same level as the spell
slot you use for the Glyph of Warding.
Goodberry
Level 1 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S, M (a sprig of mistletoe)
Duration: 24 hours
Ten berries appear in your hand and are infused
with magic for the duration. A creature can take a
Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough
nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
Grease
Level 1 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Nonflammable grease covers the ground in a 10-
foot square centered on a point within range and
turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving
throw or have the Prone condition. A creature that
enters the area or ends its turn there must also succeed on that save or fall Prone.
Greater Invisibility
Level 4 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A creature you touch has the Invisible condition until the spell ends.
Greater Restoration
Level 5 Abjuration (Bard, Cleric, Druid, Paladin,
Ranger)
Casting Time: Action
Range: Touch
Components: V, S, M (diamond dust worth 100+ GP,
which the spell consumes)
Duration: Instantaneous
You touch a creature and magically remove one of
the following effects from it:
• 1 Exhaustion level
• The Charmed or Petrified condition
• A curse, including the target’s Attunement to a
cursed magic item
• Any reduction to one of the target’s ability scores
• Any reduction to the target’s Hit Point maximum
Guardian of Faith
Level 4 Conjuration (Cleric)
Casting Time: Action
Range: 30 feet
Components: V
Duration: 8 hours
A Large spectral guardian appears and hovers for
the duration in an unoccupied space that you can
see within range. The guardian occupies that space
and is invulnerable, and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of
the guardian for the first time on a turn or starts its
turn there makes a Dexterity saving throw, taking
20 Radiant damage on a failed save or half as much
damage on a successful one. The guardian vanishes
when it has dealt a total of 60 damage.
Guards and Wards
Level 6 Abjuration (Bard, Wizard)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to 2,500 square
feet of floor space. The warded area can be up to
20 feet tall, and you shape it as one 50-foot square,
one hundred 5-foot squares that are contiguous, or
twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can
also specify a password that, when spoken aloud
within 5 feet of the warded area, makes the speaker
immune to its effects.
138 System Reference Document 5.2.1
The spell creates the effects below within the
warded area. Dispel Magic has no effect on Guards
and Wards itself, but each of the following effects
can be dispelled. If all four are dispelled, Guards and
Wards ends. If you cast the spell every day for 365
days on the same area, the spell thereafter lasts until all its effects are dispelled.
Corridors. Fog fills all the warded corridors,
making them Heavily Obscured. In addition, at each
intersection or branching passage offering a choice
of direction, there is a 50 percent chance that a
creature other than you believes it is going in the
opposite direction from the one it chooses.
Doors. All doors in the warded area are magically
locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion
to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from
top to bottom, as in the Web spell. These strands
regrow in 10 minutes if they are destroyed while
Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded area:
• Dancing Lights in four corridors, with a simple
program that the lights repeat as long as Guards
and Wards lasts
• Magic Mouth in two locations
• Stinking Cloud in two locations (the vapors return
within 10 minutes if dispersed while Guards and
Wards lasts)
• Gust of Wind in one corridor or room (the wind
blows continuously while the spell lasts)
• Suggestion in one 5-foot square; any creature
that enters that square receives the suggestion
mentally
Guidance
Divination Cantrip (Cleric, Druid)
Casting Time: Action
Range: Touch
Component: V, S
Duration: Concentration, up to 1 minute
You touch a willing creature and choose a skill. Until
the spell ends, the creature adds 1d4 to any ability
check using the chosen skill.
Guiding Bolt
Level 1 Evocation (Cleric)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: 1 round
You hurl a bolt of light toward a creature within
range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the
next attack roll made against it before the end of
your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Gust of Wind
Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong wind 60 feet long and 10 feet wide
blasts from you in a direction you choose for the
duration. Each creature in the Line must succeed on
a Strength saving throw or be pushed 15 feet away
from you in a direction following the Line. A creature that ends its turn in the Line must make the
same save.
Any creature in the Line must spend 2 feet of
movement for every 1 foot it moves when moving
closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in
the area. It causes protected flames, such as those
of lanterns, to dance wildly and has a 50 percent
chance to extinguish them.
As a Bonus Action on your later turns, you can
change the direction in which the Line blasts from
you.
Hallow
Level 5 Abjuration (Cleric)
Casting Time: 24 hours
Range: Touch
Components: V, S, M (incense worth 1,000+ GP, which
the spell consumes)
Duration: Until dispelled
You touch a point and infuse an area around it with
holy or unholy power. The area can have a radius up
to 60 feet, and the spell fails if the radius includes
an area already under the effect of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature
types: Aberration, Celestial, Elemental, Fey, Fiend,
or Undead. Creatures of the chosen types can’t
willingly enter the area, and any creature that is
possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed,
Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area
from the list below:
Courage. Creatures of any types you choose can’t
gain the Frightened condition while in the area.
Darkness. Darkness fills the area. Normal light, as
well as magical light created by spells of a level
lower than this spell, can’t illuminate the area.
139 System Reference Document 5.2.1
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this
spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area
can’t be turned into Undead.
Extradimensional Interference. Creatures of any
types you choose can’t enter or exit the area using
teleportation or interplanar travel.
Fear. Creatures of any types you choose have the
Frightened condition while in the area.
Resistance. Creatures of any types you choose have
Resistance to one damage type of your choice
while in the area.
Silence. No sound can emanate from within the
area, and no sound can reach into it.
Tongues. Creatures of any types you choose can
communicate with any other creature in the area
even if they don’t share a common language.
Vulnerability. Creatures of any types you choose
have Vulnerability to one damage type of your
choice while in the area.
Hallucinatory Terrain
Level 4 Illusion (Bard, Druid, Warlock, Wizard)
Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a mushroom)
Duration: 24 hours
You make natural terrain in a 150-foot Cube in
range look, sound, and smell like another sort of
natural terrain. Thus, open fields or a road can be
made to resemble a swamp, hill, crevasse, or some
other difficult or impassable terrain. A pond can be
made to seem like a grassy meadow, a precipice like
a gentle slope, or a rock-strewn gully like a wide and
smooth road. Manufactured structures, equipment,
and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely
to notice the illusion. If the difference isn’t obvious
by touch, a creature examining the illusion can take
the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve
it. If a creature discerns that the terrain is illusory,
the creature sees a vague image superimposed on
the real terrain.
Harm
Level 6 Necromancy (Cleric)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can
see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6
Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage
it took. On a successful save, it takes half as much
damage only. This spell can’t reduce a target’s Hit
Point maximum below 1.
Haste
Level 3 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within
range. Until the spell ends, the target’s Speed is
doubled, it gains a +2 bonus to Armor Class, it has
Advantage on Dexterity saving throws, and it gains
an additional action on each of its turns. That action can be used to take only the Attack (one attack
only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated
and has a Speed of 0 until the end of its next turn, as
a wave of lethargy washes over it.
Heal
Level 6 Abjuration (Cleric, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature that you can see within range.
Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded,
Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
Healing Word
Level 1 Abjuration (Bard, Cleric, Druid)
Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within
range regains Hit Points equal to 2d4 plus your
spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Heat Metal
Level 2 Transmutation (Bard, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
140 System Reference Document 5.2.1
Choose a manufactured metal object, such as a
metal weapon or a suit of Heavy or Medium metal
armor, that you can see within range. You cause
the object to glow red-hot. Any creature in physical
contact with the object takes 2d8 Fire damage when
you cast the spell. Until the spell ends, you can take
a Bonus Action on each of your later turns to deal
this damage again if the object is within range.
If a creature is holding or wearing the object and
takes the damage from it, the creature must succeed on a Constitution saving throw or drop the
object if it can. If it doesn’t drop the object, it has
Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Hellish Rebuke
Level 1 Evocation (Warlock)
Casting Time: Reaction, which you take in response to
taking damage from a creature that you can see within
60 feet of yourself
Range: 60 feet
Components: V, S
Duration: Instantaneous
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save
or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Heroes’ Feast
Level 6 Conjuration (Bard, Cleric, Druid)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted bowl worth
1,000+ GP, which the spell consumes)
Duration: Instantaneous
You conjure a feast that appears on a surface in
an unoccupied 10-foot Cube next to you. The feast
takes 1 hour to consume and disappears at the end
of that time, and the beneficial effects don’t set in
until this hour is over. Up to twelve creatures can
partake of the feast.
A creature that partakes gains several benefits,
which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the
Frightened and Poisoned conditions. Its Hit Point
maximum also increases by 2d10, and it gains the
same number of Hit Points.
Heroism
Level 1 Enchantment (Bard, Paladin)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to
the Frightened condition and gains Temporary Hit
Points equal to your spellcasting ability modifier at
the start of each of its turns.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 1.
Hex
Level 1 Enchantment (Warlock)
Casting Time: Bonus Action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see
within range. Until the spell ends, you deal an extra
1d6 Necrotic damage to the target whenever you hit
it with an attack roll. Also, choose one ability when
you cast the spell. The target has Disadvantage on
ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell
ends, you can take a Bonus Action on a later turn to
curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to
4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).
Hideous Laughter
Level 1 Enchantment (Bard, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a tart and a feather)
Duration: Concentration, up to 1 minute
One creature of your choice that you can see within
range makes a Wisdom saving throw. On a failed
save, it has the Prone and Incapacitated conditions
for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end
the Prone condition on itself.
At the end of each of its turns and each time it
takes damage, it makes another Wisdom saving
throw. The target has Advantage on the save if the
save is triggered by damage. On a successful save,
the spell ends.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 1.
Hold Monster
Level 5 Enchantment (Bard, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 90 feet
141 System Reference Document 5.2.1
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range.
The target must succeed on a Wisdom saving throw
or have the Paralyzed condition for the duration. At
the end of each of its turns, the target repeats the
save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 5.
Hold Person
Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer,
Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a Humanoid that you can see within range.
The target must succeed on a Wisdom saving throw
or have the Paralyzed condition for the duration. At
the end of each of its turns, the target repeats the
save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target
one additional Humanoid for each spell slot level
above 2.
Holy Aura
Level 8 Abjuration (Cleric)
Casting Time: Action
Range: Self
Components: V, S, M (a reliquary worth 1,000+ GP)
Duration: Concentration, up to 1 minute
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice
have Advantage on all saving throws, and other
creatures have Disadvantage on attack rolls against
them. In addition, when a Fiend or an Undead hits
an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw
or have the Blinded condition until the end of its
next turn.
Hunter’s Mark
Level 1 Divination (Ranger)
Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You magically mark one creature you can see within
range as your quarry. Until the spell ends, you deal
an extra 1d6 Force damage to the target whenever
you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check
you make to find it.
If the target drops to 0 Hit Points before this spell
ends, you can take a Bonus Action to move the mark
to a new creature you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up
to 8 hours) or 5+ (up to 24 hours).
Hypnotic Pattern
Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 120 feet
Components: S, M (a pinch of confetti)
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors in a 30-foot
Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who
can see the pattern must succeed on a Wisdom
saving throw or have the Charmed condition for the
duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes
any damage or if someone else uses an action to
shake the creature out of its stupor.
Ice Knife
Level 1 Conjuration (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: S, M (a drop of water or a piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature
within range. Make a ranged spell attack against
the target. On a hit, the target takes 1d10 Piercing
damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 2d6
Cold damage.
Using a Higher-Level Spell Slot. The Cold damage
increases by 1d6 for each spell slot level above 1.
Ice Storm
Level 4 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 300 feet
Components: V, S, M (a mitten)
Duration: Instantaneous
Hail falls in a 20-foot-radius, 40-foot-high Cylinder
centered on a point within range. Each creature
in the Cylinder makes a Dexterity saving throw. A
creature takes 2d10 Bludgeoning damage and 4d6
Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
142 System Reference Document 5.2.1
Using a Higher-Level Spell Slot. The Bludgeoning
damage increases by 1d10 for each spell slot level
above 4.
Identify
Level 1 Divination (Bard, Wizard)
Casting Time: 1 minute or Ritual
Range: Touch
Components: V, S, M (a pearl worth 100+ GP)
Duration: Instantaneous
You touch an object throughout the spell’s casting.
If the object is a magic item or some other magical object, you learn its properties and how to use
them, whether it requires Attunement, and how
many charges it has, if any. You learn whether any
ongoing spells are affecting the item and what they
are. If the item was created by a spell, you learn that
spell’s name.
If you instead touch a creature throughout the
casting, you learn which ongoing spells, if any, are
currently affecting it.
Illusory Script
Level 1 Illusion (Bard, Warlock, Wizard)
Casting Time: 1 minute or Ritual
Range: Touch
Components: S, M (ink worth 10+ GP, which the spell
consumes)
Duration: 10 days
You write on parchment, paper, or another suitable
material and imbue it with an illusion that lasts for
the duration. To you and any creatures you designate when you cast the spell, the writing appears
normal, seems to be written in your hand, and
conveys whatever meaning you intended when you
wrote the text. To all others, the writing appears as
if it were written in an unknown or magical script
that is unintelligible. Alternatively, the illusion can
alter the meaning, handwriting, and language of the
text, though the language must be one you know.
If the spell is dispelled, the original script and the
illusion both disappear.
A creature that has Truesight can read the hidden
message.
Imprisonment
Level 9 Abjuration (Warlock, Wizard)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth
5,000+ GP)
Duration: Until dispelled
You create a magical restraint to hold a creature
that you can see within range. The target must
make a Wisdom saving throw. On a successful save,
the target is unaffected, and it is immune to this
spell for the next 24 hours. On a failed save, the
target is imprisoned. While imprisoned, the target
doesn’t need to breathe, eat, or drink, and it doesn’t
age. Divination spells can’t locate or perceive the
imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by
one of the following effects of your choice:
Burial. The target is entombed beneath the earth
in a hollow globe of magical force that is just large
enough to contain the target. Nothing can pass
into or out of the globe.
Chaining. Chains firmly rooted in the ground hold
the target in place. The target has the Restrained
condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and
planar travel. The demiplane is your choice of a
labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch
tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through
the gemstone (allowing the target to see out and
other creatures to see in), but nothing else can
pass through by any means.
Slumber. The target has the Unconscious condition
and can’t be awoken.
Ending the Spell. When you cast the spell, specify
a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must
agree that it has a high likelihood of happening
within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is
cast with a level 9 spell slot, targeting either the
prison or the component used to create it.
Incendiary Cloud
Level 8 Conjuration (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of embers and smoke fills a
20-foot-radius Sphere centered on a point within
range. The cloud’s area is Heavily Obscured. It lasts
for the duration or until a strong wind (like that
created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes
a Dexterity saving throw, taking 10d8 Fire damage
on a failed save or half as much damage on a successful one. A creature must also make this save
when the Sphere moves into its space and when it
enters the Sphere or ends its turn there. A creature
makes this save only once per turn.
143 System Reference Document 5.2.1
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Inflict Wounds
Level 1 Necromancy (Cleric)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch makes a Constitution saving
throw, taking 2d10 Necrotic damage on a failed save
or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Insect Plague
Level 5 Conjuration (Cleric, Druid, Sorcerer)
Casting Time: Action
Range: 300 feet
Components: V, S, M (a locust)
Duration: Concentration, up to 10 minutes
Swarming locusts fill a 20-foot-radius Sphere
centered on a point you choose within range. The
Sphere remains for the duration, and its area is
Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it
makes a Constitution saving throw, taking 4d10
Piercing damage on a failed save or half as much
damage on a successful one. A creature also makes
this save when it enters the spell’s area for the first
time on a turn or ends its turn there. A creature
makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.
Instant Summons
Level 6 Conjuration (Wizard)
Casting Time: 1 minute or Ritual
Range: Touch
Components: V, S, M (a sapphire worth 1,000+ GP)
Duration: Until dispelled
You touch the sapphire used in the casting and an
object weighing 10 pounds or less whose longest
dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the
object’s name on the sapphire. Each time you cast
this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak
the object’s name and crush the sapphire. The object instantly appears in your hand regardless of
physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but
instead you learn who that creature is and where
that creature is currently located.
Irresistible Dance
Level 6 Enchantment (Bard, Wizard)
Casting Time: Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
One creature that you can see within range must
make a Wisdom saving throw. On a successful save,
the target dances comically until the end of its next
turn, during which it must spend all its movement
to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target
dances comically, must use all its movement to
dance in place, and has Disadvantage on Dexterity
saving throws and attack rolls, and other creatures
have Advantage on attack rolls against it. On each
of its turns, the target can take an action to collect
itself and repeat the save, ending the spell on itself
on a success.
Invisibility
Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (an eyelash in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately
after the target makes an attack roll, deals damage,
or casts a spell.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 2.
Jump
Level 1 Transmutation (Druid, Ranger, Sorcerer,
Wizard)
Casting Time: Bonus Action
Range: Touch
Component: V, S, M (a grasshopper’s hind leg)
Duration: 1 minute
You touch a willing creature. Once on each of its
turns until the spell ends, that creature can jump up
to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 1.
Knock
Level 2 Transmutation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
144 System Reference Document 5.2.1
Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a
mundane or magical means that prevents access.
A target that is held shut by a mundane lock or
that is stuck or barred becomes unlocked, unstuck,
or unbarred. If the object has multiple locks, only
one of them is unlocked.
If the target is held shut by Arcane Lock, that spell
is suppressed for 10 minutes, during which time the
target can be opened and closed.
When you cast the spell, a loud knock, audible up
to 300 feet away, emanates from the target.
Legend Lore
Level 5 Divination (Bard, Cleric, Wizard)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which
the spell consumes, and four ivory strips worth 50+
GP each)
Duration: Instantaneous
Name or describe a famous person, place, or object.
The spell brings to your mind a brief summary of
the significant lore about that famous thing, as described by the GM.
The lore might consist of important details, amusing revelations, or even secret lore that has never
been widely known. The more information you
already know about the thing, the more precise and
detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the GM.
If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.
Lesser Restoration
Level 2 Abjuration (Bard, Cleric, Druid, Paladin,
Ranger)
Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it:
Blinded, Deafened, Paralyzed, or Poisoned.
Levitate
Level 2 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you
can see within range rises vertically up to 20 feet
and remains suspended there for the duration. The
spell can levitate an object that weighs up to 500
pounds. An unwilling creature that succeeds on a
Constitution saving throw is unaffected.
The target can move only by pushing or pulling
against a fixed object or surface within reach (such
as a wall or a ceiling), which allows it to move as if it
were climbing. You can change the target’s altitude
by up to 20 feet in either direction on your turn. If
you are the target, you can move up or down as part
of your move. Otherwise, you can take a Magic action to move the target, which must remain within
the spell’s range.
When the spell ends, the target floats gently to the
ground if it is still aloft.
Light
Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller object that isn’t
being worn or carried by someone else. Until the
spell ends, the object sheds Bright Light in a 20-foot
radius and Dim Light for an additional 20 feet. The
light can be colored as you like.
Covering the object with something opaque blocks
the light. The spell ends if you cast it again.
Lightning Bolt
Level 3 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a bit of fur and a crystal rod)
Duration: Instantaneous
A stroke of lightning forming a 100-foot-long,
5-foot-wide Line blasts out from you in a direction
you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage
on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Locate Animals or Plants
Level 2 Divination (Bard, Druid, Ranger)
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind of Beast, Plant
creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of
that kind within 5 miles, if any are present.
145 System Reference Document 5.2.1
Locate Creature
Level 4 Divination (Bard, Cleric, Druid, Paladin,
Ranger, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you.
You sense the direction to the creature’s location
if that creature is within 1,000 feet of you. If the
creature is moving, you know the direction of its
movement.
The spell can locate a specific creature known to
you or the nearest creature of a specific kind (such
as a human or a unicorn) if you have seen such a
creature up close—within 30 feet—at least once.
If the creature you described or named is in a different form, such as under the effects of a Flesh to
Stone or Polymorph spell, this spell doesn’t locate
the creature.
This spell can’t locate a creature if any thickness
of lead blocks a direct path between you and the
creature.
Locate Object
Level 2 Divination (Bard, Cleric, Druid, Paladin,
Ranger, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you.
You sense the direction to the object’s location if
that object is within 1,000 feet of you. If the object is
in motion, you know the direction of its movement.
The spell can locate a specific object known to you
if you have seen it up close—within 30 feet—at least
once. Alternatively, the spell can locate the nearest
object of a particular kind, such as a certain kind of
apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness
of lead blocks a direct path between you and the
object.
Longstrider
Level 1 Transmutation (Bard, Druid, Ranger, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target’s Speed increases
by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 1.
Mage Armor
Level 1 Abjuration (Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing
armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends
early if the target dons armor.
Mage Hand
Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you
choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30
feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to
manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open
container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you
can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or
carry more than 10 pounds.
Magic Circle
Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (salt and powdered silver worth
100+ GP, which the spell consumes)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of
magical energy centered on a point on the ground
that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor
or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead.
The circle affects a creature of the chosen type in
the following ways:
• The creature can’t willingly enter the Cylinder
by nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it
must first succeed on a Charisma saving throw.
• The creature has Disadvantage on attack rolls
against targets within the Cylinder.
146 System Reference Document 5.2.1
• Targets within the Cylinder can’t be possessed
by or gain the Charmed or Frightened condition
from the creature.
Each time you cast this spell, you can cause its
magic to operate in the reverse direction, preventing a creature of the specified type from leaving the
Cylinder and protecting targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Magic Jar
Level 6 Necromancy (Wizard)
Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth
500+ GP)
Duration: Until dispelled
Your body falls into a catatonic state as your soul
leaves it and enters the container you used for the
spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You
can’t move or take Reactions. The only action you
can take is to project your soul up to 100 feet out of
the container, either returning to your living body
(and ending the spell) or attempting to possess a
Humanoid’s body.
You can attempt to possess any Humanoid within
100 feet of you that you can see (creatures warded
by a Protection from Evil and Good or Magic Circle
spell can’t be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and the target’s soul becomes
trapped in the container. On a successful save, the
target resists your efforts to possess it, and you
can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it.
Your Hit Points, Hit Point Dice, Strength, Dexterity,
Constitution, Speed, and senses are replaced by the
creature’s. You otherwise keep your game statistics.
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it
can’t move and it is Incapacitated.
While possessing a body, you can take a Magic action to return from the host body to the container if
it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
you’re in it, the creature dies, and you make a Charisma saving throw against your own spellcasting
DC. On a success, you return to the container if it is
within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends,
your soul returns to your body. If your body is more
than 100 feet away from you or if your body is dead,
you die. If another creature’s soul is in the container
when it is destroyed, the creature’s soul returns to
its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
Magic Missile
Level 1 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force.
Each dart strikes a creature of your choice that you
can see within range. A dart deals 1d4 + 1 Force
damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or
several.
Using a Higher-Level Spell Slot. The spell creates
one more dart for each spell slot level above 1.
Magic Mouth
Level 2 Illusion (Bard, Wizard)
Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (jade dust worth 10+ GP, which
the spell consumes)
Duration: Until dispelled
You implant a message within an object in range—a
message that is uttered when a trigger condition is
met. Choose an object that you can see and that isn’t
being worn or carried by another creature. Then
speak the message, which must be 25 words or
fewer, though it can be delivered over as long as 10
minutes. Finally, determine the circumstance that
will trigger the spell to deliver your message.
When that trigger occurs, a magical mouth appears on the object and recites the message in your
voice and at the same volume you spoke. If the object you chose has a mouth or something that looks
like a mouth (for example, the mouth of a statue),
the magical mouth appears there, so the words
appear to come from the object’s mouth. When you
cast this spell, you can have the spell end after it
delivers its message, or it can remain and repeat its
message whenever the trigger occurs.
The trigger can be as general or as detailed as you
like, though it must be based on visual or audible
conditions that occur within 30 feet of the object.
For example, you could instruct the mouth to speak
when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Magic Weapon
Level 2 Transmutation (Paladin, Ranger, Sorcerer,
Wizard)
Casting Time: Bonus Action
Range: Touch
147 System Reference Document 5.2.1
Components: V, S
Duration: 1 hour
You touch a nonmagical weapon. Until the spell
ends, that weapon becomes a magic weapon with a
+1 bonus to attack rolls and damage rolls. The spell
ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus
increases to +3 with a level 6+ spell slot.
Magnificent Mansion
Level 7 Conjuration (Bard, Wizard)
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure a shimmering door in range that lasts
for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall.
You and any creature you designate when you cast
the spell can enter the extradimensional dwelling
as long as the door remains open. You can open or
close it (no action required) if you are within 30 feet
of it. While closed, the door is imperceptible.
Beyond the door is a magnificent foyer with
numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the
dwelling, but it can’t exceed 50 contiguous 10-foot
Cubes. The place is furnished and decorated as you
choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. Furnishings
and other objects created by this spell dissipate into
smoke if removed from it.
A staff of 100 near-transparent servants attends
all who enter. You determine the appearance of
these servants and their attire. They are invulnerable and obey your commands. Each servant can
perform tasks that a human could perform, but they
can’t attack or take any action that would directly
harm another creature. Thus the servants can fetch
things, clean, mend, fold clothes, light fires, serve
food, pour wine, and so on. The servants can’t leave
the dwelling.
When the spell ends, any creatures or objects left
inside the extradimensional space are expelled into
the unoccupied spaces nearest to the entrance.
Major Image
Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or
some other visible phenomenon that is no larger
than a 20-foot Cube. The image appears at a spot
that you can see within range and lasts for the duration. It seems real, including sounds, smells, and
temperature appropriate to the thing depicted, but
it can’t deal damage or cause conditions.
If you are within range of the illusion, you can
take a Magic action to cause the image to move to
any other spot within range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. For example, if you create an image of a creature and move
it, you can alter the image so that it appears to be
walking. Similarly, you can cause the illusion to
make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to
be an illusion, for things can pass through it. A creature that takes a Study action to examine the image
can determine that it is an illusion with a successful Intelligence (Investigation) check against your
spell save DC. If a creature discerns the illusion for
what it is, the creature can see through the image,
and its other sensory qualities become faint to the
creature.
Using a Higher-Level Spell Slot. The spell lasts
until dispelled, without requiring Concentration, if
cast with a level 4+ spell slot.
Mass Cure Wounds
Level 5 Abjuration (Bard, Cleric, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point
you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that
point. Each target regains Hit Points equal to 5d8
plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
Mass Heal
Level 9 Abjuration (Cleric)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A flood of healing energy flows from you into
creatures around you. You restore up to 700 Hit
Points, divided as you choose among any number of
creatures that you can see within range. Creatures
healed by this spell also have the Blinded, Deafened,
and Poisoned conditions removed from them.
148 System Reference Document 5.2.1
Mass Healing Word
Level 3 Abjuration (Bard, Cleric)
Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see
within range regain Hit Points equal to 2d4 plus
your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Mass Suggestion
Level 6 Enchantment (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, M (a snake’s tongue)
Duration: 24 hours
You suggest a course of activity—described in no
more than 25 words—to twelve or fewer creatures
you can see within range that can hear and understand you. The suggestion must sound achievable
and not involve anything that would obviously deal
damage to any of the targets or their allies. For
example, you could say, “Walk to the village down
that road, and help the villagers there harvest crops
until sunset.” Or you could say, “Now is not the time
for violence. Drop your weapons, and dance! Stop in
an hour.”
Each target must succeed on a Wisdom saving
throw or have the Charmed condition for the duration or until you or your allies deal damage to the
target. Each Charmed target pursues the suggestion
to the best of its ability. The suggested activity can
continue for the entire duration, but if the suggested activity can be completed in a shorter time,
the spell ends for a target upon completing it.
Using a Higher-Level Spell Slot. The duration is
longer with a spell slot of level 7 (10 days), 8 (30
days), or 9 (366 days).
Maze
Level 8 Conjuration (Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range
into a labyrinthine demiplane. The target remains
there for the duration or until it escapes the maze.
The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
(Investigation) check. If it succeeds, it escapes, and
the spell ends.
When the spell ends, the target reappears in the
space it left or, if that space is occupied, in the nearest unoccupied space.
Meld into Stone
Level 3 Transmutation (Cleric, Druid, Ranger)
Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large enough
to fully contain your body, merging yourself and
your equipment with the stone for the duration.
You must touch the stone to do so. Nothing of your
presence remains visible or otherwise detectable by
nonmagical senses.
While merged with the stone, you can’t see what
occurs outside it, and any Wisdom (Perception)
checks you make to hear sounds outside it are made
with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while
merged in the stone. You can use 5 feet of movement
to leave the stone where you entered it, which ends
the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm
you, but its partial destruction or a change in its
shape (to the extent that you no longer fit within it)
expels you and deals 6d6 Force damage to you. The
stone’s complete destruction (or transmutation into
a different substance) expels you and deals 50 Force
damage to you. If expelled, you move into an unoccupied space closest to where you first entered and
have the Prone condition.
Mending
Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer,
Wizard)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object
you touch, such as a broken chain link, two halves of
a broken key, a torn cloak, or a leaking wineskin. As
long as the break or tear is no larger than 1 foot in
any dimension, you mend it, leaving no trace of the
former damage.
This spell can physically repair a magic item, but
it can’t restore magic to such an object.
Message
Transmutation Cantrip (Bard, Druid, Sorcerer,
Wizard)
Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
149 System Reference Document 5.2.1
You point toward a creature within range and
whisper a message. The target (and only the target)
hears the message and can reply in a whisper that
only you can hear.
You can cast this spell through solid objects if you
are familiar with the target and know it is beyond
the barrier. Magical silence; 1 foot of stone, metal,
or wood; or a thin sheet of lead blocks the spell.
Meteor Swarm
Level 9 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four
different points you can see within range. Each
creature in a 40-foot-radius Sphere centered on
each of those points makes a Dexterity saving
throw. A creature takes 20d6 Fire damage and 20d6
Bludgeoning damage on a failed save or half as
much damage on a successful one. A creature in the
area of more than one fiery Sphere is affected only
once.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area,
and the object starts burning if it’s flammable.
Mind Blank
Level 8 Abjuration (Bard, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch
has Immunity to Psychic damage and the Charmed
condition. The target is also unaffected by anything
that would sense its emotions or alignment, read
its thoughts, or magically detect its location, and
no spell—not even Wish—can gather information
about the target, observe it remotely, or control its
mind.
Mind Spike
Level 2 Divination (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 hour
You drive a spike of psionic energy into the mind of
one creature you can see within range. The target
makes a Wisdom saving throw, taking 3d8 Psychic
damage on a failed save or half as much damage on
a successful one. On a failed save, you also always
know the target’s location until the spell ends, but
only while the two of you are on the same plane
of existence. While you have this knowledge, the
target can’t become hidden from you, and if it has
the Invisible condition, it gains no benefit from that
condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Minor Illusion
Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within
range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends
if you cast this spell again.
If a creature takes a Study action to examine the
sound or image, the creature can determine that it
is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.
Sound. If you create a sound, its volume can range
from a whisper to a scream. It can be your voice,
someone else’s voice, a lion’s roar, a beating of
drums, or any other sound you choose. The sound
continues unabated throughout the duration, or you
can make discrete sounds at different times before
the spell ends.
Image. If you create an image of an object—such
as a chair, muddy footprints, or a small chest—it
must be no larger than a 5-foot Cube. The image
can’t create sound, light, smell, or any other sensory
effect. Physical interaction with the image reveals it
to be an illusion, since things can pass through it.
Mirage Arcane
Level 7 Illusion (Bard, Druid, Wizard)
Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square
look, sound, smell, and even feel like some other
sort of terrain. Open fields or a road could be made
to resemble a swamp, hill, crevasse, or some other
rough or impassable terrain. A pond can be made to
seem like a grassy meadow, a precipice like a gentle
slope, or a rock-strewn gully like a wide and smooth
road.
Similarly, you can alter the appearance of structures or add them where none are present. The spell
doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and
olfactory elements, so it can turn clear ground
150 System Reference Document 5.2.1
into Difficult Terrain (or vice versa) or otherwise
impede movement through the area. Any piece
of the illusory terrain (such as a rock or stick)
that is removed from the spell’s area disappears
immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature
is aware of the illusion’s presence, the creature can
still physically interact with the illusion.
Mirror Image
Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your
space. Until the spell ends, the duplicates move with
you and mimic your actions, shifting position so it’s
impossible to track which image is real.
Each time a creature hits you with an attack roll
during the spell’s duration, roll a d6 for each of
your remaining duplicates. If any of the d6s rolls
a 3 or higher, one of the duplicates is hit instead of
you, and the duplicate is destroyed. The duplicates
otherwise ignore all other damage and effects. The
spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the
Blinded condition, Blindsight, or Truesight.
Mislead
Level 5 Illusion (Bard, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time
that an illusory double of you appears where you
are standing. The double lasts for the duration, but
the invisibility ends immediately after you make an
attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture,
speak, and behave in whatever way you choose. It is
intangible and invulnerable.
You can see through its eyes and hear through its
ears as if you were located where it is.
Misty Step
Level 2 Conjuration (Sorcerer, Warlock, Wizard)
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up
to 30 feet to an unoccupied space you can see.
Modify Memory
Level 5 Enchantment (Bard, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s memories. One creature that you can see within range
makes a Wisdom saving throw. If you are fighting
the creature, it has Advantage on the save. On a
failed save, the target has the Charmed condition
for the duration. While Charmed in this way, the
target also has the Incapacitated condition and is
unaware of its surroundings, though it can hear
you. If it takes any damage or is targeted by another
spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target’s
memory of an event that it experienced within the
last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of
the event, allow the target to recall the event with
perfect clarity, change its memory of the event’s details, or create a memory of some other event.
You must speak to the target to describe how its
memories are affected, and it must be able to understand your language for the modified memories to
take root. Its mind fills in any gaps in the details of
your description. If the spell ends before you finish
describing the modified memories, the creature’s
memory isn’t altered. Otherwise, the modified
memories take hold when the spell ends.
A modified memory doesn’t necessarily affect
how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations,
alignment, or beliefs. An illogical modified memory,
such as a false memory of how much the creature
enjoyed swimming in acid, is dismissed as a bad
dream. The GM might deem a modified memory too
nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast
on the target restores the creature’s true memory.
Using a Higher-Level Spell Slot. You can alter the
target’s memories of an event that took place up to
7 days ago (level 6 spell slot), 30 days ago (level 7
spell slot), 365 days ago (level 8 spell slot), or any
time in the creature’s past (level 9 spell slot).
Moonbeam
Level 2 Evocation (Druid)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
151 System Reference Document 5.2.1
A silvery beam of pale light shines down in a
5-foot-radius, 40-foot-high Cylinder centered on a
point within range. Until the spell ends, Dim Light
fills the Cylinder, and you can take a Magic action on
later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it
makes a Constitution saving throw. On a failed save,
a creature takes 2d10 Radiant damage, and if the
creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form
and can’t shape-shift until it leaves the Cylinder.
On a successful save, a creature takes half as much
damage only. A creature also makes this save when
the spell’s area moves into its space and when it
enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Move Earth
Level 6 Transmutation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on
a side within range. You can reshape dirt, sand, or
clay in the area in any manner you choose for the
duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall,
or form a pillar. The extent of any such changes
can’t exceed half the area’s largest dimension. For
example, if you affect a 40-foot square, you can
create a pillar up to 20 feet high, raise or lower the
square’s elevation by up to 20 feet, dig a trench up
to 20 feet deep, and so on. It takes 10 minutes for
these changes to complete. Because the terrain’s
transformation occurs slowly, creatures in the area
can’t usually be trapped or injured by the ground’s
movement.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of
terrain to affect within range.
This spell can’t manipulate natural stone or stone
construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the
terrain would make a structure unstable, it might
collapse.
Similarly, this spell doesn’t directly affect plant
growth. The moved earth carries any plants along
with it.
Nondetection
Level 3 Abjuration (Bard, Ranger, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a pinch of diamond dust worth
25+ GP, which the spell consumes)
Duration: 8 hours
For the duration, you hide a target that you touch
from Divination spells. The target can be a willing
creature, or it can be a place or an object no larger
than 10 feet in any dimension. The target can’t
be targeted by any Divination spell or perceived
through magical scrying sensors.
Passwall
Level 5 Transmutation (Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point that you can see on a
wooden, plaster, or stone surface (such as a wall,
ceiling, or floor) within range and lasts for the duration. You choose the opening’s dimensions: up to 5
feet wide, 8 feet tall, and 20 feet deep. The passage
creates no instability in a structure surrounding it.
When the opening disappears, any creatures or
objects still in the passage created by the spell are
safely ejected to an unoccupied space nearest to the
surface on which you cast the spell.
Pass without Trace
Level 2 Abjuration (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S, M (ashes from burned mistletoe)
Duration: Concentration, up to 1 hour
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and
each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Phantasmal Force
Level 2 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You attempt to craft an illusion in the mind of a
creature you can see within range. The target
makes an Intelligence saving throw. On a failed
save, you create a phantasmal object, creature, or
other phenomenon that is no larger than a 10-foot
Cube and that is perceivable only to the target for
the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the
phantasm with an Intelligence (Investigation) check
against your spell save DC. If the check succeeds,
152 System Reference Document 5.2.1
the target realizes that the phantasm is an illusion,
and the spell ends.
While affected by the spell, the target treats the
phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge
and survives the fall, it believes the bridge exists
and something else caused it to fall.
An affected target can even take damage from
the illusion if the phantasm represents a dangerous
creature or hazard. On each of your turns, such a
phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of
the phantasm. The target perceives the damage as a
type appropriate to the illusion.
Phantasmal Killer
Level 4 Illusion (Bard, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can
see within range and create an illusion of its deepest fears, visible only to that creature. The target
makes a Wisdom saving throw. On a failed save, the
target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the
duration. On a successful save, the target takes half
as much damage, and the spell ends.
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed
save, it takes the Psychic damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
Phantom Steed
Level 3 Illusion (Wizard)
Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on
the ground in an unoccupied space of your choice
within range. You decide the creature’s appearance,
and it is equipped with a saddle, bit, and bridle. Any
of the equipment created by the spell vanishes in a
puff of smoke if it is carried more than 10 feet away
from the steed.
For the duration, you or a creature you choose
can ride the steed. The steed uses the Riding Horse
stat block (see “Monsters”), except it has a Speed of
100 feet and can travel 13 miles in an hour. When
the spell ends, the steed gradually fades, giving the
rider 1 minute to dismount. The spell ends early if
the steed takes any damage.
Planar Ally
Level 6 Conjuration (Cleric)
Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or
some other being of cosmic power. That entity sends
a Celestial, an Elemental, or a Fiend loyal to it to aid
you, making the creature appear in an unoccupied
space within range. If you know a specific creature’s
name, you can speak that name when you cast this
spell to request that creature, though you might get
a different creature anyway (GM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it
to perform a service in exchange for payment, but
it isn’t obliged to do so. The requested task could
range from simple (fly us across the chasm, or help
us fight a battle) to complex (spy on our enemies, or
protect us during our foray into the dungeon). You
must be able to communicate with the creature to
bargain for its services.
Payment can take a variety of forms. A Celestial
might require a sizable donation of gold or magic
items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some
creatures might exchange their service for a quest
undertaken by you.
A task that can be measured in minutes requires a
payment worth 100 GP per minute. A task measured
in hours requires 1,000 GP per hour. And a task
measured in days (up to 10 days) requires 10,000
GP per day. The GM can adjust these payments
based on the circumstances under which you cast
the spell. If the task is aligned with the creature’s
ethos, the payment might be halved or even waived.
Nonhazardous tasks typically require only half the
suggested payment, while especially dangerous
tasks might require a greater gift. Creatures rarely
accept tasks that seem suicidal.
After the creature completes the task, or when the
agreed-upon duration of service expires, the creature returns to its home plane after reporting back
to you if possible. If you are unable to agree on a
price for the creature’s service, the creature immediately returns to its home plane.
Planar Binding
Level 5 Abjuration (Bard, Cleric, Druid, Warlock,
Wizard)
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a jewel worth 1,000+ GP, which
the spell consumes)
Duration: 24 hours
153 System Reference Document 5.2.1
You attempt to bind a Celestial, an Elemental, a
Fey, or a Fiend to your service. The creature must
be within range for the entire casting of the spell.
(Typically, the creature is first summoned into the
center of the inverted version of the Magic Circle
spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on
a Charisma saving throw or be bound to serve you
for the duration. If the creature was summoned or
created by another spell, that spell’s duration is extended to match the duration of this spell.
A bound creature must follow your commands
to the best of its ability. You might command the
creature to accompany you on an adventure, to
guard a location, or to deliver a message. If the
creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature
carries out your commands completely before the
spell ends, it travels to you to report this fact if you
are on the same plane of existence. If you are on a
different plane, it returns to the place where you
bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration
increases with a spell slot of level 6 (10 days), 7 (30
days), 8 (180 days), and 9 (366 days).
Plane Shift
Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a forked, metal rod worth 250+
GP and attuned to a plane of existence)
Duration: Instantaneous
You and up to eight willing creatures who link
hands in a circle are transported to a different plane
of existence. You can specify a target destination in
general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the
Nine Hells, and you appear in or near that destination, as determined by the GM.
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence,
this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you
transported, they appear in the closest unoccupied
spaces next to the circle.
Plant Growth
Level 3 Transmutation (Bard, Druid, Ranger)
Casting Time: Action (Overgrowth) or
8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants. The casting
time you use determines whether the spell has the
Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All
normal plants in a 100-foot-radius Sphere centered
on that point become thick and overgrown. A creature moving through that area must spend 4 feet of
movement for every 1 foot it moves. You can exclude
one or more areas of any size within the spell’s area
from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for
365 days. The plants yield twice the normal amount
of food when harvested. They can benefit from only
one Plant Growth per year.
Poison Spray
Necromancy Cantrip (Druid, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You spray toxic mist at a creature within range.
Make a ranged spell attack against the target. On a
hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12
when you reach levels 5 (2d12), 11 (3d12), and 17
(4d12).
Polymorph
Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
You attempt to transform a creature that you can
see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into
a Beast form for the duration. That form can be any
Beast you choose that has a Challenge Rating equal
to or less than the target’s (or the target’s level if
it doesn’t have a Challenge Rating). The target’s
game statistics are replaced by the stat block of the
chosen Beast, but the target retains its alignment,
personality, creature type, Hit Points, and Hit Point
Dice. See the “Animals” section of “Monsters” for a
sample of Beast stat blocks.
The target gains a number of Temporary Hit
Points equal to the Hit Points of the Beast form.
These Temporary Hit Points vanish if any remain
when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.
The target is limited in the actions it can perform
by the anatomy of its new form, and it can’t speak or
cast spells.
154 System Reference Document 5.2.1
The target’s gear melds into the new form. The
creature can’t use or otherwise benefit from any of
that equipment.
Power Word Heal
Level 9 Enchantment (Bard, Cleric)
Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
A wave of healing energy washes over one creature
you can see within range. The target regains all its
Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition,
the condition ends. If the creature has the Prone
condition, it can use its Reaction to stand up.
Power Word Kill
Level 9 Enchantment (Bard, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
You compel one creature you can see within range
to die. If the target has 100 Hit Points or fewer, it
dies. Otherwise, it takes 12d12 Psychic damage.
Power Word Stun
Level 8 Enchantment (Bard, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You overwhelm the mind of one creature you can
see within range. If the target has 150 Hit Points or
fewer, it has the Stunned condition. Otherwise, its
Speed is 0 until the start of your next turn.
The Stunned target makes a Constitution saving
throw at the end of each of its turns, ending the condition on itself on a success.
Prayer of Healing
Level 2 Abjuration (Cleric, Paladin)
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to five creatures of your choice who remain
within range for the spell’s entire casting gain the
benefits of a Short Rest and also regain 2d8 Hit
Points. A creature can’t be affected by this spell
again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Prestidigitation
Transmutation Cantrip (Bard, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
You create a magical effect within range. Choose
the effect from the options below. If you cast this
spell multiple times, you can have up to three of its
non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous,
harmless sensory effect, such as a shower of sparks,
a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a
candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an
object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to
1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a
symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket
or an illusory image that can fit in your hand. It
lasts until the end of your next turn. A trinket can
deal no damage and has no monetary worth.
Prismatic Spray
Level 7 Evocation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone.
Each creature in the Cone makes a Dexterity saving
throw. For each target, roll 1d8 to determine which
color ray affects it, consulting the Prismatic Rays
table.
Prismatic Rays
1d8 Ray
1 Red. Failed Save: 12d6 Fire damage. Successful
Save: Half as much damage.
2 Orange. Failed Save: 12d6 Acid damage. Successful
Save: Half as much damage.
3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.
4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.
155 System Reference Document 5.2.1
1d8 Ray
5 Blue. Failed Save: 12d6 Cold damage. Successful
Save: Half as much damage.
6 Indigo. Failed Save: The target has the Restrained
condition and makes a Constitution saving throw
at the end of each of its turns. If it successfully
saves three times, the condition ends. If it fails
three times, it has the Petrified condition until it
is freed by an effect like the Greater Restoration
spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
7 Violet. Failed Save: The target has the Blinded
condition and makes a Wisdom saving throw at
the start of your next turn. On a successful save,
the condition ends. On a failed save, the condition ends, and the creature teleports to another
plane of existence (GM’s choice).
8 Special. The target is struck by two rays. Roll
twice, rerolling any 8.
Prismatic Wall
Level 9 Abjuration (Bard, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms
a vertical opaque wall—up to 90 feet long, 30 feet
high, and 1 inch thick—centered on a point within
range. Alternatively, you shape the wall into a globe
up to 30 feet in diameter centered on a point within
range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the
spell ends instantly without effect.
The wall sheds Bright Light within 100 feet and
Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can
pass through and be near the wall without harm. If
another creature that can see the wall moves within
20 feet of it or starts its turn there, the creature
must succeed on a Constitution saving throw or
have the Blinded condition for 1 minute.
The wall consists of seven layers, each with a
different color. When a creature reaches into or
passes through the wall, it does so one layer at a
time through all the layers. Each layer forces the
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the
Prismatic Layers table.
The wall, which has AC 10, can be destroyed one
layer at a time, in order from red to violet, by means
specific to each layer. If a layer is destroyed, it is
gone for the duration. Antimagic Field has no effect
on the wall, and Dispel Magic can affect only the violet layer.
Prismatic Layers
Order Effects
1 Red. Failed Save: 12d6 Fire damage. Successful
Save: Half as much damage. Additional Effects:
Nonmagical ranged attacks can’t pass through
this layer, which is destroyed if it takes at
least 25 Cold damage.
2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional
Effects: Magical ranged attacks can’t pass
through this layer, which is destroyed by a
strong wind (such as the one created by Gust
of Wind).
3 Yellow. Failed Save: 12d6 Lightning damage.
Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes
at least 60 Force damage.
4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional
Effects: A Passwall spell, or another spell of
equal or greater level that can open a portal
on a solid surface, destroys this layer.
5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least
25 Fire damage.
6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution
saving throw at the end of each of its turns. If
it successfully saves three times, the condition
ends. If it fails three times, it has the Petrified
condition until it is freed by an effect like the
Greater Restoration spell. The successes and
failures needn’t be consecutive; keep track of
both until the target collects three of a kind.
Additional Effects: Spells can’t be cast through
this layer, which is destroyed by Bright Light
shed by the Daylight spell.
7 Violet. Failed Save: The target has the Blinded
condition and makes a Wisdom saving throw
at the start of your next turn. On a successful
save, the condition ends. On a failed save, the
condition ends, and the creature teleports
to another plane of existence (GM’s choice).
Additional Effects: This layer is destroyed by
Dispel Magic.
156 System Reference Document 5.2.1
Private Sanctum
Level 4 Abjuration (Wizard)
Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M (a thin sheet of lead)
Duration: 24 hours
You make an area within range magically secure.
The area is a Cube that can be as small as 5 feet to
as large as 100 feet on each side. The spell lasts for
the duration.
When you cast the spell, you decide what sort of
security the spell provides, choosing any of the following properties:
• Sound can’t pass through the barrier at the edge
of the warded area.
• The barrier of the warded area appears dark and
foggy, preventing vision (including Darkvision)
through it.
• Sensors created by Divination spells can’t appear
inside the protected area or pass through the barrier at its perimeter.
• Creatures in the area can’t be targeted by Divination spells.
• Nothing can teleport into or out of the warded
area.
• Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for
365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase
the size of the Cube by 100 feet for each spell slot
level above 4.
Produce Flame
Conjuration Cantrip (Druid)
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand and remains there for the duration. While there, the flame
emits no heat and ignites nothing, and it sheds
Bright Light in a 20-foot radius and Dim Light for an
additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to
hurl fire at a creature or an object within 60 feet of
you. Make a ranged spell attack. On a hit, the target
takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8), and 17
(4d8).
Programmed Illusion
Level 6 Illusion (Bard, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (jade dust worth 25+ GP)
Duration: Until dispelled
You create an illusion of an object, a creature, or
some other visible phenomenon within range that
activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger
than a 30-foot Cube, and you decide when you cast
the spell how the illusion behaves and what sounds
it makes. This scripted performance can last up to 5
minutes.
When the trigger you specify occurs, the illusion
springs into existence and performs in the manner
you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.
The trigger can be as general or as detailed as you
like, though it must be based on visual or audible
phenomena that occur within 30 feet of the area.
For example, you could create an illusion of yourself
to appear and warn off others who attempt to open
a trapped door.
Physical interaction with the image reveals it
to be illusory, since things can pass through it. A
creature that takes the Study action to examine
the image can determine that it is an illusion with a
successful Intelligence (Investigation) check against
your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the
image, and any noise it makes sounds hollow to the
creature.
Project Image
Level 7 Illusion (Bard, Wizard)
Casting Time: Action
Range: 500 miles
Components: V, S, M (a statuette of yourself worth
5+ GP)
Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts for
the duration. The copy can appear at any location
within range that you have seen before, regardless
of intervening obstacles. The illusion looks and
sounds like you, but it is intangible. If the illusion
takes any damage, it disappears, and the spell ends.
You can see through the illusion’s eyes and hear
through its ears as if you were in its space. As a
Magic action, you can move it up to 60 feet and
make it gesture, speak, and behave in whatever way
you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it
to be illusory, since things can pass through it. A
creature that takes the Study action to examine
the image can determine that it is an illusion with a
successful Intelligence (Investigation) check against
your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the
157 System Reference Document 5.2.1
image, and any noise it makes sounds hollow to the
creature.
Protection from Energy
Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer,
Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has
Resistance to one damage type of your choice: Acid,
Cold, Fire, Lightning, or Thunder.
Protection from Evil and Good
Level 1 Abjuration (Cleric, Druid, Paladin, Warlock,
Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a flask of Holy Water worth 25+
GP, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch
is protected against creatures that are Aberrations,
Celestials, Elementals, Fey, Fiends, or Undead.
The protection grants several benefits. Creatures
of those types have Disadvantage on attack rolls
against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed,
Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against
the relevant effect.
Protection from Poison
Level 2 Abjuration (Cleric, Druid, Paladin, Ranger)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned
condition, and it has Resistance to Poison damage.
Purify Food and Drink
Level 1 Transmutation (Cleric, Druid, Paladin)
Casting Time: Action or Ritual
Range: 10 feet
Components: V, S
Duration: Instantaneous
You remove poison and rot from nonmagical food
and drink in a 5-foot-radius Sphere centered on a
point within range.
Raise Dead
Level 5 Necromancy (Bard, Cleric, Paladin)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which
the spell consumes)
Duration: Instantaneous
With a touch, you revive a dead creature if it has
been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This
spell also neutralizes any poisons that affected the
creature at the time of death.
This spell closes all mortal wounds, but it doesn’t
restore missing body parts. If the creature is lacking body parts or organs integral for its survival—
its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the
target finishes a Long Rest, the penalty is reduced
by 1 until it becomes 0.
Ray of Enfeeblement
Level 2 Necromancy (Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from you toward a creature within range. The target must
make a Constitution saving throw. On a successful
save, the target has Disadvantage on the next attack
roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on
Strength-based D20 Tests for the duration. During
that time, it also subtracts 1d8 from all its damage
rolls. The target repeats the save at the end of each
of its turns, ending the spell on a success.
Ray of Frost
Evocation Cantrip (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a
creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the
start of your next turn.
Cantrip Upgrade. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8), and 17
(4d8).
158 System Reference Document 5.2.1
Regenerate
Level 7 Transmutation (Bard, Cleric, Druid)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel)
Duration: 1 hour
A creature you touch regains 4d8 + 15 Hit Points.
For the duration, the target regains 1 Hit Point at
the start of each of its turns, and any severed body
parts regrow after 2 minutes.
Ray of Sickness
Level 1 Necromancy (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range.
Make a ranged spell attack against the target. On a
hit, the target takes 2d8 Poison damage and has the
Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Reincarnate
Level 5 Necromancy (Druid)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which
the spell consumes)
Duration: Instantaneous
You touch a dead Humanoid or a piece of one. If the
creature has been dead no longer than 10 days,
the spell forms a new body for it and calls the soul
to enter that body. Roll 1d10 and consult the table
below to determine the body’s species, or the GM
chooses another playable species.
1d10 Species 1d10 Species
1 Roll again. 6 Goliath
2 Dragonborn 7 Halfling
3 Dwarf 8 Human
4 Elf 9 Orc
5 Gnome 10 Tiefling
The reincarnated creature makes any choices that
a species’ description offers, and the creature recalls its former life. It retains the capabilities it had
in its original form, except it loses the traits of its
previous species and gains the traits of its new one.
Remove Curse
Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature
or object end. If the object is a cursed magic item,
its curse remains, but the spell breaks its owner’s
Attunement to the object so it can be removed or
discarded.
Resilient Sphere
Level 4 Abjuration (Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller
creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or
be enclosed for the duration.
Nothing—not physical objects, energy, or other
spell effects—can pass through the barrier, in or
out, though a creature in the sphere can breathe
there. The sphere is immune to all damage, and a
creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a
creature inside the sphere damage anything outside
it.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed
creature can take an action to push against the
sphere’s walls and thus roll the sphere at up to half
the creature’s Speed. Similarly, the globe can be
picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it
without harming anything inside.
Resistance
Abjuration Cantrip (Cleric, Druid)
Casting Time: Action
Range: Touch
Component: V, S
Duration: Concentration, up to 1 minute
You touch a willing creature and choose a damage
type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen
type before the spell ends, the creature reduces the
total damage taken by 1d4. A creature can benefit
from this spell only once per turn.
Resurrection
Level 7 Necromancy (Bard, Cleric)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP,
which the spell consumes)
Duration: Instantaneous
159 System Reference Document 5.2.1
With a touch, you revive a dead creature that has
been dead for no more than a century, didn’t die of
old age, and wasn’t Undead when it died.
The creature returns to life with all its Hit Points.
This spell also neutralizes any poisons that affected
the creature at the time of death. This spell closes
all mortal wounds and restores any missing body
parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the
target finishes a Long Rest, the penalty is reduced
by 1 until it becomes 0.
Casting this spell to revive a creature that has
been dead for 365 days or longer taxes you. Until
you finish a Long Rest, you can’t cast spells again,
and you have Disadvantage on D20 Tests.
Reverse Gravity
Level 7 Transmutation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-
foot high Cylinder centered on a point within range.
All creatures and objects in that area that aren’t
anchored to the ground fall upward and reach the
top of the Cylinder. A creature can make a Dexterity
saving throw to grab a fixed object it can reach, thus
avoiding the fall upward.
If a ceiling or an anchored object is encountered
in this upward fall, creatures and objects strike it
just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top
without striking anything, it hovers there for the
duration. When the spell ends, affected objects and
creatures fall downward.
Revivify
Level 3 Necromancy (Cleric, Druid, Paladin, Ranger)
Casting Time: Action
Range: Touch
Components: V, S, M (a diamond worth 300+ GP, which
the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last
minute. That creature revives with 1 Hit Point. This
spell can’t revive a creature that has died of old age,
nor does it restore any missing body parts.
Rope Trick
Level 2 Transmutation (Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until
the rope hangs perpendicular to the ground or the
rope reaches a ceiling. At the rope’s upper end, an
Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends.
That space can be reached by climbing the rope,
which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller
creatures. Attacks, spells, and other effects can’t
pass into or out of the space, but creatures inside
it can see through the portal. Anything inside the
space drops out when the spell ends.
Sacred Flame
Evocation Cantrip (Cleric)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on
a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or
Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8), and 17
(4d8).
Sanctuary
Level 1 Abjuration (Cleric)
Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (a shard of glass from a mirror)
Duration: 1 minute
You ward a creature within range. Until the spell
ends, any creature who targets the warded creature with an attack roll or a damaging spell must
succeed on a Wisdom saving throw or either choose
a new target or lose the attack or spell. This spell
doesn’t protect the warded creature from areas of
effect. The spell ends if the warded creature makes
an attack roll, casts a spell, or deals damage.
Scorching Ray
Level 2 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one
target within range or at several. Make a ranged
spell attack for each ray. On a hit, the target takes
2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one
additional ray for each spell slot level above 2.
160 System Reference Document 5.2.1
Scrying
Level 5 Divination (Bard, Cleric, Druid, Warlock,
Wizard)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focus worth 1,000+ GP, such as
a crystal ball, mirror, or water-filled font)
Duration: Concentration, up to 10 minutes
You can see and hear a creature you choose that is
on the same plane of existence as you. The target
makes a Wisdom saving throw, which is modified
(see the tables below) by how well you know the
target and the sort of physical connection you have
to it. The target doesn’t know what it is making the
save against, only that it feels uneasy.
| Your Knowledge of the Target Is … Secondhand (heard of the target) Firsthand (met the target) Extensive (know the target well) | Save Modifier +5 +0 -5 |
| You Have the Target’s … Picture or other likeness Garment or other possession Body part, lock of hair, or bit of nail | Save Modifier -2 -4 -10 |
On a successful save, the target isn’t affected, and
you can’t use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible,
intangible sensor within 10 feet of the target. You
can see and hear through the sensor as if you were
there. The sensor moves with the target, remaining
within 10 feet of it for the duration. If something
can see the sensor, it appears as a luminous orb
about the size of your fist.
Instead of targeting a creature, you can target a
location you have seen. When you do so, the sensor
appears at that location and doesn’t move.
Searing Smite
Level 1 Evocation (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an
Unarmed Strike
Range: Self
Component: V
Duration: 1 minute
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns
until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw.
On a failed save, the spell continues. On a successful
save, the spell ends.
Using a Higher-Level Spell Slot. All the damage
increases by 1d6 for each spell slot level above 1.
Secret Chest
Level 4 Conjuration (Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet,
constructed from rare materials worth 5,000+ GP, and
a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal
Plane. You must touch the chest and the miniature
replica that serve as Material components for the
spell. The chest can contain up to 12 cubic feet of
nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane,
you can take a Magic action and touch the replica to
recall the chest. It appears in an unoccupied space
on the ground within 5 feet of you. You can send the
chest back to the Ethereal Plane by taking a Magic
action to touch the chest and the replica.
After 60 days, there is a cumulative 5 percent
chance at the end of each day that the spell ends.
The spell also ends if you cast this spell again or if
the Tiny replica chest is destroyed. If the spell ends
and the larger chest is on the Ethereal Plane, the
chest remains there for you or someone else to find.
See Invisibility
Level 2 Divination (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a pinch of talc)
Duration: 1 hour
For the duration, you see creatures and objects that
have the Invisible condition as if they were visible,
and you can see into the Ethereal Plane. Creatures
and objects there appear ghostly.
Seeming
Level 5 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 8 hours
You give an illusory appearance to each creature of
your choice that you can see within range. An unwilling target can make a Charisma saving throw,
and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different
ones to the targets. The spell can change the appearance of the targets’ bodies and equipment.
You can make each creature seem 1 foot shorter or
taller and appear heavier or lighter. A target’s new
appearance must have the same basic arrangement
of limbs as the target, but the extent of the illusion
161 System Reference Document 5.2.1
is otherwise up to you. The spell lasts for the
duration.
The changes wrought by this spell fail to hold up
to physical inspection. For example, if you use this
spell to add a hat to a creature’s outfit, objects pass
through the hat.
A creature that takes the Study action to examine
a target can make an Intelligence (Investigation)
check against your spell save DC. If it succeeds, it
becomes aware that the target is disguised.
Sending
Level 3 Divination (Bard, Cleric, Wizard)
Casting Time: Action
Range: Unlimited
Components: V, S, M (a copper wire)
Duration: Instantaneous
You send a short message of 25 words or fewer to
a creature you have met or a creature described to
you by someone who has met it. The target hears
the message in its mind, recognizes you as the
sender if it knows you, and can answer in a like
manner immediately. The spell enables targets to
understand the meaning of your message.
You can send the message across any distance and
even to other planes of existence, but if the target
is on a different plane than you, there is a 5 percent
chance that the message doesn’t arrive. You know if
the delivery fails.
Upon receiving your message, a creature can
block your ability to reach it again with this spell for
8 hours. If you try to send another message during
that time, you learn that you are blocked, and the
spell fails.
Sequester
Level 7 Transmutation (Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP,
which the spell consumes)
Duration: Until dispelled
With a touch, you magically sequester an object or a
willing creature. For the duration, the target has the
Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely
with magic.
If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition,
doesn’t age, and doesn’t need food, water, or air.
You can set a condition for the spell to end early.
The condition can be anything you choose, but it
must occur or be visible within 1 mile of the target.
Examples include “after 1,000 years” or “when the
tarrasque awakens.” This spell also ends if the target takes any damage.
Shapechange
Level 9 Transmutation (Druid, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a jade circlet worth 1,500+ GP)
Duration: Concentration, up to 1 hour
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift
into a different eligible form. The new form must be
of a creature that has a Challenge Rating no higher
than your level or Challenge Rating. You must have
seen the sort of creature before, and it can’t be a
Construct or an Undead.
When you cast the spell, you gain a number of
Temporary Hit Points equal to the Hit Points of the
first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell
ends.
Your game statistics are replaced by the stat block
of the chosen form, but you retain your creature
type; alignment; personality; Intelligence, Wisdom,
and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have
the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your
equipment drops to the ground or changes in size
and shape to fit the new form while you’re in it.
Shatter
Level 2 Evocation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A loud noise erupts from a point of your choice
within range. Each creature in a 10-foot-radius
Sphere centered there makes a Constitution saving
throw, taking 3d8 Thunder damage on a failed save
or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Shield
Level 1 Abjuration (Sorcerer, Wizard)
Casting Time: Reaction, which you take when you are
hit by an attack roll or targeted by the Magic Missile
spell
Range: Self
Components: V, S
Duration: 1 round
An imperceptible barrier of magical force protects
you. Until the start of your next turn, you have a +5
162 System Reference Document 5.2.1
bonus to AC, including against the triggering attack,
and you take no damage from Magic Missile.
Shield of Faith
Level 1 Abjuration (Cleric, Paladin)
Casting Time: Bonus Action
Range: 60 feet
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
A shimmering field surrounds a creature of your
choice within range, granting it a +2 bonus to AC for
the duration.
Shillelagh
Transmutation Cantrip (Druid)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (mistletoe)
Duration: 1 minute
A Club or Quarterstaff you are holding is imbued
with nature’s power. For the duration, you can use
your spellcasting ability instead of Strength for the
attack and damage rolls of melee attacks using that
weapon, and the weapon’s damage die becomes
a d8. If the attack deals damage, it can be Force
damage or the weapon’s normal damage type (your
choice).
The spell ends early if you cast it again or if you let
go of the weapon.
Cantrip Upgrade. The damage die changes when
you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Shining Smite
Level 2 Transmutation (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or
an Unarmed Strike
Range: Self
Component: V
Duration: Concentration, up to 1 minute
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the
target sheds Bright Light in a 5-foot radius, attack
rolls against it have Advantage, and it can’t benefit
from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Shocking Grasp
Evocation Cantrip (Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from you to a creature that you
try to touch. Make a melee spell attack against the
target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the
start of its next turn.
Cantrip Upgrade. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8), and 17
(4d8).
Silence
Level 2 Illusion (Bard, Cleric, Ranger)
Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within
or pass through a 20-foot-radius Sphere centered
on a point you choose within range. Any creature
or object entirely inside the Sphere has Immunity
to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a
spell that includes a Verbal component is impossible
there.
Silent Image
Level 1 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or
some other visible phenomenon that is no larger
than a 15-foot Cube. The image appears at a spot
within range and lasts for the duration. The image
is purely visual; it isn’t accompanied by sound,
smell, or other sensory effects.
As a Magic action, you can cause the image
to move to any spot within range. As the image
changes location, you can alter its appearance so
that its movements appear natural for the image.
For example, if you create an image of a creature
and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to
be an illusion, since things can pass through it. A
creature that takes a Study action to examine the
image can determine that it is an illusion with a
successful Intelligence (Investigation) check against
your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the
image.
Simulacrum
Level 7 Illusion (Wizard)
Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP,
which the spell consumes)
Duration: Until dispelled
163 System Reference Document 5.2.1
You create a simulacrum of one Beast or Humanoid
that is within 10 feet of you for the entire casting of
the spell. You finish the casting by touching both the
creature and a pile of ice or snow that is the same
size as that creature, and the pile turns into the
simulacrum, which is a creature. It uses the game
statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum
is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures
you designate. It obeys your commands and acts on
your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way
to restore its Hit Points is to repair it as you take a
Long Rest, during which you expend components
worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points,
at which point it reverts to snow and melts away. If
you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
Sleep
Level 1 Enchantment (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each creature of your choice in a 5-foot-radius
Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn,
at which point it must repeat the save. If the target
fails the second save, the target has the Unconscious
condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it
takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that
have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Sleet Storm
Level 3 Conjuration (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (a miniature umbrella)
Duration: Concentration, up to 1 minute
Until the spell ends, sleet falls in a 40-foot-tall,
20-foot-radius Cylinder centered on a point you
choose within range. The area is Heavily Obscured,
and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When
a creature enters the Cylinder for the first time on
a turn or starts its turn there, it must succeed on a
Dexterity saving throw or have the Prone condition
and lose Concentration.
Slow
Level 3 Transmutation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your
choice in a 40-foot Cube within range. Each target
must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a -2
penalty to AC and Dexterity saving throws, and it
can’t take Reactions. On its turns, it can take either
an action or a Bonus Action, not both, and it can
make only one attack if it takes the Attack action. If
it casts a spell with a Somatic component, there is
a 25 percent chance the spell fails as a result of the
target making the spell’s gestures too slowly.
An affected target repeats the save at the end
of each of its turns, ending the spell on itself on a
success.
Sorcerous Burst
Evocation Cantrip (Sorcerer)
Casting Time: Action
Range: 120 feet
Component: V, S
Duration: Instantaneous
You cast sorcerous energy at one creature or object
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 damage of a
type you choose: Acid, Cold, Fire, Lightning, Poison,
Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll
another d8, and add it to the damage. When you cast
this spell, the maximum number of these d8s you
can add to the spell’s damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8), and 17
(4d8).
Spare the Dying
Necromancy Cantrip (Cleric, Druid)
Casting Time: Action
Range: 15 feet
Components: V, S
Duration: Instantaneous
Choose a creature within range that has 0 Hit Points
and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you
reach levels 5 (30 feet), 11 (60 feet), and 17 (120
feet).
164 System Reference Document 5.2.1
Speak with Animals
Level 1 Divination (Bard, Druid, Ranger, Warlock)
Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and verbally
communicate with Beasts, and you can use any of
the Influence action’s skill options with them.
Most Beasts have little to say about topics that
don’t pertain to survival or companionship, but at
minimum, a Beast can give you information about
nearby locations and monsters, including whatever
it has perceived within the past day.
Speak with Dead
Level 3 Necromancy (Bard, Cleric, Wizard)
Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a corpse of your
choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and
this spell fails if the deceased creature was Undead
when it died. The spell also fails if the corpse was
the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to
five questions. The corpse knows only what it knew
in life, including the languages it knew. Answers are
usually brief, cryptic, or repetitive, and the corpse
is under no compulsion to offer a truthful answer if
you are antagonistic toward it or it recognizes you
as an enemy. This spell doesn’t return the creature’s
soul to its body, only its animating spirit. Thus, the
corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and
can’t speculate about future events.
Speak with Plants
Level 3 Transmutation (Bard, Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation
with limited sentience and animation, giving them
the ability to communicate with you and follow your
simple commands. You can question plants about
events in the spell’s area within the past day, gaining information about creatures that have passed,
weather, and other circumstances.
You can also turn Difficult Terrain caused by plant
growth (such as thickets and undergrowth) into
ordinary terrain that lasts for the duration. Or you
can turn ordinary terrain where plants are present
into Difficult Terrain that lasts for the duration.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their
branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Spider Climb
Level 2 Transmutation (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch
gains the ability to move up, down, and across
vertical surfaces and along ceilings, while leaving
its hands free. The target also gains a Climb Speed
equal to its Speed.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 2.
Spike Growth
Level 2 Transmutation (Druid, Ranger)
Casting Time: Action
Range: 150 feet
Components: V, S, M (seven thorns)
Duration: Concentration, up to 10 minutes
The ground in a 20-foot-radius Sphere centered
on a point within range sprouts hard spikes and
thorns. The area becomes Difficult Terrain for the
duration. When a creature moves into or within the
area, it takes 2d4 Piercing damage for every 5 feet it
travels.
The transformation of the ground is camouflaged
to look natural. Any creature that can’t see the area
when the spell is cast must take a Search action
and succeed on a Wisdom (Perception or Survival)
check against your spell save DC to recognize the
terrain as hazardous before entering it.
Spirit Guardians
Level 3 Conjuration (Cleric)
Casting Time: Action
Range: Self
Components: V, S, M (a prayer scroll)
Duration: Concentration, up to 10 minutes
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral,
their spectral form appears angelic or fey (your
choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s
Speed is halved in the Emanation, and whenever the
Emanation enters a creature’s space and whenever
165 System Reference Document 5.2.1
a creature enters the Emanation or ends its turn
there, the creature must make a Wisdom saving
throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save,
the creature takes half as much damage. A creature
makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
Spiritual Weapon
Level 2 Evocation (Cleric)
Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a floating, spectral force that resembles
a weapon of your choice and lasts for the duration.
The force appears within range in a space of your
choice, and you can immediately make one melee
spell attack against one creature within 5 feet of the
force. On a hit, the target takes Force damage equal
to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can
move the force up to 20 feet and repeat the attack
against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
Starry Wisp
Evocation Cantrip (Bard, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You launch a mote of light at one creature or object
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim
Light in a 10-foot radius and can’t benefit from the
Invisible condition.
Cantrip Upgrade. The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8), and 17
(4d8).
Stinking Cloud
Level 3 Conjuration (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (a rotten egg)
Duration: Concentration, up to 1 minute
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The
cloud is Heavily Obscured. The cloud lingers in the
air for the duration or until a strong wind (such as
the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere
must succeed on a Constitution saving throw or
have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature
can’t take an action or a Bonus Action.
Stone Shape
Level 4 Transmutation (Cleric, Druid, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (soft clay)
Duration: Instantaneous
You touch a stone object of Medium size or smaller
or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon,
statue, or coffer, or you could make a small passage
through a wall that is 5 feet thick. You could also
shape a stone door or its frame to seal the door shut.
The object you create can have up to two hinges and
a latch, but finer mechanical detail isn’t possible.
Stoneskin
Level 4 Transmutation (Druid, Ranger, Sorcerer,
Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (diamond dust worth 100+ GP,
which the spell consumes)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch
has Resistance to Bludgeoning, Piercing, and Slashing damage.
Storm of Vengeance
Level 9 Conjuration (Druid)
Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms for the duration,
centered on a point within range and spreading to
a radius of 300 feet. Each creature under the cloud
when it appears must succeed on a Constitution
saving throw or take 2d6 Thunder damage and have
the Deafened condition for the duration.
At the start of each of your later turns, the storm
produces different effects, as detailed below.
Turn 2. Acidic rain falls. Each creature and object
under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the
cloud to strike six different creatures or objects
beneath it. Each target makes a Dexterity saving
throw, taking 10d6 Lightning damage on a failed
save or half as much damage on a successful one.
166 System Reference Document 5.2.1
Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the
area under the cloud. Each creature there takes 1d6
Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks
with weapons are impossible there, and strong
wind blows through the area.
Suggestion
Level 2 Enchantment (Bard, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: 30 feet
Components: V, M (a drop of honey)
Duration: Concentration, up to 8 hours
You suggest a course of activity—described in no
more than 25 words—to one creature you can see
within range that can hear and understand you.
The suggestion must sound achievable and not involve anything that would obviously deal damage
to the target or its allies. For example, you could
say, “Fetch the key to the cult’s treasure vault, and
give the key to me.” Or you could say, “Stop fighting,
leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving
throw or have the Charmed condition for the duration or until you or your allies deal damage to the
target. The Charmed target pursues the suggestion
to the best of its ability. The suggested activity
can continue for the entire duration, but if the suggested activity can be completed in a shorter time,
the spell ends for the target upon completing it.
Summon Dragon
Level 5 Conjuration (Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (an object with the image of a
dragon engraved on it worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and
uses the Draconic Spirit 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.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 19 +4 +4 dex 14 +2 +2 con 17 +3 +3
int 10 +0 +0 WiS 14 +2 +2 chA 14 +2 +2
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.;
Passive Perception 12
Languages Draconic, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit,
choose one of its Resistances. You have Resistance to
the chosen damage type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks
equal to half the spell’s level (round down), and it uses
Breath Weapon.
Rend. Melee Attack Roll: Bonus equals your spell attack
modifier, reach 10 feet. Hit: 1d6 + 4 + the spell’s level
Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals
your spell save DC, each creature in a 30-foot Cone.
Failure: 2d6 damage of a type this spirit has Resistance
to (your choice when you cast the spell). Success:
Half damage.
Sunbeam
Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
You launch a sunbeam in a 5-foot-wide, 60-foot-long
Line. Each creature in the Line makes a Constitution
saving throw. On a failed save, a creature takes 6d8
Radiant damage and has the Blinded condition until
the start of your next turn. On a successful save, it
takes half as much damage only.
Until the spell ends, you can take a Magic action to
create a new Line of radiance.
For the duration, a mote of brilliant radiance
shines above you. It sheds Bright Light in a 30-foot
radius and Dim Light for an additional 30 feet. This
light is sunlight.
167 System Reference Document 5.2.1
Sunburst
Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (a piece of sunstone)
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot-radius Sphere
centered on a point you choose within range. Each
creature in the Sphere makes a Constitution saving
throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1
minute. On a successful save, it takes half as much
damage only.
A creature Blinded by this spell makes another
Constitution saving throw at the end of each of its
turns, ending the effect on itself on a success.
This spell dispels Darkness in its area that was
created by any spell.
Symbol
Level 7 Abjuration (Bard, Cleric, Druid, Wizard)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (powdered diamond worth 1,000+
GP, which the spell consumes)
Duration: Until dispelled or triggered
You inscribe a harmful glyph either on a surface
(such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The
glyph can cover an area no larger than 10 feet in
diameter. If you choose an object, it must remain in
place; if it is moved more than 10 feet from where
you cast this spell, the glyph is broken, and the spell
ends without being triggered.
The glyph is nearly imperceptible and requires a
successful Wisdom (Perception) check against your
spell save DC to notice.
When you inscribe the glyph, you set its trigger
and choose which effect the symbol bears: Death,
Discord, Fear, Pain, Sleep, or Stunning. Each one is
explained below.
Set the Trigger. You decide what triggers the
glyph when you cast the spell. For glyphs inscribed
on a surface, common triggers include touching or
stepping on the glyph, removing another object covering it, or approaching within a certain distance of
it. For glyphs inscribed within an object, common
triggers include opening that object or seeing the
glyph.
You can refine the trigger so that only creatures
of certain types activate it (for example, the glyph
could be set to affect Aberrations). You can also set
conditions for creatures that don’t trigger the glyph,
such as those who say a certain password.
Once triggered, the glyph glows, filling a
60-foot-radius Sphere with Dim Light for 10
minutes, after which time the spell ends. Each
creature in the Sphere when the glyph activates is
targeted by its effect, as is a creature that enters the
Sphere for the first time on a turn or ends its turn
there. A creature is targeted only once per turn.
Death. Each target makes a Constitution saving
throw, taking 10d10 Necrotic damage on a failed
save or half as much damage on a successful save.
Discord. Each target makes a Wisdom saving
throw. On a failed save, a target argues with other
creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom
saving throw or have the Frightened condition for
1 minute. While Frightened, the target must move
at least 30 feet away from the glyph on each of its
turns, if able.
Pain. Each target must succeed on a Constitution
saving throw or have the Incapacitated condition
for 1 minute.
Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10
minutes. A creature awakens if it takes damage or if
someone takes an action to shake it awake.
Stunning. Each target must succeed on a Wisdom
saving throw or have the Stunned condition for 1
minute.
Telekinesis
Level 5 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell
and as a Magic action on your later turns before the
spell ends, you can exert your will on one creature
or object that you can see within range, causing the
appropriate effect below. You can affect the same
target round after round or choose a new one at any
time. If you switch targets, the prior target is no
longer affected by the spell.
Creature. You can try to move a Huge or smaller
creature. The target must succeed on a Strength
saving throw, or you move it up to 30 feet in any
direction within the spell’s range. Until the end of
your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended
there. It falls at the end of your next turn unless you
use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller
object. If the object isn’t being worn or carried, you
automatically move it up to 30 feet in any direction
within the spell’s range.
168 System Reference Document 5.2.1
If the object is worn or carried by a creature, that
creature must succeed on a Strength saving throw,
or you pull the object away and move it up to 30 feet
in any direction within the spell’s range.
You can exert fine control on objects with your
telekinetic grip, such as manipulating a simple tool,
Telepathic Bond
Level 5 Divination (Bard, Wizard)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (two eggs)
Duration: 1 hour
You forge a telepathic link among up to eight willing
creatures of your choice within range, psychically
linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.
Until the spell ends, the targets can communicate
telepathically through the bond whether or not they
share a language. The communication is possible
over any distance, though it can’t extend to other
planes of existence.
Teleport
Level 7 Conjuration (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight
willing creatures that you can see within range, or a
single object that you can see within range, to a destination you select. If you target an object, it must
be Large or smaller, and it can’t be held or carried
by an unwilling creature.
The destination you choose must be known to
you, and it must be on the same plane of existence
as you. Your familiarity with the destination determines whether you arrive there successfully. The
GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.
Teleportation Outcome
Familiarity Mishap
Similar
Area
Off
Target
On
Target
Permanent circle — — — 01–00
Linked object — — — 01–00
Very familiar 01–05 06–13 14–24 25–00
Seen casually 01–33 34–43 44–53 54–00
Viewed once or
described
01–43 44–53 54–73 74–00
False destination 01–50 51–00 — —
Familiarity. Here are the meanings of the terms
in the table’s Familiarity column:
• “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.
• “Linked object” means you possess an object taken
from the desired destination within the last six
months, such as a book from a wizard’s library.
• “Very familiar” is a place you have visited often,
a place you have carefully studied, or a place you
can see when you cast the spell.
• “Seen casually” is a place you have seen more
than once but with which you aren’t very familiar.
• “Viewed once or described” is a place you have
seen once, possibly using magic, or a place you
know through someone else’s description, perhaps from a map.
• “False destination” is a place that doesn’t exist.
Perhaps you tried to scry an enemy’s sanctum but
instead viewed an illusion, or you are attempting
to teleport to a location that no longer exists.
Mishap. The spell’s unpredictable magic results in
a difficult journey. Each teleporting creature (or the
target object) takes 3d10 Force damage, and the GM
rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Similar Area. You and your group (or the target
object) appear in a different area that’s visually or
thematically similar to the target area. You appear
in the closest similar place. If you are heading for
your home laboratory, for example, you might appear in another person’s laboratory in the same city.
Off Target. You and your group (or the target object) appear 2d12 miles away from the destination
in a random direction. Roll 1d8 for the direction: 1,
east; 2, southeast; 3, south; 4, southwest; 5, west; 6,
northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
Teleportation Circle
Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard)
Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare inks worth 50+ GP, which the
spell consumes)
Duration: 1 round
As you cast the spell, you draw a 5-foot-radius circle
on the ground inscribed with sigils that link your
location to a permanent teleportation circle of your
choice whose sigil sequence you know and that is
on the same plane of existence as you. A shimmering portal opens within the circle you drew and
remains open until the end of your next turn. Any
creature that enters the portal instantly appears
within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
169 System Reference Document 5.2.1
Many major temples, guildhalls, and other important places have permanent teleportation circles.
Each circle includes a unique sigil sequence—a
string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell,
you learn the sigil sequences for two destinations
on the Material Plane, determined by the GM. You
might learn additional sigil sequences during your
adventures. You can commit a new sigil sequence to
memory after studying it for 1 minute.
You can create a permanent teleportation circle
by casting this spell in the same location every day
for 365 days.
Thaumaturgy
Transmutation Cantrip (Cleric)
Casting Time: Action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder within range. You create one of the effects below within range. If you cast
this spell multiple times, you can have up to three of
its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your
eyes for 1 minute.
Booming Voice. Your voice booms up to three
times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten,
dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous
sound that originates from a point of your choice
within range, such as a rumble of thunder, the cry of
a raven, or ominous whispers.
Tremors. You cause harmless tremors in the
ground for 1 minute.
Thunderwave
Level 1 Evocation (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each
creature in a 15-foot Cube originating from you
makes a Constitution saving throw. On a failed
save, a creature takes 2d8 Thunder damage and is
pushed 10 feet away from you. On a successful save,
a creature takes half as much damage only.
In addition, unsecured objects that are entirely
within the Cube are pushed 10 feet away from you,
and a thunderous boom is audible within 300 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Time Stop
Level 9 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but
yourself. No time passes for other creatures, while
you take 1d4 + 1 turns in a row, during which you
can use actions and move as normal.
This spell ends if one of the actions you use during
this period, or any effects that you create during it,
affects a creature other than you or an object being
worn or carried by someone other than you. In addition, the spell ends if you move to a place more than
1,000 feet from the location where you cast it.
Tiny Hut
Level 3 Evocation (Bard, Wizard)
Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (a crystal bead)
Duration: 8 hours
A 10-foot Emanation springs into existence around
you and remains stationary for the duration. The
spell fails when you cast it if the Emanation isn’t big
enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation
when you cast the spell can move through it freely.
All other creatures and objects are barred from
passing through it. Spells of level 3 or lower can’t be
cast through it, and the effects of such spells can’t
extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until
the spell ends, you can command the interior to have
Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color
you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or
if you cast it again.
Tongues
Level 3 Divination (Bard, Cleric, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: Touch
Components: V, M (a miniature ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability
to understand any spoken or signed language that
it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that
170 System Reference Document 5.2.1
knows at least one language can understand it if
that creature can hear the speech or see the signing.
Transport via Plants
Level 6 Conjuration (Druid)
Casting Time: Action
Range: 10 feet
Components: V, S
Duration: 1 minute
This spell creates a magical link between a Large
or larger inanimate plant within range and another
plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any
creature can step into the target plant and exit from
the destination plant by using 5 feet of movement.
Tree Stride
Level 5 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You gain the ability to enter a tree and move from
inside it to inside another tree of the same kind
within 500 feet. Both trees must be living and at
least the same size as you. You must use 5 feet of
movement to enter a tree. You instantly know the
location of all other trees of the same kind within
500 feet and, as part of the move used to enter the
tree, can either pass into one of those trees or step
out of the tree you’re in. You appear in a spot of your
choice within 5 feet of the destination tree, using
another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you
entered.
You can use this transportation ability only once
on each of your turns. You must end each turn outside a tree.
True Polymorph
Level 9 Transmutation (Bard, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a drop of mercury, a dollop of
gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour
Choose one creature or nonmagical object that you
can see within range. The creature shape-shifts into
a different creature or a nonmagical object, or the
object shape-shifts into a creature (the object must
be neither worn nor carried). The transformation
lasts for the duration or until the target dies or is
destroyed, but if you maintain Concentration on
this spell for the full duration, the spell lasts until
dispelled.
An unwilling creature can make a Wisdom saving
throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature
into another kind of creature, the new form can be
any kind you choose that has a Challenge Rating
equal to or less than the target’s Challenge Rating
or level. The target’s game statistics are replaced by
the stat block of the new form, but it retains its Hit
Points, Hit Point Dice, alignment, and personality.
The target gains a number of Temporary Hit
Points equal to the Hit Points of the new form.
These Temporary Hit Points vanish if any remain
when the spell ends.
The target is limited in the actions it can perform
by the anatomy of its new form, and it can’t speak or
cast spells.
The target’s gear melds into the new form. The
creature can’t use or otherwise benefit from any of
that equipment.
Object into Creature. You can turn an object into
any kind of creature, as long as the creature’s size
is no larger than the object’s size and the creature
has a Challenge Rating of 9 or lower. The creature is
Friendly to you and your allies. In combat, it takes
its turns immediately after yours, and it obeys your
commands.
If the spell lasts more than an hour, you no longer
control the creature. It might remain Friendly to
you, depending on how you have treated it.
Creature into Object. If you turn a creature into
an object, it transforms along with whatever it is
wearing and carrying into that form, as long as the
object’s size is no larger than the creature’s size. The
creature’s statistics become those of the object, and
the creature has no memory of time spent in this
form after the spell ends and it returns to normal.
True Resurrection
Level 9 Necromancy (Cleric, Druid)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP,
which the spell consumes)
Duration: Instantaneous
You touch a creature that has been dead for no
longer than 200 years and that died for any reason
except old age. The creature is revived with all its
Hit Points.
This spell closes all wounds, neutralizes any
poison, cures all magical contagions, and lifts any
curses affecting the creature when it died. The spell
replaces damaged or missing organs and limbs.
If the creature was Undead, it is restored to its
non-Undead form.
The spell can provide a new body if the original
no longer exists, in which case you must speak the
171 System Reference Document 5.2.1
creature’s name. The creature then appears in an
unoccupied space you choose within 10 feet of you.
True Seeing
Level 6 Divination (Bard, Cleric, Sorcerer, Warlock,
Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (mushroom powder worth 25+
GP, which the spell consumes)
Duration: 1 hour
For the duration, the willing creature you touch has
Truesight with a range of 120 feet.
True Strike
Divination Cantrip (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)
Duration: Instantaneous
Guided by a flash of magical insight, you make one
attack with the weapon used in the spell’s casting.
The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or
Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type
(your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack
deals extra Radiant damage when you reach levels 5
(1d6), 11 (2d6), and 17 (3d6).
Tsunami
Level 8 Conjuration (Druid)
Casting Time: 1 minute
Range: 1 mile
Components: V, S
Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you
choose within range. You can make the wall up to
300 feet long, 300 feet high, and 50 feet thick. The
wall lasts for the duration.
When the wall appears, each creature in its area
makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much
damage on a successful one.
At the start of each of your turns after the wall
appears, the wall, along with any creatures in it,
moves 50 feet away from you. Any Huge or smaller
creature inside the wall or whose space the wall
enters when it moves must succeed on a Strength
saving throw or take 5d10 Bludgeoning damage. A
creature can take this damage only once per round.
At the end of the turn, the wall’s height is reduced
by 50 feet, and the damage the wall deals on later
rounds is reduced by 1d10. When the wall reaches 0
feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check
against your spell save DC to move at all. If it fails
the check, it can’t move. A creature that moves out
of the wall falls to the ground.
Unseen Servant
Level 1 Conjuration (Bard, Warlock, Wizard)
Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates an Invisible, mindless, shapeless,
Medium force that performs simple tasks at your
command until the spell ends. The servant springs
into existence in an unoccupied space on the
ground within range. It has AC 10, 1 Hit Point, and a
Strength of 2, and it can’t attack. If it drops to 0 Hit
Points, the spell ends.
Once on each of your turns as a Bonus Action, you
can mentally command the servant to move up to
15 feet and interact with an object. The servant can
perform simple tasks that a human could do, such as
fetching things, cleaning, mending, folding clothes,
lighting fires, serving food, and pouring drinks.
Once you give the command, the servant performs
the task to the best of its ability until it completes
the task, then waits for your next command.
If you command the servant to perform a task that
would move it more than 60 feet away from you, the
spell ends.
Vampiric Touch
Level 3 Necromancy (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
Make a melee spell attack against one creature
within reach. On a hit, the target takes 3d6 Necrotic
damage, and you regain Hit Points equal to half the
amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again
on each of your turns as a Magic action, targeting
the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Vicious Mockery
Enchantment Cantrip (Bard)
Casting Time: Action
Range: 60 feet
172 System Reference Document 5.2.1
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle
enchantments at one creature you can see or hear
within range. The target must succeed on a Wisdom
saving throw or take 1d6 Psychic damage and have
Disadvantage on the next attack roll it makes before
the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6), and 17
(4d6).
Vitriolic Sphere
Level 4 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S, M (a drop of bile)
Duration: Instantaneous
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and
explodes in a 20-foot-radius Sphere. Each creature
in that area makes a Dexterity saving throw. On a
failed save, a creature takes 10d4 Acid damage and
another 5d4 Acid damage at the end of its next turn.
On a successful save, a creature takes half the initial
damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above
4.
Wall of Fire
Level 4 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a piece of charcoal)
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within
range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot thick, or a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot thick. The
wall is opaque and lasts for the duration.
When the wall appears, each creature in its area
makes a Dexterity saving throw, taking 5d8 Fire
damage on a failed save or half as much damage on
a successful one.
One side of the wall, selected by you when you
cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or
inside the wall. A creature takes the same damage
when it enters the wall for the first time on a turn or
ends its turn there. The other side of the wall deals
no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Wall of Force
Level 5 Evocation (Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a shard of glass)
Duration: Concentration, up to 10 minutes
An Invisible wall of force springs into existence at
a point you choose within range. The wall appears
in any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating
or resting on a solid surface. You can form it into a
hemispherical dome or a globe with a radius of up
to 10 feet, or you can shape a flat surface made up
of ten 10-foot-by-10-foot panels. Each panel must
be contiguous with another panel. In any form, the
wall is 1/4 inch thick and lasts for the duration. If
the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall
(you choose which side).
Nothing can physically pass through the wall. It
is immune to all damage and can’t be dispelled by
Dispel Magic. A Disintegrate spell destroys the wall
instantly, however. The wall also extends into the
Ethereal Plane and blocks ethereal travel through
the wall.
Wall of Ice
Level 6 Evocation (Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a piece of quartz)
Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within
range. You can form it into a hemispherical dome
or a globe with a radius of up to 10 feet, or you can
shape a flat surface made up of ten 10-foot-square
panels. Each panel must be contiguous with another
panel. In any form, the wall is 1 foot thick and lasts
for the duration.
If the wall cuts through a creature’s space when
it appears, the creature is pushed to one side of the
wall (you choose which side) and makes a Dexterity
saving throw, taking 10d6 Cold damage on a failed
save or half as much damage on a successful one.
The wall is an object that can be damaged and
thus breached. It has AC 12 and 30 Hit Points per
10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire
damage. Reducing a 10-foot section of wall to 0 Hit
Points destroys it and leaves behind a sheet of frigid
air in the space the wall occupied.
A creature moving through the sheet of frigid air
for the first time on a turn makes a Constitution
saving throw, taking 5d6 Cold damage on a failed
save or half as much damage on a successful one.
173 System Reference Document 5.2.1
Using a Higher-Level Spell Slot. The damage the
wall deals when it appears increases by 2d6 and the
damage from passing through the sheet of frigid air
increases by 1d6 for each spell slot level above 6.
Wall of Stone
Level 5 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a cube of granite)
Duration: Concentration, up to 10 minutes
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall
is 6 inches thick and is composed of ten 10-foot-by-
10-foot panels. Each panel must be contiguous with
another panel. Alternatively, you can create 10-footby-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when
it appears, the creature is pushed to one side of the
wall (you choose which side). If a creature would
be surrounded on all sides by the wall (or the wall
and another solid surface), that creature can make
a Dexterity saving throw. On a success, it can use its
Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it
can’t occupy the same space as a creature or object.
The wall doesn’t need to be vertical or rest on a firm
foundation. It must, however, merge with and be
solidly supported by existing stone. Thus, you can
use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length,
you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.
The wall is an object made of stone that can be
damaged and thus breached. Each panel has AC 15
and 30 Hit Points per inch of thickness, and it has
Immunity to Poison and Psychic damage. Reducing
a panel to 0 Hit Points destroys it and might cause
connected panels to collapse at the GM’s discretion.
If you maintain your Concentration on this spell
for its full duration, the wall becomes permanent
and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Wall of Thorns
Level 6 Conjuration (Druid)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a handful of thorns)
Duration: Concentration, up to 10 minutes
You create a wall of tangled brush bristling with
needle-sharp thorns. The wall appears within range
on a solid surface and lasts for the duration. You
choose to make the wall up to 60 feet long, 10 feet
high, and 5 feet thick or a circle that has a 20-foot
diameter and is up to 20 feet high and 5 feet thick.
The wall blocks line of sight.
When the wall appears, each creature in its area
makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage
on a successful one.
A creature can move through the wall, albeit
slowly and painfully. For every 1 foot a creature
moves through the wall, it must spend 4 feet of
movement. Furthermore, the first time a creature
enters a space in the wall on a turn or ends its turn
there, the creature makes a Dexterity saving throw,
taking 7d8 Slashing damage on a failed save or half
as much damage on a successful one. A creature
makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of
damage increase by 1d8 for each spell slot level
above 6.
Warding Bond
Level 2 Abjuration (Cleric, Paladin)
Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth
50+ GP each, which you and the target must wear for
the duration)
Duration: 1 hour
You touch another creature that is willing and
create a mystic connection between you and the
target until the spell ends. While the target is
within 60 feet of you, it gains a +1 bonus to AC and
saving throws, and it has Resistance to all damage.
Also, each time it takes damage, you take the same
amount of damage.
The spell ends if you drop to 0 Hit Points or if you
and the target become separated by more than 60
feet. It also ends if the spell is cast again on either of
the connected creatures.
Water Breathing
Level 3 Transmutation (Druid, Ranger, Sorcerer,
Wizard)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants up to ten willing creatures of your
choice within range the ability to breathe underwater until the spell ends. Affected creatures also
retain their normal mode of respiration.
Water Walk
Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time: Action or Ritual
Range: 30 feet
174 System Reference Document 5.2.1
Components: V, S, M (a piece of cork)
Duration: 1 hour
This spell grants the ability to move across any liquid
surface—such as water, acid, mud, snow, quicksand,
or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage
from the heat). Up to ten willing creatures of your
choice within range gain this ability for the duration.
An affected target must take a Bonus Action to
pass from the liquid’s surface into the liquid itself
and vice versa, but if the target falls into the liquid,
the target passes through the surface into the liquid
below.
Web
Level 2 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky webbing at a point
within range. The webs fill a 20-foot Cube there for
the duration. The webs are Difficult Terrain, and the
area within them is Lightly Obscured.
If the webs aren’t anchored between two solid
masses (such as walls or trees) or layered across
a floor, wall, or ceiling, the web collapses on itself,
and the spell ends at the start of your next turn.
Webs layered over a flat surface have a depth of 5
feet.
The first time a creature enters the webs on a
turn or starts its turn there, it must succeed on a
Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an
action to make a Strength (Athletics) check against
your spell save DC. If it succeeds, it is no longer
Restrained.
The webs are flammable. Any 5-foot Cube of webs
exposed to fire burns away in 1 round, dealing 2d4
Fire damage to any creature that starts its turn in
the fire.
Weird
Level 9 Illusion (Warlock, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You try to create illusory terrors in others’ minds.
Each creature of your choice in a 30-foot-radius
Sphere centered on a point within range makes a
Wisdom saving throw. On a failed save, a target
takes 10d10 Psychic damage and has the Frightened
condition for the duration. On a successful save, a
target takes half as much damage only.
A Frightened target makes a Wisdom saving
throw at the end of each of its turns. On a failed
save, it takes 5d10 Psychic damage. On a successful
save, the spell ends on that target.
Wind Walk
Level 6 Transmutation (Druid)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice
within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this
cloud form, a target has a Fly Speed of 300 feet and
can hover; it has Immunity to the Prone condition;
and it has Resistance to Bludgeoning, Piercing, and
Slashing damage. The only actions a target can take
in this form are the Dash action or a Magic action to
begin reverting to its normal form. Reverting takes
1 minute, during which the target has the Stunned
condition. Until the spell ends, the target can revert
to cloud form, which also requires a Magic action
followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for
1 minute until it lands, which it does safely. If it can’t
land after 1 minute, it falls the remaining distance.
Wind Wall
Level 3 Evocation (Druid, Ranger)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a
point you choose within range. You can make the
wall up to 50 feet long, 15 feet high, and 1 foot
thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the
ground. The wall lasts for the duration.
When the wall appears, each creature in its area
makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much
damage on a successful one.
The strong wind keeps fog, smoke, and other
gases at bay. Small or smaller flying creatures or
objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward.
Arrows, bolts, and other ordinary projectiles
launched at targets behind the wall are deflected
upward and miss automatically. Boulders hurled by
Giants or siege engines, and similar projectiles, are
unaffected. Creatures in gaseous form can’t pass
through it.
175 System Reference Document 5.2.1
Wish
Level 9 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal can cast. By
simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other
spell of level 8 or lower. If you use it this way, you
don’t need to meet any requirements to cast that
spell, including costly components. The spell simply
takes effect.
Alternatively, you can create one of the following
effects of your choice:
Object Creation. You create one object of up to
25,000 GP in value that isn’t a magic item. The
object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that
you can see on the ground.
Instant Health. You allow yourself and up to
twenty creatures that you can see to regain all Hit
Points, and you end all effects on them listed in
the Greater Restoration spell.
Resistance. You grant up to ten creatures that you
can see Resistance to one damage type that you
choose. This Resistance is permanent.
Spell Immunity. You grant up to ten creatures you
can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with
another feat for which you are eligible. You lose all
the benefits of the old feat and gain the benefits of
the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
a reroll of any die roll made within the last round
(including your last turn). Reality reshapes itself to
accommodate the new result. For example, a Wish
spell could undo an ally’s failed saving throw or a
foe’s Critical Hit. You can force the reroll to be made
with Advantage or Disadvantage, and you choose
whether to use the reroll or the original roll.
Reshape Reality. You may wish for something not
included in any of the other effects. To do so, state
your wish to the GM as precisely as possible. The
GM has great latitude in ruling what occurs in
such an instance; the greater the wish, the greater
the likelihood that something goes wrong. This
spell might simply fail, the effect you desire might
be achieved only in part, or you might suffer an
unforeseen consequence as a result of how you
worded the wish. For example, wishing that a
villain were dead might propel you forward in
time to a period when that villain is no longer
alive, effectively removing you from the game.
Similarly, wishing for a Legendary magic item or
an Artifact might instantly transport you to the
presence of the item’s current owner. If your wish
is granted and its effects have consequences for a
whole community, region, or world, you are likely
to attract powerful foes. If your wish would affect
a god, the god’s divine servants might instantly intervene to prevent it or to encourage you to craft
the wish in a particular way. If your wish would
undo the multiverse itself, your wish fails.
The stress of casting Wish to produce any effect
other than duplicating another spell weakens you.
After enduring that stress, each time you cast a
spell until you finish a Long Rest, you take 1d10
Necrotic damage per level of that spell. This damage
can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days.
For each of those days that you spend resting and
doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there
is a 33 percent chance that you are unable to cast
Wish ever again if you suffer this stress.
Word of Recall
Level 6 Conjuration (Cleric)
Casting Time: Action
Range: 5 feet
Components: V
Duration: Instantaneous
You and up to five willing creatures within 5 feet
of you instantly teleport to a previously designated
sanctuary. You and any creatures that teleport with
you appear in the nearest unoccupied space to the
spot you designated when you prepared your sanctuary (see below). If you cast this spell without first
preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as
a sanctuary by casting this spell there.
Zone of Truth
Level 2 Enchantment (Bard, Cleric, Paladin)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a
point within range. Until the spell ends, a creature
that enters the spell’s area for the first time on a
turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a
deliberate lie while in the radius. You know whether
a creature succeeds or fails on this save.
An affected creature is aware of the spell and
can avoid answering questions to which it would
normally respond with a lie. Such a creature can be
evasive yet must be truthful.