Tales from the Fireside

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Spells

NameClassesSpell LevelSchoolCast TimeDurationRangeDescriptionSource
Abi-Dalzims Horrid Wilting
Sorcerer, Wizard
8Necromancy1 action
Instantaneous
150 feet
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly. (replaced Player's Companion) You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Xanathar's Guide to Everything
Absorb Elements
Druid, Ranger, Sorcerer, Wizard
1Abjuration1 reaction, which you take when you takeacid, cold, fire, lightning, or thunder damage
1 round
Self
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above lst. (replaced Player's Companion) The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Xanathar's Guide to Everything
Acid Splash
Sorceror, Wizard
CantripConjuration1 action
Instantaneous
60 feet
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
PHB
Aganazzars Scorcher
Sorcerer, Wizard
2Evocation1 action
Instantaneous
30 feet
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher. the damage increases by MB for each slot level above 2nd. (replaced Player's Companion) A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Xanathar's Guide to Everything
Agonizing Blast
Warlock
Invocation
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
PHB
Aid
Cleric, Paladin
2Abjuration1 action
8 hours
30 feet
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
PHB
Alarm
Ranger, Wizard
1Abjuration1 minute
8 hours
30 feet
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
PHB
Alter Self
Sorcerer, Wizard
2transmutation1 action
Concentration, up to 1 hour
Self
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
PHB
Animal Friendship
Bard, Druid, Ranger
1Enchantment1 action
24 hours
30 feet
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range.It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
PHB
Animal Messenger
Bard, Druid, Ranger
2Enchantment1 action
24 hours
30 feet
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
PHB
Animal Shapes
Druid
8Transmutation1 action
Concentration, up to 24 hours
30 feet
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

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

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

PHB
Animate Dead
Cleric, Wizard
3Necromancy1 minute
Instantaneous
10 feet
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures.Once given an order, the creature continues to follow it until its task is complete.

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

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

PHB
Animate Objects
Bard, Sorcerer, Wizard
5Transmutation1 action
Concentration, up to 1 minute
120 feet
Objects come to life at your command. Choose up to ten non-magical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures,you can command any or all of them at the same time,issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size.Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blind sight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
PHB
Antilife Shell
Druid
5Abjuration1 action
Concentration, up to 1 hour
Self (10-foot radius)
A shimmering barrier extends out from you in a 10-footradius and moves with you, remaining centered onyou and hedging out creatures other than undead andconstructs. The barrier lasts for the duration.

The barrier prevents an affected creature frompassing or reaching through. An affected creaturecan cast spells or make attacks with ranged or reachweapons through the barrier.

If you move so that an affected creature is forced topass through the barrier, the spell ends.

PHB
Antimagic Field
Cleric, Wizard
8Abjuration1 action
Concentration, up to 1 hour
Self (10-foot-radius sphere)
A 10-foot-radius invisible sphere of antimagic surroundsyou. This area is divorced from the magical energy thatsuffuses the multiverse. Within the sphere, spells can’tbe cast, summoned creatures disappear, and even magicitems become mundane. Until the spell ends, the spheremoves with you, centered on you.

Spells and other magical effects, except those createdby an artifact or a deity, are suppressed in the sphereand can’t protrude into it. A slot expended to casta suppressed spell is consumed. While an effect issuppressed, it doesn't function, but the time it spendssuppressed counts against its duration.

Targeted Effects. Spells and other magical effects,such as magic missile and charm person, that targeta creature or an object in the sphere have no effecton that target.

Areas of Magic.The area of another spell or magicaleffect, such as fireball, can’t extend into the sphere.If the sphere overlaps an area o f magic, the part ofthe area that is covered by the sphere is suppressed.For example, the flames created by a wall o f fire aresuppressed within the sphere, creating a gap in the wallif the overlap is large enough.

Spells. Any active spell or other magical effect on acreature or an object in the sphere is suppressed whilethe creature or object is in it.

Magic Items. The properties and powers ofmagic items are suppressed in the sphere. Forexample, a + 1 longsword in the sphere functions as anon-magical longsword.

A magic weapon’s properties and powers aresuppressed if it is used against a target in the sphere orwielded by an attacker in the sphere. If a magic weaponor a piece of magic ammunition fully leaves the sphere(for example, if you fire a magic arrow or throw a magicspear at a target outside the sphere), the magic of theitem ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travelfail to work in the sphere, whether the sphere is thedestination or the departure point for such magicaltravel. A portal to another location, world, or plane ofexistence, as well as an opening to an extra-dimensionalspace such as that created by the rope trick spell,temporarily closes while in the sphere.

Creatures and Objects. A creature or objectsummoned or created by magic temporarily winks outof existence in the sphere. Such a creature instantlyreappears once the space the creature occupied is nolonger within the sphere.

Dispel Magic. Spells and magical effects such asdispel magic have no effect on the sphere. Likewise, thespheres created by different anti-magic field spells don’tnullify each other.

PHB
Antipathy/Sympathy
Druid, Wizard
8Enchantment1 hour
10 days
60 feet
This spell attracts or repels creatures of your choice.You target something within range, either a Huge orsmaller object or creature or an area that is no largerthan a 200-foot cube. Then specify a kind of intelligentcreature, such as red dragons, goblins, or vampires.You invest the target with an aura that either attracts orrepels the specified creatures for the duration. Chooseantipathy or sympathy as the aura’s effect.

Antipathy. The enchantment causes creatures of thekind you designated to feel an intense urge to leave thearea and avoid the target. When such a creature cansee the target or comes within 60 feet of it, the creaturemust succeed on a Wisdom saving throw or becomefrightened. The creature remains frightened while it cansee the target or is within 60 feet of it. While frightenedby the target, the creature must use its movement tomove to the nearest safe spot from which it can’t seethe target. If the creature moves more than 60 feet fromthe target and can’t see it, the creature is no longerfrightened, but the creature becomes frightened again ifit regains sight of the target or moves within 60 feet of it.

Sympathy. The enchantment causes the specifiedcreatures to feel an intense urge to approach the targetwhile within 60 feet of it or able to see it. When such acreature can see the target or comes within 60 feet of it,the creature must succeed on a Wisdom saving throw oruse its movement on each of its turns to enter the areaor move within reach of the target. When the creaturehas done so, it can’t willingly move away from the target.

If the target damages or otherwise harms an affectedcreature, the affected creature can make a Wisdomsaving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends itsturn while not within 60 feet of the target or able to seeit, the creature makes a Wisdom saving throw. On asuccessful save, the creature is no longer affected bythe target and recognizes the feeling of repugnance orattraction as magical. In addition, a creature affected bythe spell is allowed another Wisdom saving throw every24 hours while the spell persists.

A creature that successfully saves against this effectis immune to it for 1 minute, after which time it can beaffected again.

PHB
Arcane Eye
Wizard
4Divination1 action
Concentration, up to 1 hour
30 feet
You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and Darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

PHB
Arcane Gate
Sorcerer, Warlock, Wizard
6Conjuration1 action
Concentration, up to 10 minutes
500 feet
You create linked teleportation portals that remain openfor the duration. Choose two points on the ground thatyou can see, one point within 10 feet o f you and onepoint within 500 feet of you. A circular portal, 10 feetin diameter, opens over each point. If the portal wouldopen in the space occupied by a creature, the spell fails,and the casting is lost.

The portals are two-dimensional glowing ringsfilled with mist, hovering inches from the ground andperpendicular to it at the points you choose. A ring isvisible only from one side (your choice), which is the sidethat functions as a portal.

Any creature or object entering the portal exits fromthe other portal as if the two were adjacent to eachother; passing through a portal from the non-portal sidehas no effect. The mist that fills each portal is opaqueand blocks vision through it. On your turn, you canrotate the rings as a bonus action so that the active sidefaces in a different direction.

PHB
Arcane Lock
Wizard
2Abjuration1 action
Until dispelled
Touch
You touch a closed door, window, gate, chest, or otherentryway, and it becomes locked for the duration. Youand the creatures you designate when you cast thisspell can open the object normally. You can also set apassword that, when spoken within 5 feet of the object,suppresses this spell for 1 minute. Otherwise, it isimpassable until it is broken or the spell is dispelled orsuppressed. Casting knock on the object suppressesarcane lock for 10 minutes.

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

PHB
Armor of Agathys
Warlock
1Abjuration1 action
1 hour
Self
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hp and the cold damage increase by 5 for each slot level above 1st.
PHB
Armor of Shadows
Warlock
invocation
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
PHB
Arms of Hadar
Warlock
1Conjuration1 action
Instantaneous
Self (10-foot radius)
You invoke the power of Hadar, the Dark Hunger.Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
PHB
Ascendant Step
Warlock
Invocation
You can cast Levitate on yourself at will, without expending a spell slot or material components.
PHB
Aspect of the Moon Invocation
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. (replaced UA - Warlock and Wizard - 02/13/2017) You have gained the Maiden of the Moon's favor. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
Xanathar's Guide to Everything
Astral Projection
Cleric, Warlock, Wizard
9Necromancy1 hour
Special
10 feet
You and up to eight willing creatures within rangeproject your astral bodies into the Astral Plane (thespell fails and the casting is wasted if you are alreadyon that plane). The material body you leave behind isunconscious and in a state of suspended animation; itdoesn't need food or air and doesn't age.

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

Your astral form can freely travel through the AstralPlane and can pass through portals there leading to anyother plane. If you enter a new plane or return to theplane you were on when casting this spell, your body andpossessions are transported along the silver cord, allowingyou to re-enter your body as you enter the new plane.Your astral form is a separate incarnation. Any damageor other effects that apply to it have no effect on yourphysical body, nor do they persist when you return to it.

The spell ends for you and your companions whenyou use your action to dismiss it. When the spell ends,the affected creature returns to its physical body,and it awakens.

The spell might also end early for you or one o f yourcompanions. A successful dispel magic spell usedagainst an astral or physical body ends the spell for thatcreature. If a creature’s original body or its astral formdrops to 0 hit points, the spell ends for that creature. Ifthe spell ends and the silver cord is intact, the cord pullsthe creature’s astral form back to its body, ending itsstate of suspended animation.

If you are returned to your body prematurely, yourcompanions remain in their astral forms and must findtheir own way back to their bodies, usually by droppingto 0 hit points.

PHB
Augury
Cleric
2Divination1 minute
Instantaneous
Self
By casting gem-inlaid sticks, rolling dragon bones,laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
PHB
Aura of Life
Paladin
4Abjuration1 action
Concentration, up to 10 minutes
Self (30-foot radius)
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
PHB
Aura of Purity
Paladin
4Abjuration1 action
Concentration, up to 10 minutes
Self (30-foot radius)
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
PHB
Aura of Vitality
Paladin
3Evocation1 action
Concentration, up to 1 minute
Self (30-foot radius)
Healing energy radiates from you in an aura with a30-foot radius. Until the spell ends, the aura moves withyou, centered on you. You can use a bonus action tocause one creature in the aura (including you) to regain2d6 hit points.
PHB
Awaken
Bard, Druid
5Transmutation8 hours
Instantaneous
Touch
After spending the casting time tracing magicalpathways within a precious gemstone, you touch a Hugeor smaller beast or plant. The target must have eitherno Intelligence score or an Intelligence of 3 or less. Thetarget gains an Intelligence of 10. The target also gainsthe ability to speak one language you know. If the targetis a plant, it gains the ability to move its limbs, roots,vines, creepers, and so forth, and it gains senses similarto a human’s. Your DM chooses statistics appropriatefor the awakened plant, such as the statistics for theawakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for30 days or until you or your companions do anythingharmful to it. When the charmed condition ends,the awakened creature chooses whether to remainfriendly to you, based on how you treated it whileit w as charmed.

PHB
Bane
Bard, Cleric
1Enchantment1 action
Concentration, up to 1 minute
30 feet
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
PHB
Banishing Smite
Paladin
5Abjuration1 bonus action
Concentration, up to 1 minute
Self
The next time you hit a creature with a weapon attackbefore this spell ends, your weapon crackles with force,and the attack deals an extra 5d10 force damage to thetarget. Additionally, if this attack reduces the targetto 50 hit points or fewer, you banish it. If the target isnative to a different plane of existence than the oneyou’re on, the target disappears, returning to its homeplane. If the target is native to the plane you’re on, thecreature vanishes into a harmless demi-plane. Whilethere, the target is incapacitated. It remains there untilthe spell ends, at which point the target reappears in thespace it left or in the nearest unoccupied space if thatspace is occupied.
PHB
Banishment
Cleric, Paladin, Sorcerer, Warlock, Wizard
5Abjuration1 Action
Concentration, up to 1 minute
60 feet
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. * - (an item distasteful to the target)
PHB
Barkskin
Druid, Ranger
2Transmutation1 action
Concentration, up to 1 hour
Touch
You touch a willing creature. Until the spell ends, thetarget’s skin has a rough, bark-like appearance, and thetarget’s AC can’t be less than 16, regardless of what kindof armor it is wearing.
PHB
Beacon of Hope
Cleric
3Abjuration1 action
Concentration, up to 1 minute
30 feet
This spell bestows hope and vitality. Choose anynumber of creatures within range. For the duration,each target has advantage on Wisdom saving throwsand death saving throws, and regains the maximumnumber of hit points possible from any healing.
PHB
Beast Bond
Druid, Ranger
1Divination1 action
Concentration, Up to 10 minutes
Touch
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beasts Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. (replaced Player's Companion) You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Xanathar's Guide to Everything
Beast Sense
Druid, Ranger
2Divination1 action
Concentration, up to 1 hour
Touch
You touch a willing beast. For the duration of the spell,you can use your action to see through the beast’s eyesand hear what it hears, and continue to do so untilyou use your action to return to your normal senses.While perceiving through the beast’s senses, you gainthe benefits o f any special senses possessed by thatcreature, though you are blinded and deafened to yourown surroundings.
PHB
Beast Speech
Warlock
invocation
You can cast Speak with Animals at will, without expending a spell slot.
Beguiling Influence
Warlock
invocation
You gain proficiency in the Deception and Persuasion skills.
Bestow Curse
Bard, Cleric, Wizard
3Necromancy1 action
Concentration, up to 1 minute
Touch
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

    A remove curse spell ends this effect. At the DM option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse'’'s effect.

    At Higher Levels.
    If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

  • PHB
    Bewitching Whispers
    Warlock
    invocation
    You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
    Bigbys Hand
    Wizard
    5Evocation1 action
    Concentration, up to 1 minute
    120 feet
    You create a Large hand of shimmering, translucentforce in an unoccupied space that you can see withinrange. The hand lasts for the spell’s duration, and itmoves at your command, mimicking the movements ofyour own hand.

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

    When you cast the spell and as a bonus action on yoursubsequent turns, you can move the hand up to 60 feetand then cause one o f the following effects with it.

    Clenched Fist. The hand strikes one creature orobject within 5 feet of it. Make a melee spell attack forthe hand using your game statistics. On a hit, the targettakes 4d8 force damage.

    Forceful Hand. The hand attempts to push a creaturewithin 5 feet of it in a direction you choose. Makea check with the hand’s Strength contested by theStrength (Athletics) check of the target. If the target isMedium or smaller, you have advantage on the check. Ifyou succeed, the hand pushes the target up to 5 feet plusa number of feet equal to five times your spellcastingability modifier. The hand moves with the target toremain within 5 feet of it.

    Grasping Hand. The hand attempts to grapple a Hugeor smaller creature within 5 feet of it. You use the hand’sStrength score to resolve the grapple. If the target isMedium or smaller, you have advantage on the check.While the hand is grappling the target, you can use abonus action to have the hand crush it. When you doso, the target takes bludgeoning damage equal to 2d6 +your spellcasting ability modifier.

    Interposing Hand. The hand interposes itselfbetween you and a creature you choose until you givethe hand a different command. The hand moves to staybetween you and the target, providing you with halfcover against the target. The target can't move throughthe hand’s space if its Strength score is less than orequal to the hand’s Strength score. If its Strength scoreis higher than the hand’s Strength score, the target canmove toward you through the hand’s space, but thatspace is difficult terrain for the target.

    At Higher Levels. When you cast this spell using aspell slot of 6th level or higher, the damage from theclenched fist option increases by 2d8 and the damagefrom the grasping hand increases by 2d6 for each slotlevel above 5th.

    PHB
    Blade Barrier
    Cleric
    6Evocation1 action
    Concentration, up to 10 minutes
    90 feet
    You create a vertical wall of whirling, razor-sharp bladesmade of magical energy. The wall appears within rangeand lasts for the duration. You can make a straight wallup to 100 feet long, 20 feet high, and 5 feet thick, or aringed wall up to 60 feet in diameter, 20 feet high, and5 feet thick. The wall provides three-quarters cover tocreatures behind it, and its space is difficult terrain.

    When a creature enters the w all’s area for the firsttime on a turn or starts its turn there, the creature mustmake a Dexterity saving throw. On a failed save, thecreature takes 6 d10 slashing damage. On a successfulsave, the creature takes half as much damage.

    PHB
    Blade Ward
    Bard, Sorcerer, Warlock, Wizard
    CantripAbjuration1 action
    1 round
    Self
    You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
    PHB
    Bless
    Cleric, Paladin
    1Enchantment1 action
    Concentration, up to 1 minute
    30 feet
    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or asaving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll ors aving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
    PHB
    Blight
    Druid, Sorcerer, Warlock, Wizard
    4Necromancy1 action
    Instantaneous
    30 feet
    Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a non-magical plant that isn't a creature,such as a tree or shrub, it doesn't make a saving throw;it simply withers and dies. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
    PHB
    Blinding Smite
    Paladin
    3Evocation1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you hit a creature with a melee weaponattack during this spell’s duration, your weapon flareswith bright light, and the attack deals an extra 3d8radiant damage to the target. Additionally, the targetmust succeed on a Constitution saving throw or beblinded until the spell ends.

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

    PHB
    Blindness/Deafness
    Bard, Cleric, Sorcerer, Wizard
    2Necromancy1 action
    1 minute
    30 feet
    You can Blind or Deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    PHB
    Blink
    Sorcerer, Wizard
    3Transmutation1 action
    1 minute
    Self
    Roll a d20 at the end of each of your turns for theduration of the spell. On a roll of 11 or higher, youvanish from your current plane of existence and appearin the Ethereal Plane (the spell fails and the casting iswasted if you were already on that plane). At the start ofyour next turn, and when the spell ends if you are on theEthereal Plane, you return to an unoccupied space ofyour choice that you can see within 10 feet of the spaceyou vanished from. If no unoccupied space is availablewithin that range, you appear in the nearest unoccupiedspace (chosen at random if more than one space isequally near). You can dismiss this spell as an action.

    While on the Ethereal Plane, you can see and hearthe plane you originated from, which is cast in shadesof gray, and you can’t see anything there more than 60feet away. You can only affect and be affected by othercreatures on the Ethereal Plane. Creatures that aren'tthere can’t perceive you or interact with you, unless theyhave the ability to do so.

    PHB
    Blur
    Sorcerer, Wizard
    2Illusion1 action
    Concentration, up to 1 minute
    Self
    Your body becomes blurred, shifting and wavering toall who can see you. For the duration, any creature hasdisadvantage on attack rolls against you. An attackeris immune to this effect if it doesn't rely on sight,as with blindsight, or can see through illusions, aswith truesight.
    PHB
    Bones of the Earth 6Transmutation1 action
    Instantaneous
    120 feet
    You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5--foot-diameter portion of the area requires at least 1 minute to clear by hand. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th. (replaced Player's Companion) You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
    Xanathar's Guide to Everything
    Book of Ancient Secrets
    Warlock
    invocation
    You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50gp for the rare inks needed to inscribe it.
    Booming Blade
    Sorcerer, Warlock, Wizard
    CantripEvocation1 action
    1 round
    5 feet
    As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. At Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
    Sword Coast Adventurer's Guide
    Branding Smite
    Paladin
    2Evocation1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you hit a creature with a weapon attackbefore this spell ends, the weapon gleams with astralradiance as you strike. The attack deals an extra 2d6radiant damage to the target, which becomes visible ifit’s invisible, and the target sheds dim light in a 5-footradius and can’t become invisible until the spell ends.

    At Higher Levels. When you cast this spell usinga spell slot of 3rd level or higher, the extra damageincreases by 1d6 for each slot level above 2nd.

    PHB
    Burning Hands
    Sorcerer, Wizard
    1Evocation1 action
    Instantaneous
    Self (15-foot cone)
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    PHB
    Burning Hex
    Warlock
    Invocation
    As a bonus action, you cause a target cursed by your Hexblade's Curse to take fire damage equal to your Charisma modifier (minimum of 1).
    UA030 - Warlock & Wizard
    Caiphons Beacon
    Warlock
    Invocation
    The purple star Caiphon is the doom of inexperienced mariners. Those who use its deceptive light to guide their travels invariably come to ruin. You gain proficiency in the Deception and Stealth skills, and you have advantage on attack rolls against charmed creatures.
    UA030 - Warlock & Wizard
    Call Lightning
    Druid
    3Conjuration1 action
    Concentration, up to 10 minutes
    120 feet
    A storm cloud appears in the shape of a cylinder thatis 10 feet tall with a 60-foot radius, centered on a pointyou can see 100 feet directly above you. The spell failsif you can’t see a point in the air where the storm cloudcould appear (for example, if you are in a room that can’taccommodate the cloud).

    When you cast the spell, choose a point you can seewithin range. A bolt o f lightning flashes down from thecloud to that point. Each creature within 5 feet of thatpoint must make a Dexterity saving throw. A creaturetakes 3d10 lightning damage on a failed save, or halfas much damage on a successful one. On each of yourturns until the spell ends, you can use your action to calldown lightning in this way again, targeting the samepoint or a different one.

    If you are outdoors in stormy conditions when youcast this spell, the spell gives you control over theexisting storm instead of creating a new one. Undersuch conditions, the spell’s damage increases by 1d10.

    At Higher Levels. When you cast this spell using aspell slot of 4th or higher level, the damage increases by1d10 for each slot level above 3rd.

    PHB
    Calm Emotions
    Bard, Cleric
    2Enchantment1 action
    Concentration, up to 1 minute
    60 feet
    You attempt to suppress strong emotions in a groupof people. Each humanoid in a 20-foot-radius spherecentered on a point you choose within range must makea Charisma saving throw; a creature can choose tofail this saving throw if it wishes. If a creature fails itssaving throw, choose one of the following two effects.

    You can suppress any effect causing a target to becharmed or frightened. When this spell ends, anysuppressed effect resumes, provided that its durationhas not expired in the meantime.

    Alternatively, you can make a target indifferent aboutcreatures of your choice that it is hostile toward. Thisindifference ends if the target is attacked or harmed bya spell or if it witnesses any of its friends being harmed.When the spell ends, the creature becomes hostileagain, unless the DM rules otherwise.

    PHB
    Casting Time
    Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
    PHB
    Catapult
    Sorcerer, Wizard
    1Transmutation1 action
    Instantaneous
    60 feet
    Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above Ist. (replaced Player's Companion) Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
    Xanathar's Guide to Everything
    Catnap 3Enchantment1 action
    10 minutes
    30 feet
    You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
    Xanathar's Guide to Everything
    Cause Fear
    Warlock, Wizard
    1Necromancy1 action
    Concentration, up to 1 minute
    60 feet
    You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. (replaced UA - Starter Spells - 04/03/2017) You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. The spell has no effect on constructs or undead.
    Xanathar's Guide to Everything
    Ceremony 1Abjuration1 hour
    Instantaneous (see text)
    Touch
    You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. (replaced UA - Starter Spells - 04/03/2017) You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a success, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid old enough to be a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this ceremony just once. Dedication. You touch one humanoid who would willingly convert to your religion or who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this ceremony just once. Funeral Rite. You bless one corpse within 5 feet of you. For the next 24 hours, the target can't become undead by any means short of a wish spell. Investiture. You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn't cast the spell within 1 hour, the invested spell is lost. Marriage. You touch adult humanoids willing to be bonded together in marriage. For the next 24 hours, each target gains a +2 bonus to AC and saving throws while they are within 30 feet of each other. A creature can benefit from this ceremony just once.
    Xanathar's Guide to Everything
    Chain Lightning
    Sorcerer, Wizard
    6Evocation1 action
    Instantaneous
    150 feet
    You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must b e 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. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
    PHB
    Chains of Carceri
    Warlock
    invocation
    You can cast Hold Monster at will--targeting a celestial, fiend, or elemental--without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
    Chaos Bolt 1Evocation1 action
    Instantaneous
    120 feet
    You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the dSs. The number rolled on that die determines the attacks damage type, as shown below. d8 - Type 1 - Acid 2 - Cold 3 - Fire 4 - Force 5 - Lightning 6 - Poison 7 - Psychic 8 - Thunder If you roll the same number on both d85, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. (replaced UA - Starter Spells - 04/03/2017) You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage, as shown below. d8 - Type 1 - Acid 2 - Cold 3 - Fire 4 - Force 5 - Lightning 6 - Poison 7 - Psychic 8 - Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by this mass of chaotic energy. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st.
    Xanathar's Guide to Everything
    Charm Monster 4Enchantment1 action
    1 hour
    30 feet
    You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
    Xanathar's Guide to Everything
    Charm Person
    Bard, Druid, Sorcerer, Warlock, Wizard
    1Enchantment1 action
    1 hour
    30 feet
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    PHB
    Chill Touch
    Sorcerer, Warlock, Wizard
    CantripNecromancy1 action
    1 round
    120 feet
    You create a ghostly, skeletal hand in the space of acreature within range. Make a ranged spell attackagainst the creature to assail it with the chill of thegrave. On a hit, the target takes 1d8 necrotic damage,and it can’t regain hit points until the start of your nextturn. Until then, the hand clings to the target.

    If you hit an undead target, it also has disadvantage onattack rolls against you until the end of your next turn.

    This spell’s damage increases by 1d8 when you reach5th level (2d8), 11th level (3d8), and 17th level (4d8).

    PHB
    Chilling Hex
    Warlock
    Invocation
    As a bonus action, you cause frost to swirl around a target cursed by your Hexblade's Curse, dealing cold damage to each of your enemies within 5 feet of the target. The cold damage equals your Charisma modifier (minimum of 1).
    UA030 - Warlock & Wizard
    Chromatic Orb
    Sorcerer, Wizard
    1Evocation1 action
    Instantaneous
    90 feet
    You hurl a 4-inch-diameter sphere of energy at acreature that you can see within range. You chooseacid, cold, fire, lightning, poison, or thunder for the typeof orb you create, and then make a ranged spell attackagainst the target. If the attack hits, the creature takes3d8 damage of the type you chose.

    At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the damage increases by1d8 for each slot level above 1st.

    PHB
    Chronicle of the Raven Queen
    Warlock
    Invocation
    You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner.
    UA030 - Warlock & Wizard
    Circle of Death
    Sorcerer, Warlock, Wizard
    6Necromancy1 action
    Instantaneous
    150 feet
    A sphere of negative energy ripples out in a 60-foot radiussphere from a point within range. Each creaturein that area must make a Constitution saving throw. Atarget takes 8d6 necrotic damage on a failed save, orhalf as much damage on a successful one.

    At Higher Levels. When you cast this spell using aspell slot of 7th level or higher, the damage increases by2d6 for each slot level above 6th.

    PHB
    Circle of Power
    Paladin
    5Abjuration1 action
    Concentration, up to 10 minutes
    Self (30-foot radius)
    Divine energy radiates from you, distorting anddiffusing magical energy within 30 feet of you. Untilthe spell ends, the sphere moves with you, centered onyou. For the duration, each friendly creature in the area(including you) has advantage on saving throws againstspells and other magical effects. Additionally, whenan affected creature succeeds on a saving throw madeagainst a spell or magical effect that allows it to make asaving throw to take only half damage, it instead takesno damage if it succeeds on the saving throw.
    PHB
    Clairvoyance
    Bard, Cleric, Sorcerer, Wizard
    3Divination10 minutes
    Concentration, up to 10 minutes
    1 mile
    You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before)or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. A s your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or true sight) sees a luminous, intangible orb about the size of your fist.
    PHB
    Claw of Acamar
    Warlock
    Invocation
    You can create a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 necrotic damage to the target per spell level, and you can reduce the creature's speed to 0 feet until the end of your next turn.
    UA030 - Warlock & Wizard
    Cloak of Baalzebul
    Warlock
    Invocation
    As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.
    UA030 - Warlock & Wizard
    Cloak of Flies
    Warlock
    Invocation
    As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of O damage). Once you use this invocation, you can't use it again until you finish a short or long rest.
    Xanathar's Guide to Everything
    Clone
    Wizard
    8Necromancy1 hour
    Instantaneous
    Touch
    This spell grows an inert duplicate of a living creatureas a safeguard against death. This clone forms insidea sealed vessel and grows to full size and maturityafter 120 days; you can also choose to have the clonebe a younger version of the same creature. It remainsinert and endures indefinitely, as long as its vesselremains undisturbed.

    At any time after the clone matures, if the originalcreature dies, its soul transfers to the clone, providedthat the soul is free and willing to return. The clone isphysically identical to the original and has the samepersonality, memories, and abilities, but none of theoriginal’s equipment. The original creature’s physicalremains, if they still exist, become inert and can’tthereafter be restored to life, since the creature’s soulis elsewhere.

    PHB
    Cloud of Daggers
    Bard, Sorcerer, Warlock, Wizard
    2Conjuration1 action
    Concentration, up to 1 minute
    60 feet
    You fill the air with spinning daggers in a cube 5 feet oneach side, centered on a point you choose within range.A creature takes 4d4 slashing damage when it entersthe spell’s area for the first time on a turn or startsits turn there.

    At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, the damage increases by2d4 for each slot level above 2nd.

    PHB
    Cloudkill
    Sorcerer, Wizard
    5Conjuration1 action
    Concentration, up to 10 minutes
    120 feet
    You create a 20-foot-radius sphere of poisonous, yellow-greenfog centered on a point you choose within range.The fog spreads around corners. It lasts for the durationor until strong wind disperses the fog, ending the spell.Its area is heavily obscured.

    When a creature enters the spell’s area for the firsttime on a turn or starts its turn there, that creature mustmake a Constitution saving throw. The creature takes5d8 poison damage on a failed save, or half as muchdamage on a successful one. Creatures are affectedeven if they hold their breath or don’t need to breathe.

    The fog moves 10 feet away from you at the startof each of your turns, rolling along the surface o f theground. The vapors, being heavier than air, sink to thelowest level of the land, even pouring down openings.

    At Higher Levels. When you cast this spell using aspell slot of 6th level or higher, the damage increases by1d8 for each slot level above 5th.

    PHB
    Color Spray
    Sorcerer, Wizard
    1Illusion1 action
    1 round
    Self (15-foot cone)
    A dazzling array of flashing, colored light springs fromyour hand. Roll 6 d10; the total is how many hit pointsof creatures this spell can effect. Creatures in a 15-footcone originating from you are affected in ascendingorder of their current hit points (ignoring unconsciouscreatures and creatures that can’t see).

    Starting with the creature that has the lowest currenthit points, each creature affected by this spell is blindeduntil the spell ends. Subtract each creature’s hit pointsfrom the total before moving on to the creature withthe next lowest hit points. A creature’s hit points mustbe equal to or less than the remaining total for thatcreature to be affected.

    At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, roll an additional 2d10for each slot level above 1st.

    PHB
    Command
    Cleric, Paladin
    1Enchantment1 action
    1 round
    60 feet
    You speak a one-word command to a creature you cansee within range. The target must succeed on a Wisdomsaving throw or follow the command on its next turn.The spell has no effect if the target is undead, if itdoesn't understand your language, or if your commandis directly harmful to it. Some typical commands and their effects follow. Youmight issue a command other than one described here.If you do so, the DM determines how the target behaves.If the target can't follow your command, the spell ends.
    • Approach. The target moves toward you by theshortest and most direct route, ending its turn if itmoves within 5 feet of you.
    • Drop. The target drops whatever it is holding and thenends its turn.
    • Flee. The target spends its turn moving away fromyou by the fastest available means.
    • Grovel. The target falls prone and then ends its turn.
    • Halt. The target doesn't move and takes no actions.A flying creature stays aloft, provided that it is able todo so. If it must move to stay aloft, it flies the minimumdistance needed to remain in the air.
    At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, you can affect oneadditional creature for each slot level above 1st. Thecreatures must be within 30 feet of each other whenyou target them.
    PHB
    Commune
    Cleric
    5Divination1 minute
    1 minute
    Self
    You contact your deity or a divine proxy and ask up tothree questions that can be answered with a yes or no.You must ask your questions before the spell ends. Youreceive a correct answer for each question.

    Divine beings aren't necessarily omniscient, so youmight receive “unclear” as an answer if a questionpertains to information that lies beyond the deity’sknowledge. In a case where a one-word answer could bemisleading or contrary to the deity’s interests, the DMmight offer a short phrase as an answer instead.

    If you cast the spell two or more times before finishingyour next long rest, there is a cumulative 25 percentchance for each casting after the first that you get noanswer. The DM makes this roll in secret.

    PHB
    Commune with Nature
    Druid, Ranger
    5Divination1 minute
    Instantaneous
    Self
    You briefly become one with nature and gain knowledgeo f the surrounding territory. In the outdoors, the spellgives you knowledge of the land within 3 miles of you.In caves and other natural underground settings, theradius is limited to 300 feet. The spell doesn't functionwhere nature has been replaced by construction, suchas in dungeons and towns.You instantly gain knowledge of up to three facts ofyour choice about any of the following subjects as theyrelate to the area:
    • terrain and bodies of water
    • prevalent plants, minerals, animals, or peoples
    • powerful celestials, fey, fiends, elementals, or undead
    • influence from other planes of existence
    • buildings
    For example, you could determine the location ofpowerful undead in the area, the location of majorsources of safe drinking water, and the location of anynearby towns.
    PHB
    Compelled Duel
    Paladin
    1Enchantment1 bonus action
    Concentration, up to 1 minute
    30 feet
    You attempt to compel a creature into a duel. Onecreature that you can see within range must make aWisdom saving throw. On a failed save, the creature isdrawn to you, compelled by your divine demand. Forthe duration, it has disadvantage on attack rolls againstcreatures other than you, and must make a Wisdomsaving throw each time it attempts to move to a spacethat is more than 30 feet away from you; if it succeedson this saving throw, this spell doesn't restrict thetarget’s movement for that turn.

    The spell ends if you attack any other creature, if youcast a spell that targets a hostile creature other than thetarget, if a creature friendly to you damages the target orcasts a harmful spell on it, or if you end your turn morethan 30 feet away from the target.

    PHB
    Components
    A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more o f a spell's components, you are unable to cast the spell. Verbal: Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component. Somatic: Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material: Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.
    PHB
    Comprehend Languages
    Bard, Sorcerer, Warlock, Wizard
    1Divination1 action
    1 hour
    Self
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
    PHB
    Compulsion
    Bard
    4Enchantment1 action
    Concentration, up to 1 minute
    30 feet
    Creatures o f your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
    PHB
    Cone of Cold
    Sorcerer, Wizard
    5Evocation1 action
    Instantaneous
    Self (60-foot cone)
    A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
    PHB
    Confusion
    Bard, Druid, Sorcerer, Wizard
    4Enchantment1 action
    Concentration, up to 1 minute
    90 feet
    This spell assaults and twists creatures' minds,spawning delusions and provoking uncontrolled action.Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    d10Behavior
    1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6The creature doesn't move or take actions this turn.
    7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
    9-10The creature can act and move normally.
    At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At Higher Levels. ​When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
    PHB
    Conjure Animals
    Druid, Ranger
    3Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You summon fey spirits that take the form of beasts andappear in unoccupied spaces that you can see withinrange. Choose one of the following options for whatappears:
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

    Each beast is also considered fey, and it disappearswhen it drops to 0 hit points or when the spell ends.

    The summoned creatures are friendly to you and yourcompanions. Roll initiative for the summoned creaturesas a group, which has its own turns. They obey anyverbal commands that you issue to them (no actionrequired by you). If you don’t issue any commands tothem, they defend themselves from hostile creatures,but otherwise take no actions.

    The DM has the creatures’ statistics.

    At Higher Levels. When you cast this spell usingcertain higher-level spell slots, you choose one o f thesummoning options above, and more creatures appear:twice as many with a 5th-level slot, three times as manywith a 7th-level slot, and four times as many with a9th-level slot.

  • PHB
    Conjure Barlgura
    Sorcerer, Wizard
    4Conjuration1 action
    Up to 10 minutes
    60 feet
    You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.
    UA011 - That Old Black Magic
    Conjure Barrage
    Ranger
    3Conjuration1 action
    Instantaneous
    Self (60-foot cone)
    You throw a non-magical weapon or fire a piece ofnon-magical ammunition into the air to create a coneof identical weapons that shoot forward and thendisappear. Each creature in a 60-foot cone must succeedon a Dexterity saving throw. A creature takes 3d8damage on a failed save, or half as much damage on asuccessful one. The damage type is the same as that ofthe weapon or ammunition used as a component.
    PHB
    Conjure Celestial
    Cleric
    7Conjuration1 minute
    Concentration, up to 1 hour
    90 feet
    You summon a celestial of challenge rating 4 or lower,which appears in an unoccupied space that you can seewithin range. The celestial disappears when it drops to0 hit points or when the spell ends.

    The celestial is friendly to you and your companionsfor the duration. Roll initiative for the celestial, whichhas its own turns. It obeys any verbal commands thatyou issue to it (no action required by you), as long asthey don’t violate its alignment. If you don’t issue anycommands to the celestial, it defends itself from hostilecreatures but otherwise takes no actions.

    The DM has the celestial’s statistics.

    At Higher Levels. When you cast this spell using a9th-level spell slot, you summon a celestial of challengerating 5 or lower.

    PHB
    Conjure Elemental
    Druid, Wizard
    5Conjuration1 minute
    Concentration, up to 1 hour
    90 feet
    You call forth an elemental servant. Choose an area of air,earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don'tissue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control o f the elemental,it becomes hostile toward you and your companions,and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
    PHB
    Conjure Fey
    Druid, Warlock
    6Conjuration1 minute
    Concentration, up to 1 hour
    90 feet
    You summon a fey creature of challenge rating 6 orlower, or a fey spirit that takes the form of a beast ofchallenge rating 6 or lower. It appears in an unoccupiedspace that you can see within range. The fey creaturedisappears when it drops to 0 hit points or whenthe spell ends.

    The fey creature is friendly to you and yourcompanions for the duration. Roll initiative for thecreature, which has its own turns. It obeys any verbalcommands that you issue to it (no action requiredby you), as long as they don't violate its alignment. Ifyou don’t issue any commands to the fey creature, itdefends itself from hostile creatures but otherwisetakes no actions.

    If your concentration is broken, the fey creaturedoesn't disappear. Instead, you lose control of thefey creature, it becomes hostile toward you and yourcompanions, and it might attack. An uncontrolled feycreature can't be dismissed by you, and it disappears 1hour after you summoned it.

    The DM has the fey creature’s statistics.

    At Higher Levels. When you cast this spell usinga spell slot of 7th level or higher, the challenge ratingincreases by 1 for each slot level above 6th.

    PHB
    Conjure Hezrou
    Sorcerer, Wizard
    7Conjuration1 action
    Duration: Concentration, up to 1 hour
    Range: 60 feet
    You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends. The hezrou's attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.
    UA011 - That Old Black Magic
    Conjure Lesser Demon
    Sorcerer, Wizard
    3Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability. As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. At Higher Levels When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.
    UA011 - That Old Black Magic
    Conjure Minor Elementals
    Druid, Wizard
    4Conjuration1 minute
    Concentration, up to 1 hour
    90 feet
    You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - One elemental of challenge rating 2 or lower - Two elementals of challenge rating 1 or lower - Four elementals of challenge rating 1/2 or lower - Eight elementals of challenge rating 1/4 or lower An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
    PHB
    Conjure Shadow Demon
    Sorcerer, Wizard
    4Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.
    UA011 - That Old Black Magic
    Conjure Volley
    Ranger
    5Conjuration1 action
    Instantaneous
    150 feet
    You fire a piece of non-magical ammunition from aranged weapon or throw a non-magical weapon intothe air and choose a point within range. Hundreds ofduplicates of the ammunition or weapon fall in a volleyfrom above and then disappear. Each creature in a40-foot-radius. 20-foot-high cylinder centered on thatpoint must make a Dexterity saving throw. A creaturetakes 8d8 damage on a failed save, or half as muchdamage on a successful one. The damage type is thesame as that of the ammunition or weapon.
    PHB
    Conjure Vrock
    Sorcerer, Wizard
    5Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends. The vrock's attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrock's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check. If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.
    UA011 - That Old Black Magic
    Conjure Woodland Beings
    Druid, Ranger
    4Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You summon fey creatures that appear in unoccupiedspaces that you can see within range. Choose one of thefollowing options for what appears:

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower

    A summoned creature disappears when it drops to 0 hitpoints or when the spell ends.

    The summoned creatures are friendly to you and yourcompanions. Roll initiative for the summoned creaturesas a group, which have their own turns. They obey anyverbal commands that you issue to them (no actionrequired by you). If you don't issue any commands tothem, they defend themselves from hostile creatures,but otherwise take no actions.

    The DM has the creatures’ statistics.

    At Higher Levels. When you cast this spell usingcertain higher-level spell slots, you choose one of thesummoning options above, and more creatures appear:twice as many with a 6th-level slot and three times asmany with an 8th-level slot.

  • PHB
    Contact Other Plane
    Warlock, Wizard
    5Divination1 minute
    1 minute
    Self
    You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extra-planar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’tread, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM 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 DM might instead offer a short phrase as an answer.
    PHB
    Contagion
    Cleric, Druid
    5Necromancy1 action
    7 days
    Touch
    Your touch inflicts disease. Make a melee spell attackagainst a creature within your reach. On a hit, you afflictthe creature with a disease of your choice from any ofthe ones described below.

    At the end of each of the target's turns, it must makea Constitution saving throw. After failing three ofthese saving throws, the disease's effects last for theduration, and the creature stops making these saves.After succeeding on three of these saving throws, thecreature recovers from the disease, and the spell ends.

    Since this spell induces a natural disease in itstarget, any effect that removes a disease or otherwiseameliorates a disease's effects apply to it.

    Blinding Sickness. Pain grips the creature's mind,and its eyes turn milky white. The creature hasdisadvantage on Wisdom checks and Wisdom savingthrows and is blinded.

    Filth Fever. A raging fever sweeps through thecreature's body. The creature has disadvantage onStrength checks, Strength saving throws, and attackrolls that use Strength.

    Flesh Rot. The creature's flesh decays. The creaturehas disadvantage on Charisma checks and vulnerabilityto all damage.

    Mindfire. The creature's mind becomes feverish. Thecreature has disadvantage on Intelligence checks andIntelligence saving throws, and the creature behaves asif under the effects of the confusion spell during combat.

    Seizure. The creature is overcome with shaking.The creature has disadvantage on Dexterity checks,Dexterity saving throws, and attack rolls thatuse Dexterity.

    Slimy Doom. The creature begins to bleeduncontrollably. The creature has disadvantage onConstitution checks and Constitution saving throws.In addition, whenever the creature takes damage, it isstunned until the end of its next turn.

    PHB
    Contingency
    Wizard
    6Evocation10 minutes
    10 days
    Self
    Choose a spell of 5th level or lower that you can cast, thathas a casting time of 1 action, and that can target you.You cast that spell"called the contingent spell"as partof casting contingency, expending spell slots for both, butthe contingent spell doesn't come into effect. Instead, ittakes effect when a certain circumstance occurs. Youdescribe that circumstance when you cast the two spells.For example, a contingency cast with water breathingmight stipulate that water breathing comes into effectwhen you are engulfed in water or a similar liquid.

    The contingent spell takes effect immediately after thecircumstance is met for the first time, whether or not youwant it to. and then contingency ends.

    The contingent spell takes effect only on you, evenif it can normally target others. You can use only onecontingency spell at a time. If you cast this spell again,the effect o f another contingency spell on you ends. Also,contingency ends on you if its material component isever not on your person.

    PHB
    Continual Flame
    Cleric, Wizard
    2Evocation1 action
    Until dispelled
    Touch
    A flame, equivalent in brightness to a torch, springsforth from an object that you touch. The effect looks likea regular flame, but it creates no heat and doesn't useoxygen. A continual flame can be covered or hidden butnot smothered or quenched.
    PHB
    Control Flames CantripTransmutation1 action
    Instantaneous or 1 hour (see below)
    60 feet
    You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
    • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
    • You instantaneously extinguish the flames within the cube.
    • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
    • You cause simple shapes--such as the vague form of a creature, an inanimate object, or a location--to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action. (replaced Player's Companion) You choose non-magical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
    • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
    • You instantaneously extinguish the flames within the cube.
    • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
    • You cause simple shapes--such as the vague form of a creature, an inanimate object, or a location--to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Xanathar's Guide to Everything
    Control Water
    Cleric, Druid, Wizard
    4Transmutation1 action
    Concentration, up to 10 minutes
    300 feet
    Until the spell ends, you control any free-standing water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, 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 the area includes a shore, the flooding water spills over onto dry land. If you 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 down. 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 cause water in the area to move apart 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 conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics)check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
    PHB
    Control Weather
    Cleric, Druid, Wizard
    8Transmutation10 minutes
    Concentration, up to 8 hours
    Self (5-mile radius)
    You take control of the weather within 5 miles of youfor the duration. You must be outdoors to cast this spell.Moving to a place where you don’t have a clear path tothe sky ends the spell early.

    When you cast the spell, you change the currentweather conditions, which are determined by the DMbased on the climate and season. You can changeprecipitation, temperature, and wind. It takes 1d4 x 10minutes for the new conditions to take effect. Once theydo so, you can change the conditions again. When thespell ends, the weather gradually returns to normal.

    When you change the weather conditions, find acurrent condition on the following tables and change itsstage by one, up or down. When changing the wind, youcan change its direction.

    P r e c i p i t a t i o n
    Stage Condition
    1 Clear
    2 Light clouds
    3 Overcast or ground fog
    4 Rain, hail, or snow
    5 Torrential rain, driving hail, or blizzard

    T e m p e r a t u r e
    Stage Condition
    1 Unbearable heat
    2 Hot
    3 Warm
    4 Cool
    5 Cold
    6 Arctic cold

    W i n d
    Stage Condition
    1 Calm
    2 Moderate wind
    3 Strong wind
    4 Gale
    5 Storm

    PHB
    Control Winds
    Druid, Sorcerer, wizard
    5Transmutation1 action
    Concentration, up to 1 hour
    300 feet
    You take control of the air in a 100m cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. (replaced Player's Companion) You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
    Xanathar's Guide to Everything
    Cordon of Arrows
    Ranger
    2Transmutation1 action
    8 hours
    5 feet
    You plant four pieces of non-magical ammunition"arrows or crossbow bolts"in the ground within rangeand lay magic upon them to protect an area. Until thespell ends, whenever a creature other than you comeswithin 30 feet of the ammunition for the first time on aturn or ends its turn there, one piece of ammunition fliesup to strike it. The creature must succeed on a Dexteritysaving throw or take 1d6 piercing damage. The piece ofammunition is then destroyed. The spell ends when noammunition remains.

    When you cast this spell, you can designate anycreatures you choose, and the spell ignores them.

    At Higher Levels. When you cast this spell usinga spell slot of 3rd level or higher, the amount ofammunition that can be affected increases by two foreach slot level above 2nd.

    PHB
    Counterspell
    Sorcerer, Warlock, Wizard
    3Abjuration1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Instantaneous
    60 feet
    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature's spell fails and has no effect. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
    PHB
    Create Bonfire
    Druid, Sorcerer, Warlock, Wizard
    CantripConjuration1 action
    Concentration, up to 1 minute
    60 feet
    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving, throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). (replaced Player's Companion) You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there. At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Xanathar's Guide to Everything
    Create Food and Water
    Cleric, Paladin
    3Conjuration1 action
    Instantaneous
    30 feet
    You create 45 pounds of food and 30 gallons of wateron the ground or in containers within range, enoughto sustain up to fifteen humanoids or five steeds for24 hours. The food is bland but nourishing, and spoilsif uneaten after 24 hours. The water is clean anddoesn't go bad.
    PHB
    Create Homunculus 6Transmutation1 hour
    Instantaneous
    Touch
    While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.
    Xanathar's Guide to Everything
    Create or Destroy Water
    Cleric, Druid
    1Conjuration1 action
    Instantaneous
    30 feet
    You either create or destroy water. 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 in the area. 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
    PHB
    Create Undead
    Cleric, Warlock, Wizard
    6Necromancy1 minute
    Instantaneous
    10 feet
    You can cast this spell only at night. Choose up to threecorpses of Medium or Small humanoids within range.Each corpse becomes a ghoul under your control. (TheDM has game statistics for these creatures.)

    As a bonus action on each of your turns, you canmentally command any creature you animated withthis spell if the creature is within 120 feet of you (if youcontrol multiple creatures, you can command any or allo f them at the same time, issuing the same command toeach one). You decide what action the creature will takeand where it will move during its next turn, or you canissue a general command, such as to guard a particularchamber or corridor. If you issue no commands, thecreature only defends itself against hostile creatures.Once given an order, the creature continues to follow ituntil its task is complete.

    The creature is under your control for 24 hours,after which it stops obeying any command you havegiven it. To maintain control of the creature for another24 hours, you must cast this spell on the creaturebefore the current 24-hour period ends. This useof the spell reasserts your control over up to threecreatures you have animated with this spell, rather thananimating new ones.

    At Higher Levels. When you cast this spell using a7th-level spell slot, you can animate or reassert controlover four ghouls. When you cast this spell using an8th-level spell slot, you can animate or reassert controlover five ghouls or two ghasts or wights. When you castthis spell using a 9th-level spell slot, you can animate orreassert control over six ghouls, three ghasts or wights,or two mummies.

    PHB
    Creation
    Sorcerer, Wizard
    5Illusion1 minute
    Special
    30 feet
    You pull wisps of shadow material from the Shadowfellto create a non-living object of vegetable matter withinrange: soft goods, rope, wood, or something similar. Youcan also use this spell to create mineral objects such asstone, crystal, or metal. The object created must be nolarger than a 5-foot cube, and the object must be o f aform and material that you have seen before.

    The duration depends on the object’s material. Ifthe object is composed of multiple materials, use theshortest duration.

    Material Duration
    Vegetable matter 1 day
    Stone or crystal 12 hours
    Precious metals 1 hour
    Gems 10 minutes
    Adamantine or mithral 1 minute

    Using any material created by this spell as anotherspell’s material component causes that spell to fail.

    At Higher Levels. When you cast this spell using aspell slot of 6th level or higher, the cube increases by 5feet for each slot level above 5th.

    PHB
    Crown of Madness
    Bard, Sorcerer, Warlock, Wizard
    2Enchantment1 action
    Concentration, up to 1 minute
    120 feet
    One humanoid of your choice that you can see withinrange must succeed on a Wisdom saving throw orbecome charmed by you for the duration. Whilethe target is charmed in this way, a twisted crownof jagged iron appears on its head, and a madnessglows in its eyes.

    The charmed target must use its action before movingon each of its turns to make a melee attack against acreature other than itself that you mentally choose. The target can act normally on its turn if you choose nocreature or if none are within its reach.

    On your subsequent turns, you must use your action tomaintain control over the target, or the spell ends. Also,the target can make a Wisdom saving throw at the endof each of its turns. On a success, the spell ends.

    PHB
    Crown of Stars
    Sorcerer, Warlock, Wizard
    7Evocation1 action
    1 hour
    self
    Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. Ifyou have one to three motes remaining, they shed dim light in a 30--foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
    Xanathar's Guide to Everything
    Crusaders Mantle
    Paladin
    3Evocation1 action
    Concentration, up to 1 minute
    Self
    Holy power radiates from you in an aura with a 30-footradius, awakening boldness in friendly creatures. Untilthe spell ends, the aura moves with you, centered onyou. While in the aura, each non-hostile creature in theaura (including you) deals an extra 1d4 radiant damagewhen it hits with a weapon attack.
    PHB
    Cure Wounds
    Bard, Cleric, Druid, Paladin, Ranger
    1Evocation1 action
    Instantaneous
    Touch
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
    PHB
    Curse Bringer
    Warlock
    Invocation
    You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade's Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration. When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creatures speed to 0 feet until the end of your next turn.
    UA030 - Warlock & Wizard
    Dancing Lights
    Bard, Sorcerer, Wizard
    CantripEvocation1 action
    Instantaneous
    Touch
    You create up to four torch-sized lights within range,making them appear as torches, lanterns, or glowingorbs that hover in the air for the duration. You canalso combine the four lights into one glowing vaguelyhumanoid form of Medium size. Whichever form youchoose, each light sheds dim light in a 10-foot radius.

    As a bonus action on your turn, you can move thelights up to 60 feet to a new spot within range. A lightmust be within 20 feet of another light created by thisspell, and a light winks out if it exceeds the spell’s range.

    PHB
    Danse Macabre
    Warlock, Wizard
    5Necromancy1 action
    Concentration, up to 1 hour
    60 feet
    Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. lfyou issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. At Higher Levels. When you cast this spell using a spell slot' of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
    Xanathar's Guide to Everything
    Darkness
    Sorcerer, Warlock, Wizard
    2Evocation1 action
    Concentration, up to 10 minutes
    60 feet
    Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners.A creature with darkvision can't see through this darkness, and non-magical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
    PHB
    Darkvision
    Druid, Ranger, Sorcerer, Wizard
    2Transmutation1 action
    8 hours
    Touch
    You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
    PHB
    Dawn
    Cleric, Wizard
    5Evocation1 action
    Concentration, up to 1 minute
    60 feet
    The light of dawn shines down on a location you specify within range. Until the spell ends, a 30--foot-radius. 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
    Xanathar's Guide to Everything
    Daylight
    Cleric, Druid, Paladin, Ranger, Sorcerer
    3Evocation1 action
    1 hour
    60 feet
    A 60-foot-radius sphere of light spreads out from a pointyou choose within range. The sphere is bright light andsheds dim light for an additional 60 feet.

    If you chose a point on an object you are holding orone that isn't being worn or carried, the light shinesfrom the object and moves with it. Completely coveringthe affected object with an opaque object, such as a bowlor a helm, blocks the light.

    If any of this spell’s area overlaps with an area ofdarkness created by a spell of 3rd level or lower, thespell that created the darkness is dispelled.

    PHB
    Death Ward
    Cleric, Paladin
    4Abjuration1 action
    8 hours
    Touch
    You touch a creature and grant it a measure ofprotection from death.

    The first time the target would drop to 0 hit points as aresult of taking damage, the target instead drops to 1 hitpoint, and the spell ends.

    If the spell is still in effect when the target is subjectedto an effect that would kill it instantaneously withoutdealing damage, that effect is instead negated againstthe target, and the spell ends.

    PHB
    Delayed Blast Fireball
    Sorcerer, Wizard
    7Evocation1 action
    Concentration, up to 1 minute
    150 feet
    A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make 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. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
    PHB
    Demiplane
    Warlock, Wizard
    8Conjuration1 action
    1 hour
    60 feet
    You create a shadowy door on a flat solid surface thatyou can see within range. The door is large enough toallow Medium creatures to pass through unhindered.When opened, the door leads to a demiplane thatappears to be an empty room 30 feet in each dimension,made of wood or stone. When the spell ends, the doordisappears, and any creatures or objects inside thedemiplane remain trapped there, as the door alsodisappears from the other side.

    Each time you cast this spell, you can create a newdemiplane, or have the shadowy door connect to ademiplane you created with a previous casting of thisspell. Additionally, if you know the nature and contentsof a demiplane created by a casting o f this spell byanother creature, you can have the shadowy doorconnect to its demiplane instead.

    PHB
    Destructive Wave
    Paladin
    5Evocation1 action
    Instantaneous
    Self (30-foot radius)
    You strike the ground, creating a burst of divineenergy that ripples outward from you. Each creatureyou choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 Thunder damage, as well as 5d6 Radiant or Necrotic damage (your choice), and be knocked Prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
    PHB
    Detect Evil and Good
    Cleric, Paladin
    1Divination1 action
    Concentration, up to 10 minutes
    Self
    For the duration, you know if there is an aberration,celestial, elemental, fey, fiend, or undead within 30feet of you, as well as where the creature is located.Similarly, you know if there is a place or object within30 feet of you that has been magically consecratedor desecrated.

    The spell can penetrate most barriers, but it is blockedby 1 foot of stone, 1 inch of common metal, a thin sheetof lead, or 3 feet of wood or dirt.

    PHB
    Detect Magic
    Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    1Divination1 action
    Concentration, up to 10 minutes
    Self
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    PHB
    Detect Poison and Disease
    Cleiric, Druid, Paladin, Ranger
    1Divination1 action
    Concentration, up to 10 minutes
    Self
    For the duration, you can sense the presence andlocation of poisons, poisonous creatures, and diseaseswithin 30 feet of you. You also identify the kind ofpoison, poisonous creature, or disease in each case.

    The spell can penetrate most barriers, but it is blockedby 1 foot of stone, 1 inch of common metal, a thin sheetof lead, or 3 feet of wood or dirt.

    PHB
    Detect Thoughts
    Bard, Sorcerer, Wizard
    2Divination1 action
    Concentration, up to 1 minute
    Self
    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature: what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state,and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds,the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds,the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    PHB
    Devils Sight
    Warlock
    invocation
    You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
    Dimension Door
    Bard, Sorcerer, Warlock, Wizard
    4Conjuration1 action
    Instantaneous
    500 feet
    You teleport yourself from your current location to anyother spot within range. You arrive at exactly the spotdesired. It can be a place you can see, one you canvisualize, or one you can describe by stating distanceand direction, such as “ 200 feet straight downward” or“upward to the north-west at a 45-degree angle, 300 feet.”

    You can bring along objects as long as their weightdoesn't exceed what you can carry. You can also bringone willing creature of your size or smaller who iscarrying gear up to its carrying capacity. The creaturemust be within 5 feet of you when you cast this spell.

    If you would arrive in a place already occupied by anobject or a creature, you and any creature travelling withyou each take 4d6 force damage, and the spell fails toteleport you.

    PHB
    Disguise Self
    Bard, Sorcerer, Wizard
    1Illusion1 action
    1 hour
    Self
    You make yourself "including your clothing, armour,weapons, and other belongings on your person" look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat,and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in mid-air. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
    PHB
    Disintegrate
    Sorcerer, Wizard
    6Transmutation1 action
    Instantaneous
    60 feet
    A thin green ray springs from your pointing finger to atarget that you can see within range. The target can be acreature, an object, or a creation of magical force, suchas the wall created by wall of force.

    A creature targeted by this spell must make aDexterity saving throw. On a failed save, the target takes10d6 + 40 force damage. If this damage reduces thetarget to 0 hit points, it is disintegrated.

    A disintegrated creature and everything it is wearingand carrying, except magic items, are reduced to a pileof fine gray dust. The creature can be restored to lifeonly by means of a true resurrection or a wish spell.

    This spell automatically disintegrates a Large orsmaller non-magical object or a creation of magicalforce. If the target is a Huge or larger object or creationof force, this spell disintegrates a 10-foot-cube portion ofit. A magic item is unaffected by this spell.

    At Higher Levels. When you cast this spell using aspell slot of 7th level or higher, the damage increases by3d6 for each slot level above 6th.

    PHB
    Dispel Evil and Good
    Cleric, Paladin
    5Abjuration1 action
    Concentration, up to 1 minute
    Self
    Shimmering energy surrounds and protects you fromfey, undead, and creatures originating from beyond theMaterial Plane. For the duration, celestials, elementals,fey, fiends, and undead have disadvantage on attackrolls against you.

    You can end the spell early by using either of thefollowing special functions.

    Break Enchantment. As your action, you touch acreature you can reach that is charmed, frightened, orpossessed by a celestial, an elemental, a fey, a fiend,or an undead. The creature you touch is no longercharmed, frightened, or possessed by such creatures.

    Dismissal. As your action, make a melee spell attackagainst a celestial, an elemental, a fey, a fiend, or anundead you can reach. On a hit, you attempt to drivethe creature back to its home plane. The creature mustsucceed on a Charisma saving throw or be sent back toits home plane (if it isn't there already). If they aren't ontheir home plane, undead are sent to the Shadowfell,and fey are sent to the Feywild.

    PHB
    Dispel Magic
    Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
    3Abjuration1 action
    Instantaneous
    120 feet
    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
    PHB
    Dissonant Whispers
    Bard
    1Enchantment1 action
    Instantaneous
    60 feet
    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    PHB
    Divination
    Cleric
    4Divination1 action
    Instantaneous
    Self
    Your magic and an offering put you in contact witha god or a god’s servants. You ask a single questionconcerning a specific goal, event, or activity to occurwithin 7 days. The DM offers a truthful reply. The replymight be a short phrase, a cryptic rhyme, or an omen.

    The spell doesn't take into account any possiblecircumstances that might change the outcome, suchas the casting of additional spells or the loss or gainof a companion.

    If you cast the spell two or more times before finishingyour next long rest, there is a cumulative 25 percentchance for each casting after the first that you get arandom reading. The DM makes this roll in secret.

    PHB
    Divine Favor
    Paladin
    1Evocation1 bonus action
    Concentration, up to 1 minute
    Self
    Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
    PHB
    Divine Word
    Cleric
    7Evocation1 bonus action
    Instantaneous
    30 feet
    You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly

    Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

  • PHB
    Dominate Beast
    Druid, Sorcerer
    4Enchantment1 action
    Concentration, up to 1 minute
    60 feet
    You attempt to beguile a beast that you can see withinrange. It must succeed on a Wisdom saving throw or becharmed by you for the duration. If you or creatures thatare friendly to you are fighting it, it has advantage on thesaving throw.

    While the beast is charmed, you have a telepathic linkwith it as long as the two of you are on the same planeof existence. You can use this telepathic link to issuecommands to the creature while you are conscious (noaction required), which it does its best to obey. You canspecify a simple and general course of action, such as“Attack that creature,” “Run over there,” or “Fetch thatobject.” If the creature completes the order and doesn'treceive further direction from you, it defends andpreserves itself to the best of its ability.

    You can use your action to take total and precisecontrol of the target. Until the end of your next turn, thecreature takes only the actions you choose, and doesn'tdo anything that you don’t allow it to do. During thistime, you can also cause the creature to use a reaction,but this requires you to use your own reaction as well.Each time the target takes damage, it makes a newWisdom saving throw against the spell. If the savingthrow succeeds, the spell ends.

    At Higher Levels.
    When you cast this spell with a5th-level spell slot, the duration is concentration, upto 10 minutes. When you use a 6th-level spell slot,the duration is concentration, up to 1 hour. When youuse a spell slot of 7th level or higher, the duration isconcentration, up to 8 hours.
    PHB
    Dominate Monster
    Bard, Sorcerer, Warlock, Wizard
    8Enchantment1 action
    Concentration, up to 1 hour
    60 feet
    You attempt to beguile a creature that you can seewithin range. It must succeed on a Wisdom savingthrow or be charmed by you for the duration. If you orcreatures that are friendly to you are fighting it, it hasadvantage on the saving throw.

    While the creature is charmed, you have a telepathiclink with it as long as the two of you are on the sameplane of existence. You can use this telepathic link toissue commands to the creature while you are conscious(no action required), which it does its best to obey. Youcan specify a simple and general course of action, suchas “Attack that creature,” “Run over there,” or “Fetchthat object.” If the creature completes the order anddoesn't receive further direction from you, it defendsand preserves itself to the best of its ability.

    You can use your action to take total and precisecontrol of the target. Until the end of your next turn, thecreature takes only the actions you choose, and doesn'tdo anything that you don’t allow it to do. During thistime, you can also cause the creature to use a reaction,but this requires you to use your own reaction as well.

    Each time the target takes damage, it makes a newWisdom saving throw against the spell. If the savingthrow succeeds, the spell ends.

    At Higher Levels.
    When you cast this spell witha 9th-level spell slot, the duration is concentration,up to 8 hours.
    PHB
    Dominate Person
    Bard, Sorcerer, Wizard
    5Enchantment1 action
    Concentration, up to 1 minute
    60 feet
    You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction,but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration,up to 10 minutes. When you use a 7th-level spell slot,the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
    PHB
    Dragons Breath 2Transmutation1 bonus action
    Concentration, up to 1 minute
    Touch
    You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld' for each slot level above 2nd.
    Xanathar's Guide to Everything
    Drawmijs Instant Summons
    Wizard
    6Conjuration1 minute
    Until dispelled
    Touch
    You touch an object weighing 10 pounds or less whoselongest dimension is 6 feet or less. The spell leaves aninvisible mark on its surface and invisibly inscribes thename of the item on the sapphire you use as the materialcomponent. Each time you cast this spell, you must usea different sapphire.

    At any time thereafter, you can use your action tospeak the item’s name and crush the sapphire. The iteminstantly appears in your hand regardless of physical orplanar distances, and the spell ends.

    If another creature is holding or carrying the item,crushing the sapphire doesn't transport the item to you,but instead you learn who the creature possessing theobject is and roughly where that creature is locatedat that moment.

    Dispel magic or a similar effect successfully applied tothe sapphire ends this spell’s effect.

    PHB
    Dreadful Word
    Warlock
    invocation
    You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
    Dream
    Bard, Warlock, Wizard
    5Illusion1 minute
    8 hours
    Special
    This spell shapes a creature’s dreams. Choose acreature known to you as the target of this spell. Thetarget must be on the same plane of existence as you.Creatures that don’t sleep, such as elves, can’t becontacted by this spell. You, or a willing creature youtouch, enters a trance state, acting as a messenger.While in the trance, the messenger is aware of his orher surroundings, but can’t take actions or move.

    If the target is asleep, the messenger appears in thetarget’s dreams and can converse with the target aslong as it remains asleep, through the duration of thespell. The messenger can also shape the environmentof the dream, creating landscapes, objects, and otherimages. The messenger can emerge from the trance atany time, ending the effect of the spell early. The targetrecalls the dream perfectly upon waking. If the target isawake when you cast the spell, the messenger knows it,and can either end the trance (and the spell) or wait forthe target to fall asleep, at which point the messengerappears in the target’s dreams.

    You can make the messenger appear monstrousand terrifying to the target. If you do, the messengercan deliver a message of no more than ten words andthen the target must make a Wisdom saving throw. Ona failed save, echoes of the phantasmal monstrosityspawn a nightmare that lasts the duration of the target’ssleep and prevents the target from gaining any benefitfrom that rest. In addition, when the target wakes up, ittakes 3d6 psychic damage.

    If you have a body part, lock of hair, clipping from anail, or similar portion of the target’s body, the targetmakes its saving throw with disadvantage.

    PHB
    Druid Grove 6Abjuration10 minutes
    24 hours
    Touch
    You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30--foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. Ifyou don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible. Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
    • A constant gust of Wind in two locations of your choice
    • Spike growth in one location of your choice
    • Wind wall in two locations of your choice
    To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
    Xanathar's Guide to Everything
    Druidcraft
    Druid
    CantripTransmutation1 action
    Instantaneous
    30 feet
    • You create a tiny, harmless sensory effect that predictswhat the weather will be at your location for the next24 hours. The effect might manifest as a golden orbfor clear skies, a cloud for rain, falling snowflakes forsnow, and so on. This effect persists for 1 round.
    • You instantly make a flower blossom, a seed pod open,or a leaf bud bloom.
    • You create an instantaneous, harmless sensory effect,such as falling leaves, a puff of wind, the sound of asmall animal, or the faint odour of skunk. The effectmust fit in a 5-foot cube.
    • You instantly light or snuff out a candle, a torch, or asmall campfire.
    PHB
    Duration
    A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
    PHB
    Dust Devil
    Druid, Sorcerer, Wizard
    2Conjuration1 action
    Concentration, up to 1 minute
    60 feet
    Choose an unoccupied 5--foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld8 for each slot level above 2nd. (replaced Player's Companion) Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
    Xanathar's Guide to Everything
    Earth Tremor
    Bard, Druid, Sorcerer, Wizard
    1Evocation1 action
    Instantaneous
    10 feet
    You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. (replaced Player's Companion) You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    Xanathar's Guide to Everything
    Earthbind
    Druid, Sorcerer, Warlock, Wizard
    2Transmutation1 action
    Concentration, up to 1 minute
    300 feet
    Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends. (replaced Player's Companion) Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
    Xanathar's Guide to Everything
    Earthquake
    Cleric, Druid, Sorcerer
    8Evocation1 action
    Concentration, up to 1 minute
    500 feet
    You create a seismic disturbance at a point on theground that you can see within range. For the duration,an intense tremor rips through the ground in a100-foot-radius circle centered on that point and shakescreatures and structures in contact with the groundin that area.

    The ground in the area becomes difficult terrain.Each creature on the ground that is concentrating mustmake a Constitution saving throw. On a failed save, thecreature’s concentration is broken.

    When you cast this spell and at the end o f each turnyou spend concentrating on it, each creature on theground in the area must make a Dexterity saving throw.On a failed save, the creature is knocked prone.This spell can have additional effects depending onthe terrain in the area, as determined by the DM.

    Fissures. Fissures open throughout the spell’s area atthe start of your next turn after you cast the spell. A totalof 1d6 such fissures open in locations chosen by the DM.Each is 1d10 x 10 feet deep, 10 feet wide, and extendsfrom one edge of the spell’s area to the opposite side.A creature standing on a spot where a fissure opensmust succeed on a Dexterity saving throw or fall in. Acreature that successfully saves moves with the fissure’sedge as it opens.

    A fissure that opens beneath a structure causes it toautomatically collapse (see below).

    Structures. The tremor deals 50 bludgeoning damageto any structure in contact with the ground in the areawhen you cast the spell and at the start of each of yourturns until the spell ends. If a structure drops to 0 hitpoints, it collapses and potentially damages nearbycreatures. A creature within half the distance of astructure’s height must make a Dexterity saving throw.On a failed save, the creature takes 5d6 bludgeoningdamage, is knocked prone, and is buried in the rubble,requiring a DC 20 Strength (Athletics) check as anaction to escape. The DM can adjust the DC higheror lower, depending on the nature of the rubble. Ona successful save, the creature takes half as muchdamage and doesn't fall prone or become buried.

    PHB
    Eldritch Blast
    Warlock
    CantripEvocation1 action
    Instantaneous
    120 feet
    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones, but you must make a separate attack roll for each blast.
    PHB
    Eldritch Sight
    Warlock
    invocation
    You can cast Detect Magic at will, without expending a spell slot.
    Eldritch Smite
    Warlock
    Invocation
    Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 14:18 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
    Xanathar's Guide to Everything
    Eldritch Spear
    Warlock
    Invocation
    When you cast Eldritch Blast, its range is 300 feet.
    Elemental Bane
    Druid, Warlock, Wizard
    4Transmutation1 action
    Concentration, Up to 1 minute
    90 feet
    Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. At Higher Levels. When you cast this Spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. (replaced Player's Companion) Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
    Xanathar's Guide to Everything
    Elemental Weapon
    Paladin
    3Transmutation1 action
    Concentration, up to 1 hour
    Touch
    A non-magical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration,the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher,the bonus increases to +3 and the extra damage increases to 3d4.
    PHB
    Enemies Abound 3Enchantment1 action
    Concentration, up to 1 minute
    120 feet
    You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
    Xanathar's Guide to Everything
    Enervation
    Sorcerer, Warlock, Wizard
    5Necromancy1 action
    Concentration, up to 1 minute
    60 feet
    A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by MB for each slot level above 5th.
    Xanathar's Guide to Everything
    Enhance Ability
    Bard, Cleric, Druid, Sorcerer
    2Transmutation1 action
    Concentration, up to 1 hour
    Touch
    You touch a creature and bestow upon it a magicalenhancement. Choose one of the following effects; thetarget gains that effect until the spell ends.

    Bear’s Endurance. The target has advantage onConstitution checks. It also gains 2d6 temporary hitpoints, which are lost when the spell ends.

    Bull’s Strength. The target has advantageon Strength checks, and his or her carryingcapacity doubles.

    Cat’s Grace. The target has advantage on Dexteritychecks. It also doesn't take damage from falling 20 feetor less if it isn't incapacitated.

    Eagle’s Splendor. The target has advantage onCharisma checks.

    Fox’s Cunning. The target has advantage onIntelligence checks.

    Owl’s Wisdom. The target has advantage onWisdom checks.

    At Higher Levels.
    When you cast this spell usinga spell slot of 3rd level or higher, you can target oneadditional creature for each slot level above 2nd.
    PHB
    Enlarge/Reduce
    Sorcerer, Wizard
    2Transmutation1 action
    Concentration, up to 1 minute
    30 feet
    You cause a creature or an object you can see withinrange to grow larger or smaller for the duration. Chooseeither a creature or an object that is neither wornnor carried. If the target is unwilling, it can make aConstitution saving throw. On a success, the spellhas no effect.

    If the target is a creature, everything it is wearing andcarrying changes size with it. Any item dropped by anaffected creature returns to normal size at once.

    Enlarge. The target’s size doubles in all dimensions,and its weight is multiplied by eight. This growthincreases its size by one category"from Medium toLarge, for example. If there isn't enough room for thetarget to double its size, the creature or object attainsthe maximum possible size in the space available.Until the spell ends, the target also has advantage onStrength checks and Strength saving throws. Thetarget’s weapons also grow to match its new size. Whilethese weapons are enlarged, the target’s attacks withthem deal 1d4 extra damage.

    Reduce. The target’s size is halved in all dimensions,and its weight is reduced to one-eighth of normal. Thisreduction decreases its size by one category"fromMedium to Small, for example. Until the spell ends,the target also has disadvantage on Strength checksand Strength saving throws. The target’s weapons alsoshrink to match its new size. While these weapons arereduced, the target’s attacks with them deal 1d4 lessdamage (this can’t reduce the damage below 1).

    PHB
    Ensnaring Strike
    Ranger
    1Conjuration1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you hit a creature with a weapon attackbefore this spell ends, a writhing mass of thorny vinesappears at the point of impact, and the target mustsucceed on a Strength saving throw or be restrained bythe magical vines until the spell ends. A Large or largercreature has advantage on this saving throw. If thetarget succeeds on the save, the vines shrivel away.

    While restrained by this spell, the target takes 1d6piercing damage at the start of each of its turns. A creaturerestrained by the vines or one that can touch the creaturecan use its action to make a Strength check against yourspell save DC. On a success, the target is freed.

    At Higher Levels.
    If you cast this spell using a spellslot of 2nd level or higher, the damage increases by 1d6for each slot level above 1st.
    PHB
    Entangle
    Druid
    1Conjuration1 action
    Concentration, up to 1 minute
    90 feet
    Grasping weeds and vines sprout from the ground in a20-foot square starting from a point within range. Forthe duration, these plants turn the ground in the areainto difficult terrain.

    A creature in the area when you cast the spell mustsucceed on a Strength saving throw or be restrainedby the entangling plants until the spell ends. A creaturerestrained by the plants can use its action to makea Strength check against your spell save DC. On asuccess, it frees itself.

    When the spell ends, the conjured plants wilt away.

    PHB
    Enthrall
    Bard, Warlock
    2Enchantment1 action
    1 minute
    60 feet
    You weave a distracting string of words, causingcreatures of your choice that you can see within rangeand that can hear you to make a Wisdom savingthrow. Any creature that can’t be charmed succeedson this saving throw automatically, and if you or yourcompanions are fighting a creature, it has advantage onthe save. On a failed save, the target has disadvantageon Wisdom (Perception) checks made to perceive anycreature other than you until the spell ends or until thetarget can no longer hear you. The spell ends if you areincapacitated or can no longer speak.
    PHB
    Erupting Earth
    Druid, Sorcerer, Wizard
    3Transmutation1 action
    Instantaneous
    120 feet
    Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20 foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by ld12 for each slot level above 3rd. (replaced Player's Companion) Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
    Xanathar's Guide to Everything
    Etherealness
    Bard, Cleric, Sorcerer, Warlock, Wizard
    7Transmutation1 action
    Up to 8 hours
    Self
    You step into the border regions of the Ethereal Plane,in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot.You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and cannot interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that are not on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid objector creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that does not border it, such as one of the Outer Planes. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
    PHB
    Evards Black Tentacles
    Wizard
    4Conjuration1 action
    Concentration, up to 1 minute
    90 feet
    Squirming, ebony tentacles fill a 20-foot square onground that you can see within range. For the duration,these tentacles turn the ground in the area intodifficult terrain.

    When a creature enters the affected area for the firsttime on a turn or starts its turn there, the creaturemust succeed on a Dexterity saving throw or take 3d6bludgeoning damage and be restrained by the tentaclesuntil the spell ends. A creature that starts its turn in thearea and is already restrained by the tentacles takes 3d6bludgeoning damage.

    A creature restrained by the tentacles can use itsaction to make a Strength or Dexterity check (its choice)against your spell save DC. On a success, it frees itself.

    PHB
    Expeditious Retreat
    Sorcerer, Warlock, Wizard
    1Transmutation1 bonus action
    Concentration, up to 10 minutes
    Self
    This spell allows you to move at an incredible pace.When you cast this spell, and then as a bonus actionon each of your turns until the spell ends, you can takethe Dash action.
    PHB
    Eyebite
    Bard, Sorcerer, Warlock, Wizard
    6Necromancy1 action
    Concentration, up to 1 minute
    60 feet
    For the spell’s duration, your eyes become an inky voidimbued with dread power. One creature of your choicewithin 60 feet of you that you can see must succeedon a Wisdom saving throw or be affected by one of thefollowing effects of your choice for the duration. On each of your turns until the spell ends, you can useyour action to target another creature but can’t targeta creature again if it has succeeded on a saving throwagainst this casting of eyebite.

    Asleep. The target falls unconscious. It wakes up if ittakes any damage or if another creature uses its actionto shake the sleeper awake.

    Panicked. The target is frightened o f you. On eacho f its turns, the frightened creature must take theDash action and move away from you by the safest andshortest available route, unless there is nowhere tomove. If the target moves to a place at least 60 feet awayfrom you where it can no longer see you, this effect ends.

    Sickened. The target has disadvantage on attack rollsand ability checks. At the end of each of its turns, it canmake another Wisdom saving throw. If it succeeds,the effect ends.

    PHB
    Eyes of the Rune Keeper
    Warlock
    invocation
    You can read all writing.
    PHB
    Fabricate
    Wizard
    4Transmutation10 minutes
    Instantaneous
    120 feet
    You convert raw materials into products of the samematerial. For example, you can fabricate a woodenbridge from a clump of trees, a rope from a patch ofhemp, and clothes from flax or wool.

    Choose raw materials that you can see within range.You can fabricate a Large or smaller object (containedwithin a 10-foot cube, or eight connected 5-foot cubes),given a sufficient quantity of raw material. If youare working with metal, stone, or another mineralsubstance, however, the fabricated object can be nolarger than Medium (contained within a single 5-footcube). The quality of objects made by the spell iscommensurate with the quality of the raw materials.

    Creatures or magic items can’t be created ortransmuted by this spell. You also can’t use it tocreate items that ordinarily require a high degree ofcraftsmanship, such as jewellery, weapons, glass, orarmour, unless you have proficiency with the type ofartisan’s tools used to craft such objects.

    PHB
    Faerie Fire
    Bard, Druid
    1Evocation1 action
    Concentration, up to 1 minute
    60 feet
    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
    PHB
    False Life
    Sorcerer, Wizard
    1Necromancy1 action
    1 hour
    Self
    Bolstering yourself with a necromantic facsimile of life,you gain 1d4 + 4 temporary hit points for the duration.
    At Higher Levels.
    When you cast this spell using aspell slot of 2nd level or higher, you gain 5 additionaltemporary hit points for each slot level above 1st.
    PHB
    Far Step
    Sorcerer, Warlock, Wizard
    5Conjuration1 bonus action
    Concentration, up to 1 minute
    Self
    You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
    Xanathar's Guide to Everything
    Fear
    Bard, Sorcerer, Warlock, Wizard
    3Illusion1 action
    Concentration, up to 1 minute
    Self (30-foot cone)
    You project a phantasmal image of a creature’s worstfears. Each creature in a 30-foot cone must succeed ona Wisdom saving throw or drop whatever it is holdingand become frightened for the duration.

    While frightened by this spell, a creature must takethe Dash action and move away from you by the safestavailable route on each of its turns, unless there isnowhere to move. If the creature ends its turn in alocation where it doesn't have line of sight to you,the creature can make a Wisdom saving throw. On asuccessful save, the spell ends for that creature.

    PHB
    Feather Fall
    Bard, Sorcerer, Wizard
    1Transmutation1 reaction, which you take when you or a creature within 60 feet of you falls
    1 minute
    60 feet
    Choose up to five falling creatures within range. Afalling creature's rate of descent slows to 60 feet perround until the spell ends. If the creature lands beforethe spell ends, it takes no falling damage and can landon its feet, and the spell ends for that creature.
    PHB
    Feeblemind
    Bard, Druid, Warlock, Wizard
    8Enchantment1 action
    Instantaneous
    150 feet
    You blast the mind of a creature that you can see withinrange, attempting to shatter its intellect and personality.The target takes 4d6 psychic damage and must make anIntelligence saving throw.

    On a failed save, the creature’s Intelligence andCharisma scores become 1. The creature can’t castspells, activate magic items, understand language, orcommunicate in any intelligible way. The creature can,however, identify its friends, follow them, and evenprotect them.

    At the end of every 30 days, the creature can repeatits saving throw against this spell. If it succeeds on itssaving throw, the spell ends.

    The spell can also be ended by greater restoration,heal, or wish.

    PHB
    Feign Death
    Bard, Cleric, Druid, Wizard
    3Necromancy1 action
    1 hour
    Touch
    You touch a willing creature and put it into a catalepticstate that is indistinguishable from death.

    For the spell’s duration, or until you use an actionto touch the target and dismiss the spell, the targetappears dead to all outward inspection and to spellsused to determine the target’s status. The target isblinded and incapacitated, and its speed drops to 0.The target has resistance to all damage except psychicdamage. If the target is diseased or poisoned when youcast the spell, or becomes diseased or poisoned whileunder the spell’s effect, the disease and poison have noeffect until the spell ends.

    PHB
    Fiendish Vigor
    Warlock
    Invocation
    You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
    Find Familiar
    Wizard
    1Conjuration1 hour
    Instantaneous
    10 feet
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey,or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears,leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally,as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn,gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed,you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range o f touch,your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet o f you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    PHB
    Find Greater Steed 4Conjuration10 minutes
    Instantaneous
    30 feet
    You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber--toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re--summons the bonded mount, with all its hit points restored and any conditions removed. You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
    Xanathar's Guide to Everything
    Find Steed
    Paladin
    2Conjuration10 minutes
    Instantaneous
    30 feet
    You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.)

    The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

    Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

    When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

    While your steed is within 1 mile of you, you can communicate with it telepathically.

    You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

    PHB
    Find the Path
    Bard, Cleric, Druid
    6Divination1 minute
    Concentration, up to 1 day
    Self
    This spell allows you to find the shortest, most directphysical route to a specific fixed location that you arefamiliar with on the same plane of existence. If youname a destination on another plane of existence, adestination that moves (such as a mobile fortress), or adestination that isn't specific (such as “a green dragon’slair”), the spell fails.

    For the duration, as long as you are on the same planeo f existence as the destination, you know how far it isand in what direction it lies. While you are travellingthere, whenever you are presented with a choice ofpaths along the way, you automatically determine whichpath is the shortest and most direct route (but notnecessarily the safest route) to the destination.

    PHB
    Find Traps
    Cleric, Druid, Ranger
    2Divination1 action
    Instantaneous
    120 feet
    You sense the presence of any trap within range thatis within line of sight. A trap, for the purpose of thisspell, includes anything that would inflict a sudden orunexpected effect you consider harmful or undesirable,which was specifically intended as such by its creator.Thus, the spell would sense an area affected by thealarm spell, a glyph of warding, or a mechanical pit trap,but it would not reveal a natural weakness in the floor,an unstable ceiling, or a hidden sinkhole.

    This spell merely reveals that a trap is present. Youdon’t learn the location of each trap, but you do learn thegeneral nature of the danger posed by a trap you sense.

    PHB
    Finger of Death
    Sorcerer, Warlock, Wizard
    7Necromancy1 action
    Instantaneous
    60 feet
    You send negative energy coursing through a creaturethat you can see within range, causing it searing pain.The target must make a Constitution saving throw. Ittakes 7d8 + 30 necrotic damage on a failed save, or halfas much damage on a successful one.

    A humanoid killed by this spell rises at the start ofyour next turn as a zombie that is permanently underyour command, following your verbal orders to the besto f its ability.

    PHB
    Fire Bolt
    Sorcerer, Wizard
    CantripEvocation1 action
    Instantaneous
    120 feet
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. At Higher Levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    PHB
    Fire Shield
    Wizard
    4Evocation1 action
    10 minutes
    Self
    Thin and wispy flames wreathe your body for theduration, shedding bright light in a 10-foot radius anddim light for an additional 10 feet. You can end the spellearly by using an action to dismiss it.

    The flames provide you with a warm shield or a chillshield, as you choose. The warm shield grants youresistance to cold damage, and the chill shield grantsyou resistance to fire damage.

    In addition, whenever a creature within 5 feet of youhits you with a melee attack, the shield erupts withflame. The attacker takes 2d8 fire damage from a warmshield, or 2d8 cold damage from a cold shield.

    PHB
    Fire Storm
    Cleric, Druid, Sorcerer
    7Evocation1 action
    Instantaneous
    150 feet
    A storm made up of sheets of roaring flame appearsin a location you choose within range. The area of thestorm consists of up to ten 10-foot cubes, which you canarrange as you wish. Each cube must have at least oneface adjacent to the face of another cube. Each creaturein the area must make a Dexterity saving throw. Ittakes 7d10 fire damage on a failed save, or half as muchdamage on a successful one.

    The fire damages objects in the area and ignitesflammable objects that aren't being worn or carried.If you choose, plant life in the area is unaffectedby this spell.

    PHB
    Fire Truth
    Wizard
    1Divination10 rounds
    10 rounds
    Range: 5 yards
    By means of this spell, the caster and those accompanying him can determine whether someone speaks the truth or knowingly lies. A special candle serves as the material component of this spell (see below). Its flame is fed by the veracity of the target individual's words''"whether they're spoken aloud or given in sign language. When casting the spell, the wizard must light the candle in the presence of the target (no farther than 5 yards away). The wizard himself must question the target. The candle remains lit as long the target answers truthfully. An intentional half-truth or slight deception causes the flame to gutter. An outright lie extinguishes the flame, ending the spell. Otherwise the spell lasts 10 rounds, or for 10 questions, whichever comes first. At the end of that period, the flame flares brightly, then goes out. Truth is subjective to the target. If the target truly believes something, then the candle registers it as truth. "I don't know" or a similar response has no effect on the candle if the target is truly ignorant. The fire truth spell allows no saving throw, but it can be rendered useless by other magics, such as a philter of glibness. Fire truth is used most often in business and matters of state, where the veracity is important, and the target creature is (supposedly) willing and interested in telling the truth. When signing a contract, for example, that target is often asked to verbally attest to his honesty. ("Do you swear that the information here is true? Do you plan to uphold this contract?") The candle required for this spell is made of a rare form of desert bee's wax. It costs 300 gp ready-made, and is available only through holy men (usually moralists). The wizard can make the candle himself in a week, after investing 100 gp in the raw materials.
    Al-Qadim
    Fireball
    Sorcerer, Wizard
    3Evocation1 action
    Instantaneous
    150 feet
    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
    PHB
    Flame Arrows
    Druid, Ranger, Sorcerer, Wizard
    3Transmutation1 action
    Concentration, Up to 1 hour
    Touch
    You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1(16 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. (replaced Player's Companion) You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
    Xanathar's Guide to Everything
    Flame Blade
    Druid
    2Evocation1 bonus action
    Concentration, up to 10 minutes
    Self
    You evoke a fiery blade in your free hand. The blade issimilar in size and shape to a scimitar, and it lasts forthe duration. If you let go of the blade, it disappears, butyou can evoke the blade again as a bonus action.

    You can use your action to make a melee spellattack with the fiery blade. On a hit, the target takes3d6 fire damage.

    The flaming blade sheds bright light in a 10-footradius and dim light for an additional 10 feet.

    At Higher Levels.
    When you cast this spell using aspell slot of 4th level or higher, the damage increases by1d6 for every two slot levels above 2nd.
    PHB
    Flame Strike
    Cleric
    5Evocation1 action
    Instantaneous
    60 feet
    A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
    PHB
    Flaming Sphere
    Druid, Wizard
    2Conjuration1 action
    Concentration, up to 1 minute
    60 feet
    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw.The creature takes 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. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this 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. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
    PHB
    Flesh to Stone
    Warlock, Wizard
    6Transmutation1 action
    Concentration, up to 1 minute
    60 feet
    You attempt to turn one creature that you can see withinrange into stone. If the target’s body is made of flesh, thecreature must make a Constitution saving throw. On afailed save, it is restrained as its flesh begins to harden.On a successful save, the creature isn't affected.

    A creature restrained by this spell must make anotherConstitution saving throw at the end of each of its turns.If it successfully saves against this spell three times, thespell ends. If it fails its saves three times, it is turnedto stone and subjected to the petrified condition for theduration. The successes and failures don’t need to beconsecutive; keep track of both until the target collectsthree of a kind.

    If the creature is physically broken while petrified,it suffers from similar deformities if it reverts to itsoriginal state.

    If you maintain your concentration on this spell for theentire possible duration, the creature is turned to stoneuntil the effect is removed.

    PHB
    Fly
    Sorcerer, Warlock, Wizard
    3Transmutation1 action
    Concentration, up to 10 minutes
    Touch
    You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
    PHB
    Fog Cloud
    Druid, Ranger, Sorcerer, Wizard
    1Conjuration1 action
    Concentration, up to 1 hour
    120 feet
    You create a 20-foot-radius sphere of fog centered on apoint within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
    PHB
    Forbiddance
    Cleric
    6Abjuration10 minutes
    1 day
    Touch
    You create a ward against magical travel that protectsup to 40,000 square feet of floor space to a height of 30feet above the floor. For the duration, creatures can’tteleport into the area or use portals, such as thosecreated by the gate spell, to enter the area. The spellproofs the area against planar travel, and thereforeprevents creatures from accessing the area by way ofthe Astral Plane, Ethereal Plane, Feywild, Shadowfell,or the plane shift spell.

    In addition, the spell damages types o f creatures thatyou choose when you cast it. Choose one or more of thefollowing: celestials, elementals, fey, fiends, and undead.When a chosen creature enters the spell’s area for thefirst time on a turn or starts its turn there, the creaturetakes 5d10 radiant or necrotic damage (your choicewhen you cast this spell).

    When you cast this spell, you can designate apassword. A creature that speaks the password as itenters the area takes no damage from the spell.

    The spell’s area can't overlap with the area o f anotherforbiddance spell. If you cast forbiddance every day for30 days in the same location, the spell lasts until it isdispelled, and the material components are consumedon the last casting.

    PHB
    Forcecage
    Bard, Warlock, Wizard
    7Evocation1 action
    1 hour
    100 feet
    An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.
    PHB
    Foresight
    Bard, Druid, Warlock, Wizard
    9Divination1 minute
    8 hours
    Touch
    You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target:
    • can't be surprised,
    • has advantage on:
      • attack rolls,
      • ability checks, and
      • saving throws
    Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
    PHB
    Freedom of Movement
    Bard, Cleric, Druid, Ranger
    4Abjuration1 action
    1 hour
    Touch
    You touch a willing creature. For the duration, thetarget’s movement is unaffected by difficult terrain, andspells and other magical effects can neither reducethe target’s speed nor cause the target to be paralyzedor restrained.

    The target can also spend 5 feet of movement toautomatically escape from non-magical restraints, suchas manacles or a creature that has it grappled. Finally,being underwater imposes no penalties on the target'smovement or attacks.

    PHB
    Friend of the Jann
    Warlock
    Invocation
    When in the desert or other forlorn lonely place, you can call on the jann (a lesser genie) for assistance once per day. A single jann will arrive within an hour, usually flying invisibly, but sometimes in an alternate form or rising on the back of a camel; it is friendly and will provide shelter, guidance through the desert, and protection should you be attacked. If you want more from the jann you will need to curry its favor with gifts. Occasionally your janni allies may call on you for help in return.
    Al-Qadim
    Friends
    Bard, Sorcerer, Warlock, Wizard
    CantripEnchantment1 action
    Concentration, up to 1 minute
    Self
    For the duration, you have advantage on all Charismachecks directed at one creature of your choice that isn'thostile toward you. When the spell ends, the creaturerealizes that you used magic to influence its moodand becomes hostile toward you. A creature proneto violence might attack you. Another creature mightseek retribution in other ways (at the DM’s discretion),depending on the nature of your interaction with it.
    PHB
    Frost Lance
    Warlock
    Invocation
    You draw on the gifts of the Prince of Frost to trap your enemies in ice. When you hit a creature with your eldritch blast cantrip one or more times on your turn, you can reduce that creature's speed by 10 feet until the end of your next turn.
    UA030 - Warlock & Wizard
    Frostbite
    Druid, Sorcerer, Warlock, Wizard
    CantripEvocation1 action
    Instantaneous
    60 feet
    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). (replaced Player's Companion) You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Xanathar's Guide to Everything
    Gaseous Form
    Sorcerer, Warlock, Wizard
    3Transmutation1 action
    Concentration, up to 1 hour
    Touch
    You transform a willing creature you touch, along witheverything it’s wearing and carrying, into a misty cloudfor the duration. The spell ends if the creature drops to0 hit points. An incorporeal creature isn't affected.

    While in this form, the target's only method ofmovement is a flying speed of 10 feet. The target canenter and occupy the space of another creature. Thetarget has resistance to non-magical damage, and it hasadvantage on Strength, Dexterity, and Constitutionsaving throws. The target can pass through small holes,narrow openings, and even mere cracks, though it treatsliquids as though they were solid surfaces. The targetcan't fall and remains hovering in the air even whenstunned or otherwise incapacitated.

    While in the form of a misty cloud, the target can’t talkor manipulate objects, and any objects it was carrying orholding can’t be dropped, used, or otherwise interactedwith. The target can’t attack or cast spells.

    PHB
    Gate
    Cleric, Sorcerer, Wizard
    9Conjuration1 action
    Concentration, up to 1 minute
    60 feet
    You conjure a portal linking an unoccupied space youcan see within range to a precise location on a differentplane o f existence. The portal is a circular opening,which you can make 5 to 20 feet in diameter. You canorient the portal in any direction you choose. The portallasts for the duration.

    The portal has a front and a back on each plane whereit appears. Travel through the portal is possible onlyby moving through its front. Anything that does so isinstantly transported to the other plane, appearing inthe unoccupied space nearest to the portal.

    Deities and other planar rulers can prevent portalscreated by this spell from opening in their presence oranywhere within their domains.

    When you cast this spell, you can speak the nameof a specific creature (a pseudonym, title, or nicknamedoesn't work). If that creature is on a plane other thanthe one you are on, the portal opens in the namedcreature’s immediate vicinity and draws the creaturethrough it to the nearest unoccupied space on your sideo f the portal. You gain no special power over the creature,and it is free to act as the DM deems appropriate. Itmight leave, attack you, or help you.

    PHB
    Gaze of Khirad
    Warlock
    Invocation
    You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.
    UA030 - Warlock & Wizard
    Gaze of Two Minds
    Warlock
    Invocation
    You can use your action to touch a willing humanoid and perceive through its senses until the end o f your next turn. As long as the creature is on the same plane o f existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
    Geas
    Bard, Cleric, Druid, Paladin, Wizard
    5Enchantment1 minute
    30 days
    60 feet
    You place a magical command on a creature that youcan see within range, forcing it to carry out someservice or refrain from some action or course of activityas you decide. If the creature can understand you, itmust succeed on a Wisdom saving throw or becomecharmed by you for the duration. While the creatureis charmed by you, it takes 5d10 psychic damageeach time it acts in a manner directly counter to yourinstructions, but no more than once each day. A creaturethat can't understand you is unaffected by the spell.

    You can issue any command you choose, short of anactivity that would result in certain death. Should youissue a suicidal command, the spell ends.

    You can end the spell early by using an action todismiss it. A remove curse, greater restoration, or wishspell also ends it.

    At Higher Levels.
    When you cast this spell usinga spell slot of 7th or 8th level, the duration is 1 year.When you cast this spell using a spell slot of 9th level,the spell lasts until it is ended by one of the spellsmentioned above.
    PHB
    Genie Overtures
    Warlock
    Invocation
    You call upon the services of a genie: either a djinni, dao, efreeti, or marid. Sha'irs usually call genies of the same type as their elemental familiar. Any type of genie is allowed, but relationships are often strained when an elemental familiar and genie stem from different elements. The genie who responds to this call is not necessarily friendly. If any force or character attacks the genie, it will be hostile to both the attacker and the sha'ir who called it in the first place. Furthermore, the creature won't perform a service for the sha'ir unless bribed, cajoled, threatened, or otherwise persuaded. The 'service' performed by a genie may involve labor, transport, active protection, or use of genie abilities. Wishes are an exception. Genies summoned in this manner won't fulfill wishes unless they can figure out a way to use them to their own advantage. For example, good or neutral genies might try to enrich themselves, while evil genies might try to pervert wishes to their own ends. To determine whether a genie performs the action requested, a special Skill Challenge takes place between the sha'ir and the genie. The DM has the details regarding the special circumstances and modifiers for this process. The chance for success is 5 percent per level. If the call is successful, a genie responds in 1d6 rounds. Failure means nothing happens. A sha'ir must finish a long rest to use this ability again. Calling upon genies from time to time does not obligate a sha'ir to reciprocate in some way. However, if a PC sha'ir calls upon the genies regularly for mundane tasks, a group of genies may appear one day and 'volunteer' the PC for a job of their own (DM's option). Sha'irs are free to turn away a genie who requests aid, but they do so at the risk of alienating all members of that genie's race. (Word travels fast.) If a genie is refused, none of that type of genie will respond to the PC until an entire year of boycotting the PC has passed.
    Al-Qadim
    Gentle Repose
    Cleric, Wizard
    2Necromancy1 action
    10 days
    Touch
    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.
    PHB
    Ghostly Gaze
    Warlock
    Invocation
    As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest.
    Xanathar's Guide to Everything
    Giant Insect
    Druid
    4Transmutation1 action
    Concentration, up to 10 minutes
    30 feet
    You transform up to ten centipedes, three spiders, fivewasps, or one scorpion within range into giant versionso f their natural forms for the duration. A centipedebecomes a giant centipede, a spider becomes a giantspider, a wasp becomes a giant wasp, and a scorpionbecomes a giant scorpion.

    Each creature obeys your verbal commands, andin combat, they act on your turn each round. The DMhas the statistics for these creatures and resolves theiractions and movement.

    A creature remains in its giant size for the duration,until it drops to 0 hit points, or until you use an action todismiss the effect on it.

    The DM might allow you to choose different targets.For example, if you transform a bee, its giant versionmight have the same statistics as a giant wasp.

    PHB
    Gift of the Depths
    Warlock
    Invocation
    You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.
    Xanathar's Guide to Everything
    Gift of the Ever-Living Ones
    Warlock
    Invocation
    Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
    Xanathar's Guide to Everything
    Glibness
    Bard, Warlock
    8Transmutation1 action
    1 hour
    Self
    Until the spell ends, when you make a Charismacheck, you can replace the number you roll with a 15.Additionally, no matter what you say, magic that woulddetermine if you are telling the truth indicates that youare being truthful.
    PHB
    Globe of Invulnerability
    Sorcerer, Wizard
    6Abjuration1 action
    Concentration, up to 1 minute
    Self (10-foot radius)
    An immobile, faintly shimmering barrier springs intoexistence in a 10-foot radius around you and remains forthe duration.

    Any spell of 5th level or lower cast from outside thebarrier can't affect creatures or objects within it, evenif the spell is cast using a higher level spell slot. Such aspell can target creatures and objects within the barrier,but the spell has no effect on them. Similarly, the areawithin the barrier is excluded from the areas affectedby such spells.

    At Higher Levels.
    When you cast this spell using aspell slot of 7th level or higher, the barrier blocks spellsof one level higher for each slot level above 6th.
    PHB
    Glyph of Warding
    Bard, Cleric, Wizard
    3Abjuration1 hour
    Until dispelled or triggered
    Touch
    When you cast this spell, you inscribe a glyph thatharms other creatures, either upon a surface (such asa table or a section of floor or wall) or within an objectthat can be closed (such as a book, a scroll, or a treasurechest) to conceal the glyph. If you choose a surface, theglyph can cover an area of the surface no larger than10 feet in diameter. If you choose an object, that objectmust remain in its place; if the object is moved morethan 10 feet from where you cast this spell, the glyph isbroken, and the spell ends without being triggered.

    The glyph is nearly invisible and requires a successfulIntelligence (Investigation) check against your spell saveDC to be found.

    You decide what triggers the glyph when you castthe spell. For glyphs inscribed on a surface, the mosttypical triggers include touching or standing on theglyph, removing another object covering the glyph,approaching within a certain distance of the glyph, ormanipulating the object on which the glyph is inscribed.For glyphs inscribed within an object, the most commontriggers include opening that object, approaching withina certain distance of the object, or seeing or reading theglyph. Once a glyph is triggered, this spell ends.

    You can further refine the trigger so the spell activatesonly under certain circumstances or according tophysical characteristics (such as height or weight),creature kind (for example, the ward could be set toaffect aberrations or drow), or alignment. You can alsoset conditions for creatures that don’t trigger the glyph,such as those who say a certain password.

    When you inscribe the glyph, choose explosive runesor a spell glyph.

    Explosive Runes. When triggered, the glyph eruptswith magical energy in a 20-foot-radius sphere centeredon the glyph. The sphere spreads around corners. Eachcreature in the area must make a Dexterity savingthrow. A creature takes 5d8 acid, cold, fire, lightning, orthunder damage on a failed saving throw (your choicewhen you create the glyph), or half as much damage on asuccessful one.

    Spell Glyph. You can store a prepared spell of3rd level or lower in the glyph by casting it as partof creating the glyph. The spell must target a singlecreature or an area. The spell being stored has noimmediate effect when cast in this way. When the glyphis triggered, the stored spell is cast. If the spell has atarget, it targets the creature that triggered the glyph.If the spell affects an area, the area is centered onthat creature. If the spell summons hostile creaturesor creates harmful objects or traps, they appear asclose as possible to the intruder and attack it. If thespell requires concentration, it lasts until the end o f itsfull duration.

    At Higher Levels.
    When you cast this spell usinga spell slot of 4th level or higher, the damage of anexplosive runes glyph increases by 1d8 for each slotlevel above 3rd. If you create a spell glyph, you can storeany spell of up to the same level as the slot you use forthe glyph of warding.
    PHB
    Goodberry
    Druid, Ranger
    1Transmutation1 action
    Instantaneous
    Touch
    Up to ten berries appear in your hand and are infusedwith magic for the duration. A creature can use itsaction to eat one berry. Eating a berry restores 1 hitpoint, and the berry provides enough nourishment tosustain a creature for one day.

    The berries lose their potency if they have not beenconsumed within 24 hours of the casting of this spell.

    PHB
    Grasp of Hadar
    Warlock
    Invocation
    Once on each of your turns when you hit a creature with your eldritcli blast, you can move that creature in a straight line 10 feet closer to you. (replaced UA - Warlock and Wizard - 02/13/2017) Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.
    Xanathar's Guide to Everything
    Grasping Vine
    Druid, Ranger
    4Conjuration1 bonus action
    Concentration, up to 1 minute
    30 feet
    You conjure a vine that sprouts from the ground in anunoccupied space of your choice that you can see withinrange. When you cast this spell, you can direct the vineto lash out at a creature within 30 feet of it that you cansee. That creature must succeed on a Dexterity savingthrow or b e pulled 20 feet directly toward the vine.

    Until the spell ends, you can direct the vine to lash outat the same creature or another one as a bonus actionon each of your turns.

    PHB
    Grease
    Wizard
    1Conjuration1 action
    1 minute
    60 feet
    Slick grease covers the ground in a 10-foot squarecentered on a point within range and turns it intodifficult terrain for the duration.

    When the grease appears, each creature standing inits area must succeed on a Dexterity saving throw or fallprone. A creature that enters the area or ends its turnthere must also succeed on a Dexterity saving throwor fall prone.

    PHB
    Great Ambassador of Geniekind
    Warlock
    Invocation
    Your reputation precedes you among geniekind, and you may request an audience with one of the four rulers of geniekind once per month. When you request the audience, usually you do so through an intermediary such as your gen or an allied/bound genie; within a week, a procession of the ruler's followers comes to escort you to the ruler's court. The ruler will meet with you personally, provide counsel as per a contact other plane spell, hear your pleas, and negotiate terms. While in its court, both you and the ruler are subject to the Bond of Salt, the 3 day code of guest hospitality common among Zakharans and genies alike.
    Al-Qadim
    Greater Invisibility
    Bard, Sorcerer, Wizard
    4Illusion1 action
    Concentration, up to 1 minute
    Touch
    You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the targets person.
    PHB
    Greater Restoration
    Bard, Cleric, Druid
    5Abjuration1 action
    Instantaneous
    Touch
    You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
    • One effect that charmed or petrified the target
    • One curse, including the target's attunement to acursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum
    PHB
    Green Lords Gift
    Warlock
    Invocation
    The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
    UA030 - Warlock & Wizard
    Green-Flame Blade
    Sorcerer, Warlock, Wizard
    CantripEvocation1 action
    Instantaneous
    5 feet
    As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
    Sword Coast Adventurer's Guide
    Guardian of Faith
    Cleric
    4Conjuration1 action
    8 hours
    30 feet
    A Large spectral guardian appears and hovers for theduration in an unoccupied space of your choice that youcan see within range. The guardian occupies that spaceand is indistinct except for a gleaming sword and shieldemblazoned with the symbol of your deity.

    Any creature hostile to you that moves to a spacewithin 10 feet of the guardian for the first time on aturn must succeed on a Dexterity saving throw. Thecreature takes 20 radiant damage on a failed save, orhalf as much damage on a successful one. The guardianvanishes when it has dealt a total of 60 damage.

    PHB
    Guardian of Nature 4Transmutation1 bonus action
    Concentration, up to 1 minute
    Self
    A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
    • Your walking speed increases by 10 feet.
    • You gain darkvision with a range of 120 feet.
    • You make Strength--based attack rolls with advantage.
    • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
    Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
    • You gain 10 temporary hit points.
    • You make Constitution saving throws with advantage.
    • You make Dexterity- and Wisdom-based attack rolls with advantage.
    • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
    Xanathar's Guide to Everything
    Guards and Wards
    Bard, Wizard
    6Abjuration10 minutes
    24 hours
    Touch
    You create a ward that protects up to 2,500 square feetof floor space (an area 50 feet square, or one hundred5-foot squares or twenty-five 10-foot squares). Thewarded area can be up to 20 feet tall, and shaped as youdesire. You can ward several stories of a stronghold bydividing the area among them, as long as you can walkinto each contiguous area while you are casting the spell.

    When you cast this spell, you can specify individualsthat are unaffected by any or all of the effects thatyou choose. You can also specify a password that,when spoken aloud, makes the speaker immune tothese effects.

    Guards and wards creates the following effects withinthe warded area.

    Corridors. Fog fills all the warded corridors, makingthem heavily obscured. In addition, at each intersectionor branching passage offering a choice of direction,there is a 50 percent chance that a creature other thanyou will believe it is going in the opposite direction fromthe one it chooses.

    Doors. All doors in the warded area are magicallylocked, as if sealed by an arcane lock spell. In addition,you can cover up to ten doors with an illusion (equivalentto the illusory object function of the minor illusion spell)to make them appear as plain sections of wall.

    Stairs. Webs fill all stairs in the warded area from topto bottom, as the web spell. These strands regrow in 10minutes if they are burned or torn away while guardsand wards lasts.

    Other Spell Effect. You can place your choice o f oneo f the following magical effects within the warded areao f the stronghold.

  • Place dancing lights in four corridors. You can designatea simple program that the lights repeat as long asguards and wards lasts.
  • Place magic mouth in two locations.
  • Place stinking cloud in two locations. The vaporsappear in the places you designate; they return within10 minutes if dispersed by wind while guards andwards lasts.
  • Place a constant gust of wind in one corridor or room.

  • Place a suggestion in one location. You select an areaof up to 5 feet square, and any creature that entersor passes through the area receives the suggestionmentally.

    The whole warded area radiates magic. A dispelmagic cast on a specific effect, if successful, removesonly that effect.

    You can create a permanently guarded and wardedstructure by casting this spell there every dayfor one year.

  • PHB
    Guidance
    Cleric, Druid
    CantripDivination1 action
    Concentration, up to 1 minute
    Touch
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    PHB
    Guiding Bolt
    Cleric
    1Evocation1 action
    1 round
    120 feet
    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the damage increases by1d6 for each slot level above 1st.
    PHB
    Guiding Hand
    Bard, Cleric, Druid, Wizard
    1Divination1 minute
    Concentration, up to 8 hours
    5 feet
    You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
    UA036 - Starter Spells
    Gust
    Druid, Sorcerer, Wizard
    CantripTransmutation1 action
    Instantaneous
    30 feet
    You seize the air and compel it to create one of the following effects at a point you can see within range:
    • One Medium or smaller creature that you choose must succeed on 3 Strength saving throw or be pushed up to 5 feet away from you.
    • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
    • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
    (replaced Player's Companion) You seize the air and compel it to create one of the following effects at a point you can see within range:
    • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
    • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
    • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
    Xanathar's Guide to Everything
    Gust of Wind
    Druid, Sorcerer, Wizard
    2Evocation1 action
    Concentration, up to 1 minute
    Self (60-foot line)
    A line of strong wind 60 feet long and 10 feet wideblasts from you in a direction you choose for the spell’sduration. Each creature that starts its turn in the linemust succeed on a Strength saving throw or be pushed15 feet away from you in a direction following the line.

    Any creature in the line must spend 2 feet ofmovement for every 1 foot it moves when movingcloser to you.

    The gust disperses gas or vapour, and it extinguishescandles, torches, and similar unprotected flames inthe area. It causes protected flames, such as those oflanterns, to dance wildly and has a 50 percent chance toextinguish them.

    As a bonus action on each of your turns before thespell ends, you can change the direction in which theline blasts from you.

    PHB
    Hail of Thorns
    Ranger
    1Conjuration1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you hit a creature with a ranged weaponattack before the spell ends, this spell creates a rainof thorns that sprouts from your ranged weapon orammunition. In addition to the normal effect of theattack, the target of the attack and each creature within5 feet of it must make a Dexterity saving throw. Acreature takes 1d10 piercing damage on a failed save, orhalf as much damage on a successful one.
    At Higher Levels.
    If you cast this spell using a spellslot of 2nd level or higher, the damage increases by 1d10for each slot level above 1st (to a maximum of 6 d10).
    PHB
    Hallow
    Cleric
    5Evocation24 hours
    Until dispelled
    Touch
    You touch a point and infuse an area around it with holy(or unholy) power. The area can have a radius up to 60feet, and the spell fails if the radius includes an areaalready under the effect a hallow spell. The affected areais subject to the following effects.

    First, celestials, elementals, fey, fiends, and undeadcan’t enter the area, nor can such creatures charm,frighten, or possess creatures within it. Any creaturecharmed, frightened, or possessed by such a creatureis no longer charmed, frightened, or possessed uponentering the area. You can exclude one or more of thosetypes of creatures from this effect.

    Second, you can bind an extra effect to the area.Choose the effect from the following list, or choose aneffect offered by the DM. Some of these effects apply tocreatures in the area; you can designate whether theeffect applies to all creatures, creatures that follow aspecific deity or leader, or creatures of a specific sort,such as ores or trolls. When a creature that would beaffected enters the spell’s area for the first time on aturn or starts its turn there, it can make a Charismasaving throw. On a success, the creature ignores theextra effect until it leaves the area.

    Courage. Affected creatures can’t be frightenedwhile in the area.

    Darkness. Darkness fills the area. Normal light,as well as magical light created by spells of a lowerlevel than the slot you used to cast this spell, can’tilluminate the area.

    Daylight. Bright light fills the area. Magical darknesscreated by spells of a lower level than the slot you usedto cast this spell can’t extinguish the light.

    Energy Protection. Affected creatures in the areahave resistance to one damage type of your choice,except for bludgeoning, piercing, or slashing.

    Energy Vulnerability. Affected creatures in the areahave vulnerability to one damage type of your choice,except for bludgeoning, piercing, or slashing.

    Everlasting Rest. Dead bodies interred in the areacan’t be turned into undead.

    Extradimensional Interference. Affected creaturescan’t move or travel using teleportation or byextradimensional or interplanar means.

    Fear. Affected creatures are frightenedwhile in the area.

    Silence. No sound can emanate from within the area,and no sound can reach into it.

    Tongues. Affected creatures can communicate withany other creature in the area, even if they don’t share acommon language.

    PHB
    Hallucinatory Terrain
    Bard, Druid, Warlock, Wizard
    4Illusion10 minutes
    24 hours
    300 feet
    You make natural terrain in a 150-foot cube in rangelook, sound, and smell like some other sort of naturalterrain. Thus, open fields or a road can be made toresemble a swamp, hill, crevasse, or some other difficultor impassable terrain. A pond can be made to seemlike a grassy meadow, a precipice like a gentle slope,or a rock-strewn gully like a wide and smooth road.Manufactured structures, equipment, and creatureswithin the area aren't changed in appearance.

    The tactile characteristics of the terrain areunchanged, so creatures entering the area are likely tosee through the illusion. If the difference isn't obviousby touch, a creature carefully examining the illusion canattempt an Intelligence (Investigation) check againstyour spell save DC to disbelieve it. A creature whodiscerns the illusion for what it is, sees it as a vagueimage superimposed on the terrain.

    PHB
    Hand of Radiance
    Cleric
    cantripEvocation1 action
    Instantaneous
    Self (5-foot radius)
    You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    UA036 - Starter Spells
    Harm
    Cleric
    6Necromancy1 action
    Instantaneous
    60 feet
    You unleash a virulent disease on a creature thatyou can see within range. The target must make aConstitution saving throw. On a failed save, it takes14d6 necrotic damage, or half as much damage on asuccessful save. The damage can’t reduce the target’shit points below 1. If the target fails the saving throw,its hit point maximum is reduced for 1 hour by anamount equal to the necrotic damage it took. Any effectthat removes a disease allows a creature’s hit pointmaximum to return to normal before that time passes.
    PHB
    Haste
    Sorcerer, Wizard
    3Transmutation1 action
    Concentration, up to 1 minute
    30 feet
    Choose a willing creature that you can see within range. Until the spell ends, the target:
    • has it's speed doubled
    • gains +2 bonus to AC
    • has advantage on Dexterity saving throws
    • gains an additional action on each of its turns
    The action granted can be used only to take the following actions:
    • Attack (one weapon attack only)
    • Dash
    • Disengage
    • Hide
    • Use an Object
    When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
    PHB
    Heal
    Cleric, Druid
    6Evocation1 action
    Instantaneous
    60 feet
    Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends Blindness, Deafness, and any diseases affecting thet arget. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
    PHB
    Healing Elixir
    Warlock, Wizard
    1Conjuration1 minute
    24 hours
    Self
    You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
    UA036 - Starter Spells
    Healing Spirit 2Conjuration1 bonus action
    Concentration, up to 1 minute
    60 feet
    You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). The spirit can't heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
    Xanathar's Guide to Everything
    Healing Word
    Bard, Cleric, Druid
    1Evocation1 bonus action
    Instantaneous
    60 feet
    A creature of your choice that you can see within range regains hit points equal to 1d4 your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
    PHB
    Heat Metal
    Bard, Druid
    2Transmutation1 action
    Concentration, up to 1 minute
    60 feet
    Choose a manufactured metal object, such as a metalweapon or a suit of heavy or medium metal armor, thatyou can see within range. You cause the object to glowred-hot. Any creature in physical contact with the objecttakes 2d8 fire damage when you cast the spell. Until thespell ends, you can use a bonus action on each of yoursubsequent turns to cause this damage again.

    If a creature is holding or wearing the object andtakes the damage from it, the creature must succeed ona Constitution saving throw or drop the object if it can. Ifit doesn't drop the object, it has disadvantage on attackrolls and ability checks until the start of your next turn.

    At Higher Levels.
    When you cast this spell using aspell slot of 3rd level or higher, the damage increases by1d8 for each slot level above 2nd.
    PHB
    Hellish Rebuke
    Warlock
    1Evocation1 reaction, which you take in response to being damaged by a creature within 60 feet o f you that you can see
    Instantaneous
    60 feet
    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
    PHB
    Heroes Feast
    Cleric, Druid
    6Conjuration10 minutes
    Instantaneous
    30 feet
    You bring forth a great feast, including magnificentfood and drink. The feast takes 1 hour to consume anddisappears at the end of that time, and the beneficialeffects don’t set in until this hour is over. Up to twelveother creatures can partake of the feast.

    A creature that partakes of the feast gains severalbenefits. The creature is cured of all diseases andpoison, becomes immune to poison and beingfrightened, and makes all Wisdom saving throws withadvantage. Its hit point maximum also increases by2d10, and it gains the same number of hit points. Thesebenefits last for 24 hours.

    PHB
    Heroism
    Bard, Paladin
    1Enchantment1 action
    Concentration, up to 1 minute
    Touch
    A willing creature you touch is imbued with bravery.Until the spell ends, the creature is immune to beingfrightened and gains temporary hit points equal toyour spellcasting ability modifier at the start o f eachof its turns. When the spell ends, the target loses anyremaining temporary hit points from this spell. At Higher Levels: When you cast this spell usinga spell slot of 2nd level or higher, you can target oneadditional creature for each slot level above 1st.
    PHB
    Hex
    Warlock
    1Enchantment1 bonus action
    Concentration, up to 1 hour
    90 feet
    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. 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 use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. ​When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
    PHB
    Hold Monster
    Bard, Sorcerer, Warlock, Wizard
    5Enchantment1 action
    Concentration, up to 1 minute
    90 feet
    Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
    PHB
    Hold Person
    Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
    2Enchantment1 action
    Concentration, up to 1 minute
    60 feet
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    PHB
    Holy Aura
    Cleric
    8Abjuration1 action
    Concentration, up to 1 minute
    Self
    Divine light washes out from you and coalescesin a soft radiance in a 30-foot radius around you.Creatures of your choice in that radius when you castthis spell shed dim light in a 5-foot radius and haveadvantage on all saving throws, and other creatureshave disadvantage on attack rolls against them untilthe spell ends. In addition, when a fiend or an undeadhits an affected creature with a melee attack, the auraflashes with brilliant light. The attacker must succeedon a Constitution saving throw or be blinded untilthe spell ends.
    PHB
    Holy Weapon 5Evocation1 Bonus Action
    Concentration, up to 1 hour
    Touch
    You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30 foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet ofyou must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each Ofits turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
    Xanathar's Guide to Everything
    Hunger of Hadar
    Warlock
    3Conjuration1 action
    Concentration, up to 1 minute
    150 feet
    You open a gateway to the dark between the stars, aregion infested with unknown horrors. A 20-foot-radiussphere of blackness and bitter cold appears, centeredon a point with range and lasting for the duration. Thisvoid is filled with a cacophony of soft whispers andslurping noises that can be heard up to 30 feet away. Nolight, magical or otherwise, can illuminate the area, andcreatures fully within the area are blinded.

    The void creates a warp in the fabric of space, and thearea is difficult terrain. Any creature that starts its turnin the area takes 2d6 cold damage. Any creature thatends its turn in the area must succeed on a Dexteritysaving throw or take 2d6 acid damage as milky,otherworldly tentacles rub against it.

    PHB
    Hunters Mark
    Ranger
    1Divination1 bonus action
    Concentration, up to 1 hour
    90 feet
    You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival)check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus actio non a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
    PHB
    Hypnotic Pattern
    Bard, Sorcerer, Warlock, Wizard
    3Illusion1 action
    Concentration, up to 1 minute
    120 feet
    You create a twisting pattern of colors that weavesthrough the air inside a 30-foot cube within range.The pattern appears for a moment and vanishes. Eachcreature in the area who sees the pattern must makea Wisdom saving throw. On a failed save, the creaturebecomes charmed for the duration. While charmedby this spell, the creature is incapacitated and hasa speed of 0.

    The spell ends for an affected creature if it takes anydamage or if someone else uses an action to shake thecreature out of its stupor.

    PHB
    Ice Knife
    Druid, Sorcerer, Wizard
    1Conjuration1 action
    Instantaneous
    60 feet
    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 ll 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 thfow or take 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above lst. (replaced Player's Companion) 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 the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
    Xanathar's Guide to Everything
    Ice Storm
    Druid, Sorcerer, Wizard
    4Evocation1 action
    Instantaneous
    300 feet
    A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
    PHB
    Identify
    Bard, Wizard
    1Divination1 minute
    Instantaneous
    Touch
    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    PHB
    Illusory Dragon 8Illusion1 action
    Concentration, up to 1 minute
    120 feet
    By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
    Xanathar's Guide to Everything
    Illusory Script
    Bard, Warlock, Wizard
    1Illusion1 minute
    10 days
    Touch
    You write on parchment, paper, or some other suitablewriting material and imbue it with a potent illusion thatlasts for the duration.

    To you and any creatures you designate when youcast the spell, the writing appears normal, written inyour hand, and conveys whatever meaning you intendedwhen you wrote the text. To all others, the writingappears as if it were written in an unknown or magicalscript that is unintelligible. Alternatively, you can causethe writing to appear to be an entirely different message,written in a different hand and language, though thelanguage must be one you know.

    Should the spell be dispelled, the original script andthe illusion both disappear.

    A creature with truesight can read thehidden message.

    PHB
    Immolation
    Sorcerer, Wizard
    5Evocation1 action
    Concentration, Up to 1 minute
    90 feet
    Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30--foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. (replaced Player's Companion) Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
    Xanathar's Guide to Everything
    Imprisonment
    Warlock, Wizard
    9Abjuration1 minute
    Until dispelled
    30 feet
    You create a magical restraint to hold a creature thatyou can see within range. The target must succeed ona Wisdom saving throw or be bound by the spell; if itsucceeds, it is immune to this spell if you cast it again.While affected by this spell, the creature doesn't needto breathe, eat, or drink, and it doesn't age. Divinationspells can’t locate or perceive the target.

    When you cast the spell, you choose one o f thefollowing forms of imprisonment.

    Burial. The target is entombed far beneath the earthin a sphere of magical force that is just large enough tocontain the target. Nothing can pass through the sphere,nor can any creature teleport or use planar travel to getinto or out of it.

    The special component for this version of the spell is asmall mithral orb.

    Chaining. Heavy chains, firmly rooted in the ground,hold the target in place. The target is restrained untilthe spell ends, and it can’t move or be moved by anymeans until then.

    The special component for this version of the spell is afine chain of precious metal.

    Hedged Prison. The spell transports the target intoa tiny demiplane that is warded against teleportationand planar travel. The demiplane can be a labyrinth, acage, a tower, or any similar confined structure or areaof your choice.The special component for this version of the spell is aminiature representation of the prison made from jade.

    Minimus Containment. The target shrinks to a heighto f 1 inch and is imprisoned inside a gemstone or similarobject. Light can pass through the gemstone normally(allowing the target to see out and other creatures to seein), but nothing else can pass through, even by means ofteleportation or planar travel. The gemstone can’t be cutor broken while the spell remains in effect.The special component for this version of the spellis a large, transparent gemstone, such as a corundum,diamond, or ruby.

    Slumber. The target falls asleep and can’t be awoken.The special component for this version of the spellconsists of rare soporific herbs.

    Ending the Spell. During the casting o f the spell,in any of its versions, you can specify a condition thatwill cause the spell to end and release the target. Thecondition can be as specific or as elaborate as youchoose, but the DM must agree that the condition isreasonable and has a likelihood o f coming to pass. Theconditions can be based on a creature’s name, identity,or deity but otherwise must be based on observableactions or qualities and not based on intangibles such aslevel, class, or hit points.

    A dispel magic spell can end the spell only if it is castas a 9th-level spell, targeting either the prison or thespecial component used to create it.

    You can use a particular special component to createonly one prison at a time. If you cast the spell againusing the same component, the target of the first castingis immediately freed from its binding.

    PHB
    Improved Pact Weapon Invocation
    You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. (replaced UA - Warlock and Wizard - 02/13/2017) Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
    Xanathar's Guide to Everything
    Incendiary Cloud
    Sorcerer, Wizard
    8Conjuration1 action
    Concentration, up to 1 minute
    150 feet
    A swirling cloud of smoke shot through with white-hotembers appears in a 20-foot-radius sphere centered ona point within range. The cloud spreads around cornersand is heavily obscured. It lasts for the duration or untila wind of moderate or greater speed (at least 10 milesper hour) disperses it.

    When the cloud appears, each creature in it mustmake a Dexterity saving throw. A creature takes 10d8fire damage on a failed save, or half as much damage ona successful one. A creature must also make this savingthrow when it enters the spell’s area for the first time ona turn or ends its turn there.

    The cloud moves 10 feet directly away from youin a direction that you choose at the start of eachof your turns.

    PHB
    Infernal Calling
    Warlock, Wizard
    5Conjuration1 minute
    Concentration, up to 1 hour
    90 feet
    Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command such as "attack my enemies," "explore the room ahead", or "bear this message to the queen" -- until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
    Xanathar's Guide to Everything
    Infestation
    Druid, Sorcerer, Warlock, Wizard
    CantripConjuration1 action
    Instantaneous
    30 feet
    You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. At Higher Levels. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3016), and 17th level (4d6). (replaced UA - Starter Spells - 04/03/2017) You cause mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 piercing damage. If the target takes any of that damage, the target moves 5 feet in a random direction. Roll a d8 for the direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; or 8, northwest. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Xanathar's Guide to Everything
    Inflict Wounds
    Cleric
    1Necromancy1 action
    Instantaneous
    Touch
    Make a melee spell attack against a creature you canreach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
    PHB
    Insect Plague
    Cleric, Druid, Sorcerer
    5Conjuration1 action
    Concentration, up to 10 minutes
    300 feet
    Swarming, biting locusts fill a 20-foot-radius spherecentered on a point you choose within range. The spherespreads around corners. The sphere remains for theduration, and its area is lightly obscured. The sphere’sarea is difficult terrain.

    When the area appears, each creature in it mustmake a Constitution saving throw. A creature takes4d10 piercing damage on a failed save, or half as muchdamage on a successful one. A creature must also makethis saving throw when it enters the spell’s area for thefirst time on a turn or ends its turn there.

    At Higher Levels.
    When you cast this spell using aspell slot of 6th level or higher, the damage increases by1d10 for each slot level above 5th.
    PHB
    Investiture of Flame 6Transmutation1 action
    Concentration, Up to 10 minutes
    Self
    Flames race across your body, shedding bright light in a 30--foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet Wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saying throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
    (replaced Player's Companion) Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
    On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
    Xanathar's Guide to Everything
    Investiture of Ice 6Transmutation1 action
    Concentration, Up to 10 minutes
    Self
    Until the spell ends, ice rimes your body, and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10--foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing Wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its s'ave against this effect has its speed halved until the start of your next turn.
    (replaced Player's Companion) Until the spell ends, ice rimes your body, and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
    Xanathar's Guide to Everything
    Investiture of Stone
    Druid, Sorcerer, Warlock, Wizard
    6Transmutation1 action
    Concentration, Up to 10 minutes
    Self
    Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
    • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
    (replaced Player's Companion) Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
    • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
    Xanathar's Guide to Everything
    Investiture of Wind
    Druid, Sorcerer, Warlock, Wizard
    6Transmutation1 action
    Concentration, Up to 10 minutes
    Self
    Until the spell ends, wind whirls around you, and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2l bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
    (replaced Player's Companion) Until the spell ends, wind whirls around you, and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
    Xanathar's Guide to Everything
    Invisibility
    Sorcerer, Warlock, Wizard
    2Illusion1 action
    Concentration, up to 1 hour
    Touch
    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    PHB
    Invulnerability 9Abjuration1 action
    Concentration, up to 10 minutes
    Self
    You are immune to all damage until the spell ends.
    Xanathar's Guide to Everything
    Jump
    Druid, Ranger, Sorcerer, Wizard
    1 Transmutation1 action
    1 minute
    Touch
    You touch a creature. The creature’s jump distance istripled until the spell ends.
    PHB
    Kiss of Mephistopheles
    Warlock
    Invocation
    You can channel the fires of Mephistopheles through your eldritch blast. When you hit a creature with that cantrip, you can cast fireball as a bonus action using a warlock spell slot. However, the spell must be centered on a creature you hit with eldritch blast.
    UA030 - Warlock & Wizard
    Knock
    Bard, Sorcerer, Wizard
    2Transmutation1 action
    Instantaneous
    60 feet
    Choose an object that you can see within range. Theobject can be a door, a box, a chest, a set of manacles, apadlock, or another object that contains a mundane ormagical means that prevents access.

    A target that is held shut by a mundane lock or thatis stuck or barred becomes unlocked, unstuck, orunbarred. If the object has multiple locks, only one ofthem is unlocked.

    If you choose a target that is held shut with arcanelock, that spell is suppressed for 10 minutes, duringwhich time the target can be opened and shut normally.

    When you cast the spell, a loud knock, audible from asfar away as 300 feet, emanates from the target object.

    PHB
    Lance of Lethargy Invocation
    Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
    Xanathar's Guide to Everything
    Legend Lore
    Bard, Cleric, Wizard
    5Divination10 minutes
    Instantaneous
    Self
    Name or describe a person, place, or object. The spellbrings to your mind a brief summary of the significantlore about the thing you named. The lore might consisto f current tales, forgotten stories, or even secret lorethat has never been widely known. If the thing younamed isn't of legendary importance, you gain noinformation. The more information you already haveabout the thing, the more precise and detailed theinformation you receive is.

    The information you learn is accurate but might becouched in figurative language. For example, if youhave a mysterious magic axe on hand, the spell mightyield this information: “Woe to the evildoer whose handtouches the axe, for even the haft slices the hand of theevil ones. Only a true Child of Stone, lover and belovedof Moradin, may awaken the true powers of the axe, andonly with the sacred word Rudnogg on the lips.”

    PHB
    Leomunds Secret Chest
    Wizard
    4Conjuration1 action
    Instantaneous
    Touch
    You hide a chest, and all its contents, on the EtherealPlane. You must touch the chest and the miniaturereplica that serves as a material component for the spell.The chest can contain up to 12 cubic feet of non-livingmaterial (3 feet by 2 feet by 2 feet).

    While the chest remains on the Ethereal Plane, youcan use an action and touch the replica to recall thechest. It appears in an unoccupied space on the groundwithin 5 feet of you. You can send the chest back to theEthereal Plane by using an action and touching both thechest and the replica.

    After 60 days, there is a cumulative 5 percent chanceper day that the spell's effect ends. This effect ends ifyou cast this spell again, if the smaller replica chest isdestroyed, or if you choose to end the spell as an action.If the spell ends and the larger chest is on the EtherealPlane, it is irretrievably lost.

    PHB
    Leomunds Tiny Hut
    Bard, Wizard
    3Evocation1 minute
    8 hours
    Self (10-foot radius hemisphere)
    A 10-foot-radius immobile dome of force springs intoexistence around and above you and remains stationaryfor the duration. The spell ends if you leave its area.

    Nine creatures of Medium size or smaller can fit insidethe dome with you. The spell fails if its area includes alarger creature or more than nine creatures. Creaturesand objects within the dome when you cast this spellcan move through it freely. All other creatures andobjects are barred from passing through it. Spells andother magical effects can’t extend through the dome orbe cast through it. The atmosphere inside the space iscomfortable and dry, regardless of the weather outside.

    Until the spell ends, you can command the interior tobecome dimly lit or dark. The dome is opaque from theoutside, of any color you choose, but it is transparentfrom the inside.

    PHB
    Lesser Restoration
    Bard, Cleric, Druid, Paladin, Ranger
    2Abjuration1 action
    Instantaneous
    Touch
    You touch a creature and can end either one disease or 1 condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
    PHB
    Levitate
    Sorcerer, Wizard
    2Transmutation1 action
    Concentration, up to 10 minutes
    60 feet
    One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
    PHB
    Life Transference
    Cleric, Wizard
    3Necromancy1 action
    Instantaneous
    30 feet
    You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
    Xanathar's Guide to Everything
    Lifedrinker
    Warlock
    Invocation
    Prerequisite: 12th level, Pact of the Blade feature

    When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

    Light
    Bard, Cleric, Sorcerer, Wizard
    CantripEvocation1 action
    1 hour
    Touch
    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

    If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

    PHB
    Lightning Arrow
    Ranger
    3Transmutation1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you make a ranged weapon attack duringthe spell’s duration, the weapon’s ammunition, or theweapon itself if it’s a thrown weapon, transforms intoa bolt of lightning. Make the attack roll as normal. Thetarget takes 4d8 lightning damage on a hit, or halfas much damage on a miss, instead of the weapon’snormal damage.

    Whether you hit or miss, each creature within 10 feetof the target must make a Dexterity saving throw. Eachof these creatures takes 2d8 lightning damage on afailed save, or half as much damage on a successful one.

    The piece of ammunition or weapon then returns toits normal form.

    At Higher Levels.
    When you cast this spell using aspell slot of 4th level or higher, the damage for botheffects of the spell increases by 1d8 for each slotlevel above 3rd.
    PHB
    Lightning Bolt
    Sorcerer, Wizard
    3Evocation1 action
    Instantaneous
    Self (100-foot line)
    A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
    PHB
    Lightning Lure
    Sorcerer, Warlock, Wizard
    CantripEvocation1 action
    Instantaneous
    15 feet
    You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Sword Coast Adventurer's Guide
    Locate Animals or Plants
    Bard, Druid, Ranger
    2Divination1 action
    Instantaneous
    Self
    Describe or name a specific kind of beast or plant.Concentrating on the voice of nature in yoursurroundings, you learn the direction and distance tothe closest creature or plant of that kind within 5 miles,if any are present.
    PHB
    Locate Creature
    Bard, Cleric, Druid, Paladin, Ranger, Wizard
    4Divination1 action
    Concentration, up to 1 hour
    Self
    Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close'"within 30 feet'"at least once. If the creature you described or named is in a different form,such as being under the effects of a polymorph spell,this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
    PHB
    Locate Object
    Bard, Cleric, Druid, Paladin, Ranger, Wizard
    2Divination1 action
    Concentration, up to 10 minutes
    Self
    Describe or name an object that is familiar to you. Yousense the direction to the object’s location, as long asthat object is within 1,000 feet of you. If the object is inmotion, you know the direction of its movement.

    The spell can locate a specific object known to you,as long as you have seen it up close"within 30 feet"atleast once. Alternatively, the spell can locate the nearestobject of a particular kind, such as a certain kind ofapparel, jewellery, furniture, tool, or weapon.

    This spell can’t locate an object if any thickness oflead, even a thin sheet, blocks a direct path between youand the object.

    PHB
    Longstrider
    Bard, Druid, Ranger, Wizard
    1Transmutation1 action
    1 hour
    Touch
    You touch a creature. The target's speed increases by +10 feet until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
    PHB
    Mace of Dispater
    Warlock
    Invocation
    When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 force damage to the target per spell level, and you can knock the target prone if it is Huge or smaller.
    UA030 - Warlock & Wizard
    Maddening Darkness
    Warlock, Wizard
    8Evocation1 action
    Concentration, up to 10 minutes
    150 feet
    Magical darkness spreads from a point you choose within range to fill a 60--foot--radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
    Xanathar's Guide to Everything
    Maddening Hex Invocation
    As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
    Xanathar's Guide to Everything
    Maelstrom 5Evocation1 action
    Concentration, Up to 1 minute
    120 feet
    A swirling mass of 5-foot--deep water appears in a 30 foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. (replaced Player's Companion) A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
    Xanathar's Guide to Everything
    Mage Armor
    Sorcerer, Wizard
    1Abjuration1 action
    8 hours
    Touch
    You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
    PHB
    Mage Hand
    Bard, Sorcerer, Warlock, Wizard
    CantripConjuration1 action
    1 minute
    30 feet
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
    PHB
    Magic Circle
    Cleric, Paladin, Warlock, Wizard
    3Abjuration1 minute
    1 hour
    10 feet
    You create a 10-foot-radius, 20-foot-tall cylinder ofmagical energy centered on a point on the groundthat you can see within range. Glowing runes appearwherever the cylinder intersects with the floor orother surface.

    Choose one or more of the following types ofcreatures: celestials, elementals, fey, fiends, or undead.The circle affects a creature of the chosen type in thefollowing ways:

  • The creature can’t willingly enter the cylinder bynon-magical means. If the creature tries to use teleportationor interplanar travel to do so, it must firstsucceed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls againsttargets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened,or possessed by the creature.

    When you cast this spell, you can elect to cause itsmagic to operate in the reverse direction, preventing acreature of the specified type from leaving the cylinderand protecting targets outside it.

    At Higher Levels.
    When you cast this spell using aspell slot of 4th level or higher, the duration increases by1 hour for each slot level above 3rd.
  • PHB
    Magic Jar
    Wizard
    6Necromancy1 minute
    Until Dispelled
    Self
    Your body falls into a catatonic state as your soul leavesit and enters the container you used for the spell’smaterial component. While your soul inhabits thecontainer, you are aware of your surroundings as if youwere in the container’s space. You can’t move or usereactions. The only action you can take is to project yoursoul up to 100 feet out of the container, either returningto your living body (and ending the spell) or attemptingto possess a humanoids body.

    You can attempt to possess any humanoid within100 feet of you that you can see (creatures warded by aprotection from evil and good or magic circle spell can’tbe possessed). The target must make a Charisma savingthrow. On a failure, your soul moves into the target’sbody, and the target’s soul becomes trapped in thecontainer. On a success, the target resists your effortsto possess it, and you can’t attempt to possess it againfor 24 hours.

    Once you possess a creature’s body, you control it.Your game statistics are replaced by the statistics o f thecreature, though you retain your alignment and yourIntelligence, Wisdom, and Charisma scores. You retainthe benefit of your own class features. If the target hasany class levels, you can’t use any of its class features.

    Meanwhile, the possessed creature’s soul canperceive from the container using its own senses, but itcan’t move or take actions at all.

    While possessing a body, you can use your action toreturn from the host body to the container if it is within100 feet of you, returning the host creature’s soul toits body. If the host body dies while you’re in it, thecreature dies, and you must make a Charisma savingthrow 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, yoursoul immediately returns to your body. If your body ismore than 100 feet away from you or if your body isdead when you attempt to return to it, you die. If anothercreature’s soul is in the container when it is destroyed,the creature’s soul returns to its body if the body is aliveand within 100 feet. Otherwise, that creature dies.

    When the spell ends, the container is destroyed.

    PHB
    Magic Missile
    Sorcerer, Wizard
    1Evocation1 action
    Instantaneous
    120 feet
    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
    PHB
    Magic Mouth
    Bard, Wizard
    2Illusion1 minute
    Until dispelled
    30 feet
    You implant a message within an object in range, amessage that is uttered when a trigger condition is met.Choose an object that you can see and that isn't beingworn or carried by another creature. Then speak themessage, which must be 25 words or less, though itcan be delivered over as long as 10 minutes. Finally,determine the circumstance that will trigger the spell todeliver your message.

    When that circumstance occurs, a magical mouthappears on the object and recites the message in yourvoice and at the same volume you spoke. If the objectyou chose has a mouth or something that looks like amouth (for example, the mouth of a statue), the magicalmouth appears there so that the words appear to comefrom the object’s mouth. When you cast this spell, youcan have the spell end after it delivers its message, orit can remain and repeat its message whenever thetrigger occurs.

    The triggering circumstance can be as general or asdetailed as you like, though it must be based on visualor audible conditions that occur within 30 feet of theobject. For example, you could instruct the mouth tospeak when any creature moves within 30 feet of theobject or when a silver bell rings within 30 feet of it.

    PHB
    Magic Stone CantripTransmutation1 bonus action
    1 minute
    Touch
    You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attackers, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting. (replaced Player's Companion) You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
    Xanathar's Guide to Everything
    Magic Weapon
    Paladin, Wizard
    2Transmutation1 bonus action
    Concentration, up to 1 hour
    Touch
    You touch a non-magical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonusto attack rolls and damage rolls.
    At Higher Levels.
    When you cast this spell using aspell slot of 4th level or higher, the bonus increases to+2. When you use a spell slot of 6th level or higher, thebonus increases to +3.
    PHB
    Major Image
    Bard, Sorcerer, Warlock, Wizard
    3Illusion1 action
    Concentration, up to 10 minutes
    120 feet
    You create the image of an object, a creature, or someother visible phenomenon that is no larger than a20-foot cube. The image appears at a spot that youcan see within range and lasts for the duration. Itseems completely real, including sounds, smells, andtemperature appropriate to the thing depicted. Youcan’t create sufficient heat or cold to cause damage, asound loud enough to deal thunder damage or deafen acreature, or a smell that might sicken a creature (like atroglodyte’s stench).

    As long as you are within range of the illusion, youcan use your action to cause the image to move toany other spot within range. As the image changeslocation, you can alter its appearance so that itsmovements appear natural for the image. For example,if you create an image of a creature and move it, youcan alter the image so that it appears to be walking.Similarly, you can cause the illusion to make differentsounds at different times, even making it carry on aconversation, for example.

    Physical interaction with the image reveals it to be anillusion, because things can pass through it. A creaturethat uses its action to examine the image can determinethat it is an illusion with a successful Intelligence(Investigation) check against your spell save DC. If acreature discerns the illusion for what it is, the creaturecan see through the image, and its other sensoryqualities become faint to the creature.

    At Higher Levels.
    When you cast this spell usinga spell slot of 6th level or higher, the spell lasts untildispelled, without requiring your concentration.
    PHB
    Mask of Many Faces
    Warlock
    Invocation
    You can cast Disguise Self at will, without expending a spell slot.
    Mass Cure Wounds
    Bard, Cleric, Druid
    5Conjuration1 action
    Instantaneous
    60 feet
    A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by1d8 for each slot level above 5th.
    PHB
    Mass Heal
    Cleric
    9Conjuration1 action
    Instantaneous
    60 feet
    A flood of healing energy flows from you into injured 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 are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
    PHB
    Mass Healing Word
    Cleric
    3Evocation1 bonus action
    Instantaneous
    60 feet
    As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: ​When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
    PHB
    Mass Polymorph
    Bard, Sorcerer, Wizard
    9Transmutation1 action
    Concentration, up to 1 hour
    120 feet
    You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech. The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.
    Xanathar's Guide to Everything
    Mass Suggestion
    Bard, Sorcerer, Warlock, Wizard
    6Enchantment1 action
    24 hours
    60 feet
    You suggest a course of activity (limited to a sentenceor two) and magically influence up to twelve creaturesof your choice that you can see within range and thatcan hear and understand you. Creatures that can’t becharmed are immune to this effect. The suggestion mustbe worded in such a manner as to make the course ofaction sound reasonable. Asking the creature to stabitself, throw itself onto a spear, immolate itself, or dosome other obviously harmful act automatically negatesthe effect of the spell.

    Each target must make a Wisdom saving throw. On afailed save, it pursues the course of action you describedto the best of its ability. The suggested course of actioncan continue for the entire duration. If the suggestedactivity can be completed in a shorter time, the spellends when the subject finishes what it was asked to do.

    You can also specify conditions that will trigger aspecial activity during the duration. For example, youmight suggest that a group of soldiers give all theirmoney to the first beggar they meet. If the condition isn'tmet before the spell ends, the activity isn't performed.

    If you or any of your companions damage a creatureaffected by this spell, the spell ends for that creature.

    At Higher Levels.
    When you cast this spell usinga 7th-level spell slot, the duration is 10 days. Whenyou use an 8th-level spell slot, the duration is 30 days.When you use a 9th-level spell slot, the duration is ayear and a day.
    PHB
    Master of Myriad Forms
    Warlock
    Invocation
    Prerequisite: 15th level

    You can cast Alter Self at will, without expending a spell slot.

    Maximilians Earthen Grasp
    Sorcerer, Wizard
    2Transmutation1 action
    Concentration, Up to 1 minute
    30 feet
    You choose a S--foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. (Replaced Player's Companion) You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
    Xanathar's Guide to Everything
    Maze
    Wizard
    8Conjuration1 action
    Concentration, up to 10 minutes
    60 feet
    You banish a creature that you can see within range intoa labyrinthine demiplane. The target remains there forthe duration or until it escapes the maze.

    The target can use its action to attempt to escape.When it does so, it makes a DC 20 Intelligence check. Ifit succeeds, it escapes, and the spell ends (a minotaur orgoristro demon automatically succeeds).

    When the spell ends, the target reappears in thespace it left or, if that space is occupied, in the nearestunoccupied space.

    PHB
    Meld into Stone
    Cleric, Druid
    3Transmutation1 action
    8 hours
    Touch
    You step into a stone object or surface large enough tofully contain your body, melding yourself and all theequipment you carry with the stone for the duration.Using your movement, you step into the stone at a pointyou can touch. Nothing of your presence remains visibleor otherwise detectable by non-magical senses.

    While merged with the stone, you can’t see whatoccurs outside it, and any Wisdom (Perception) checksyou make to hear sounds outside it are made withdisadvantage. You remain aware of the passage oftime and can cast spells on yourself while merged inthe stone. You can use your movement to leave thestone where you entered it, which ends the spell. Youotherwise can’t move.

    Minor physical damage to the stone doesn't harmyou, but its partial destruction or a change in its shape(to the extent that you no longer fit within it) expels youand deals 6d6 bludgeoning damage to you. The stone’scomplete destruction (or transmutation into a differentsubstance) expels you and deals 50 bludgeoning damageto you. If expelled, you fall prone in an unoccupied spaceclosest to where you first entered.

    PHB
    Melfs Acid Arrow
    Wizard
    2Evocation1 action
    Instantaneous
    90 feet
    A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
    PHB
    Melfs Minute Meteors
    Sorcerer, Wizard
    3Evocation1 action
    Concentration, Up to 10 minutes
    Self
    You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell - and as a bonus action on each of your turns thereafter--you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the. meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. (replaced from Player's Companion) You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell--and as a bonus action on each of your turns thereafter--you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
    Xanathar's Guide to Everything
    Mending
    Bard, Cleric, Druid, Sorcerer, Wizard
    CantripTransmutation1 minute
    Instantaneous
    Touch
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
    PHB
    Mental Prison
    Sorcerer, Warlock, Wizard
    6Illusion1 action
    Concentration, up to 1 minute
    60 feet
    You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
    Xanathar's Guide to Everything
    Message
    Bard, Sorcerer, Wizard
    CantripTransmutation1 action
    1 round
    120 feet
    You point your finger toward a creature within rangeand whisper a message. The target (and only the target)hears the message and can reply in a whisper that onlyyou can hear.

    You can cast this spell through solid objects if youare familiar with the target and know it is beyondthe barrier. Magical silence. 1 foot of stone, 1 inch ofcommon metal, a thin sheet of lead, or 3 feet of woodblocks the spell. The spell doesn't have to follow astraight line and can travel freely around corners orthrough openings.

    PHB
    Meteor Swarm
    Sorcerer, Wizard
    9Evocation1 action
    Instantaneous
    1 mile
    Blazing orbs of fire plummet to the ground at fourdifferent points you can see within range. Each creaturein a 40-foot-radius sphere centered on each point youchoose must make a Dexterity saving throw. The spherespreads around corners. A creature takes 20d6 firedamage and 20d6 bludgeoning damage on a failedsave, or half as much damage on a successful one. Acreature in the area of more than one fiery burst isaffected only once.

    The spell damages objects in the area and ignitesflammable objects that aren't being worn or carried.

    PHB
    Mighty Fortress 8Conjuration1 minute
    Instantaneous
    1 mile
    A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot by a 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
    Xanathar's Guide to Everything
    Mind Blank
    Bard, Wizard
    8Abjuration1 action
    24 hours
    Touch
    Until the spell ends, one willing creature you touch isimmune to psychic damage, any effect that would senseits emotions or read its thoughts, divination spells, andthe charmed condition. The spell even foils wish spellsand spells or effects of similar power used to affect thetarget’s mind or to gain information about the target.
    PHB
    Mind Spike 2Divination1 action
    Concentration, up to 1 hour
    60 feet
    You reach into the mind of one creature you can see within range. The target must make 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's invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
    Xanathar's Guide to Everything
    Minions of Chaos
    Warlock
    Invocation
    Prerequisite: 9th level You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
    Minor Illusion
    Bard, Sorcerer, Warlock, Wizard
    CantripIllusion1 action
    1 minute
    30 feet
    You create a sound or an image o f an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating o f drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image o f an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
    PHB
    Mirage Arcana
    Bard, Druid, Wizard
    7Illusion10 minutes
    10 days
    Sight
    You make terrain in an area up to 1 mile squarelook, sound, smell, and even feel like some other sorto f terrain. The terrain’s general shape remains thesame, however. Open fields or a road could be made toresemble a swamp, hill, crevasse, or some other difficultor impassable terrain. A pond can be made to seem likea grassy meadow, a precipice like a gentle slope, or arock-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'tdisguise, conceal, or add creatures.

    The illusion includes audible, visual, tactile, andolfactory elements, so it can turn clear ground intodifficult terrain (or vice versa) or otherwise impedemovement through the area. Any piece of the illusoryterrain (such as a rock or stick) that is removed from thespell’s area disappears immediately.

    Creatures with truesight can see through the illusionto the terrain’s true form; however, all other elementsof the illusion remain, so while the creature is aware ofthe illusion’s presence, the creature can still physicallyinteract with the illusion.

    PHB
    Mire the Mind
    Warlock
    Invocation
    Prerequisite: 5th level

    You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.

    Mirror Image
    Sorcerer, Warlock, Wizard
    2Illusion1 action
    1 minute
    Self
    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. To change the attack's target to a duplicate:
    • If you have 3 duplicates - you must roll a 6 or higher
    • If you have 2 duplicates - you must roll an 8 or higher
    • If you have 1 duplicate  - you must roll an 11 or higher.
    A duplicate's AC equals 10 your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it.It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
    PHB
    Mislead
    Bard, Wizard
    5Illusion1 action
    Concentration, up to 1 hour
    Self
    You become invisible at the same time that an illusorydouble of you appears where you are standing. Thedouble lasts for the duration, but the invisibility ends ifyou attack or cast a spell.

    You can use your action to move your illusory doubleup to twice your speed and make it gesture, speak, andbehave in whatever way you choose.

    You can see through its eyes and hear through its earsas if you were located where it is. On each of your turnsas a bonus action, you can switch from using its sensesto using your own, or back again. While you are using itssenses, you are blinded and deafened in regard to yourown surroundings.

    PHB
    Misty Step
    Sorcerer, Warlock, Wizard
    2Conjuration1 bonus action
    Instantaneous
    Self
    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
    PHB
    Misty Visions
    Warlock
    Invocation
    You can cast Silent Image at will, without expending a spell slot or material components.
    Modify Memory
    Bard, Wizard
    5Enchantment1 action
    Concentration, up to 1 minute
    30 feet
    You attempt to reshape another creature’s memories.One creature that you can see must make a Wisdomsaving throw. If you are fighting the creature, it hasadvantage on the saving throw. On a failed save, thetarget becomes charmed by you for the duration. Thecharmed target is incapacitated and unaware o f itssurroundings, though it can still hear you. If it takes anydamage or is targeted by another spell, this spell ends,and none of the target’s memories are modified.

    While this charm lasts, you can affect the target’smemory of an event that it experienced within the last24 hours and that lasted no more than 10 minutes. Youcan permanently eliminate all memory of the event,allow the target to recall the event with perfect clarityand exacting detail, change its memory of the details ofthe event, or create a memory of some other event.

    You must speak to the target to describe howits memories are affected, and it must be able tounderstand your language for the modified memories totake root. Its mind fills in any gaps in the details of yourdescription. If the spell ends before you have finisheddescribing the modified memories, the creature’smemory isn't altered. Otherwise, the modified memoriestake hold when the spell ends.

    A modified memory doesn't necessarily affect how acreature behaves, particularly if the memory contradictsthe creature’s natural inclinations, alignment, or beliefs.An illogical modified memory, such as implanting amemory of how much the creature enjoyed dousingitself in acid, is dismissed, perhaps as a bad dream. TheDM might deem a modified memory too nonsensical toaffect a creature in a significant manner.

    A remove curse or greater restoration spell cast on thetarget restores the creature’s true memory.

    At Higher Levels.
    If you cast this spell using a spellslot of 6th level or higher, you can alter the target’smemories of an event that took place up to 7 days ago(6th level), 30 days ago (7th level), 1 year ago (8th level),or any time in the creature’s past (9th level).
    PHB
    Mold Earth
    Druid, Sorcerer, Wizard
    CantripTransmutation1 action
    Instantaneous or 1 hour (see below)
    30 feet
    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
    • lf you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. (replaced Player's Companion) You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
    • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Xanathar's Guide to Everything
    Moon Bow
    Warlock
    Invocation
    You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level.
    UA030 - Warlock & Wizard
    Moonbeam
    Druid
    2Evocation1 action
    Concentration, up to 1 minute
    120 feet
    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.

    When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 Radiant damage on a failed save, or half as much damage on a successful one.

    A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

    On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

    PHB
    Mordenkainens Faithful Hound
    Wizard
    4Conjuration1 action
    8 hours
    30 feet
    You conjure a phantom watchdog in an unoccupiedspace that you can see within range, where it remainsfor the duration, until you dismiss it as an action, or untilyou move more than 100 feet away from it.

    The hound is invisible to all creatures except youand can't be harmed. When a Small or larger creaturecomes within 30 feet of it without first speaking thepassword that you specify when you cast this spell, thehound starts barking loudly. The hound sees invisiblecreatures and can see into the Ethereal Plane. Itignores illusions.

    At the start of each of your turns, the hound attemptsto bite one creature within 5 feet of it that is hostileto you. The hound’s attack bonus is equal to yourspellcasting ability modifier + your proficiency bonus.On a hit, it deals 4d8 piercing damage.

    PHB
    Mordenkainens Magnificent Mansion
    Bard, Wizard
    7Conjuration1 minute
    24 hours
    300 feet
    You conjure an extra-dimensional dwelling in rangethat lasts for the duration. You choose where its oneentrance is located. The entrance shimmers faintlyand is 5 feet wide and 10 feet tall. You and any creatureyou designate when you cast the spell can enter theextra-dimensional dwelling as long as the portal remainsopen. You can open or close the portal if you are within30 feet of it. While closed, the portal is invisible.

    Beyond the portal is a magnificent foyer withnumerous chambers beyond. The atmosphere is clean,fresh, and warm.

    You can create any floor plan you like, but the spacecan’t exceed 50 cubes, each cube being 10 feet oneach side. The place is furnished and decorated asyou choose. It contains sufficient food to serve a nine-coursebanquet for up to 100 people. A staff of 100near-transparent servants attends all who enter. Youdecide the visual appearance of these servants and theirattire. They are completely obedient to your orders.Each servant can perform any task a normal humanservant could perform, but they can’t attack or takeany action that would directly harm another creature.Thus the servants can fetch things, clean, mend, foldclothes, light fires, serve food, pour wine, and so on.The servants can go anywhere in the mansion butcan’t leave it. Furnishings and other objects createdby this spell dissipate into smoke if removed from themansion. When the spell ends, any creatures insidethe extra-dimensional space are expelled into the openspaces nearest to the entrance.

    PHB
    Mordenkainens Private Sanctum
    Wizard
    4Abjuration10 minutes
    24 hours
    120 feet
    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 or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all 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 a year makes this effect permanent. At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
    PHB
    Mordenkainens Sword
    Wizard
    7Evocation1 action
    Concentration, up to 1 minute
    60 feet
    You create a sword-shaped plane of force that hoverswithin range. It lasts for the duration.

    When the sword appears, you make a melee spellattack against a target of your choice within 5 feet of thesword. On a hit. the target takes 3d10 force damage.Until the spell ends, you can use a bonus action on eachof your turns to move the sword up to 20 feet to a spotyou can see and repeat this attack against the sametarget or a different one.

    PHB
    Move Earth
    Druid, Sorcerer, Wizard
    6Transmutation1 action
    Concentration, Up to 2 hours
    120 feet
    Choose an area of terrain no larger than 40 feet on aside within range. You can reshape dirt, sand, or clayin the area in any manner you choose for the duration.You can raise or lower the area’s elevation, create or fillin a trench, erect or flatten a wall, or form a pillar. Theextent of any such changes can’t exceed half the area’slargest dimension. So, if you affect a 40-foot square,you can create a pillar up to 20 feet high, raise or lowerthe square’s elevation by up to 20 feet, dig a trench upto 20 feet deep, and so on. It takes 10 minutes for thesechanges to complete.

    At the end of every 10 minutes you spendconcentrating on the spell, you can choose a new area ofterrain to affect.

    Because the terrain’s transformation occurs slowly,creatures in the area can’t usually be trapped or injuredby the ground’s movement.

    This spell can’t manipulate natural stone orstone construction. Rocks and structures shift toaccommodate the new terrain. If the way you shapethe terrain would make a structure unstable, itmight collapse.

    Similarly, this spell doesn't directly affect plantgrowth. The moved earth carries any plants along with it.

    PHB
    Negative Energy Flood
    Warlock, Wizard
    5Necromancy1 action
    Instantaneous
    60 feet
    You send ribbons of negative energy at one creature you can see within range. Unless the target is undead. it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
    Xanathar's Guide to Everything
    Nondetection
    Bard, Ranger, Wizard
    3Abjuration1 action
    8 hours
    Touch
    For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
    PHB
    Nystul's Magic Aura
    Wizard
    2Illusion1 action
    24 hours
    Touch
    You place an illusion on a creature or an objectyou touch so that divination spells reveal falseinformation about it. The target can be a willingcreature or an object that isn't being carried or worn byanother creature.

    When you cast the spell, choose one or both of thefollowing effects. The effect lasts for the duration. If youcast this spell on the same creature or object every dayfor 30 days, placing the same effect on it each time, theillusion lasts until it is dispelled.

    False Aura. You change the way the target appearsto spells and magical effects, such as detect magic,that detect magical auras. You can make a non-magicalobject appear magical, a magical object appearnon-magical, or change the object’s magical aura so thatit appears to belong to a specific school of magic thatyou choose. When you use this effect on an object, youcan make the false magic apparent to any creature thathandles the item.

    Mask. You change the way the target appears to spellsand magical effects that detect creature types, such as apaladin’s Divine Sense or the trigger of a symbol spell.You choose a creature type and other spells and magicaleffects treat the target as if it were a creature of thattype or of that alignment.

    PHB
    One with Shadows
    Warlock
    Invocation
    When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
    Otherworldly Leap
    Warlock
    Invocation
    Prerequisite: 9th level You can cast Jump on yourself at will, without expending a spell slot or material components.
    Otilukes Freezing Sphere
    Wizard
    6Evocation1 action
    Instantaneous
    300 feet
    A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid 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. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, 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 the 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. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
    PHB
    Otilukes Resilient Sphere
    Wizard
    4Evocation1 action
    Concentration, up to 1 minute
    30 feet
    A sphere of shimmering force encloses a creatureor object of Large size or smaller within range. Anunwilling creature must make a Dexterity savingthrow. On a failed save, the creature is enclosed forthe duration.

    Nothing"not physical objects, energy, or other spelleffects"can pass through the barrier, in or out, thougha creature in the sphere can breathe there. The sphereis immune to all damage, and a creature or object insidecan’t be damaged by attacks or effects originating fromoutside, nor can a creature inside the sphere damageanything outside it.

    The sphere is weightless and just large enough tocontain the creature or object inside. An enclosedcreature can use its action to push against the sphere’swalls and thus roll the sphere at up to half the creature’sspeed. Similarly, the globe can be picked up and movedby other creatures.

    A disintegrate spell targeting the globe destroys itwithout harming anything inside it.

    PHB
    Ottos Irresistible Dance
    Bard, Wizard
    6Enchantment1 action
    Concentration, up to 1 minute
    30 feet
    Choose one creature that you can see within range. Thetarget begins a comic dance in place: shuffling, tappingits feet, and capering for the duration. Creatures thatcan’t be charmed are immune to this spell.

    A dancing creature must use all its movement todance without leaving its space and has disadvantageon Dexterity saving throws and attack rolls. Whilethe target is affected by this spell, other creatureshave advantage on attack rolls against it. As anaction, a dancing creature makes a Wisdom savingthrow to regain control of itself. On a successful save,the spell ends.

    PHB
    Pass Without Trace
    Druid, Ranger
    2Abjuration1 action
    Concentration, up to 1 hour
    Self
    A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
    PHB
    Passwall
    Wizard
    5Transmutation1 action
    1 hour
    30 feet
    A passage appears at a point of your choice that youcan see on a wooden, plaster, or stone surface (such asa wall, a ceiling, or a floor) within range, and lasts forthe duration. You choose the opening’s dimensions: upto 5 feet wide, 8 feet tall, and 20 feet deep. The passagecreates no instability in a structure surrounding it.

    When the opening disappears, any creatures orobjects still in the passage created by the spell are safelyejected to an unoccupied space nearest to the surface onwhich you cast the spell.

    PHB
    Path of the Seeker
    Warlock
    Invocation
    The Seeker bids you to travel in search of knowledge, and little can prevent you from waling this path. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
    UA030 - Warlock & Wizard
    Phantasmal Force
    Bard, Sorcerer, Wizard
    2Illusion1 action
    Concentration, up to 1 minute
    60 feet
    You craft an illusion that takes root in the mind of acreature that you can see within range. The target mustmake an Intelligence saving throw. On a failed save, youcreate a phantasmal object, creature, or other visiblephenomenon of your choice that is no larger than a10-foot cube and that is perceivable only to the targetfor the duration. This spell has no effect on undeador constructs.

    The phantasm includes sound, temperature, and otherstimuli, also evident only to the creature.

    The target can use its action to examine the phantasmwith an Intelligence (Investigation) check against yourspell save DC. If the check succeeds, the target realizesthat the phantasm is an illusion, and the spell ends.

    While a target is affected by the spell, the target treatsthe phantasm as if it were real. The target rationalizesany illogical outcomes from interacting with thephantasm. For example, a target attempting to walkacross a phantasmal bridge that spans a chasm fallsonce it steps onto the bridge. If the target survives thefall, it still believes that the bridge exists and comes upwith some other explanation for its fall"it was pushed,it slipped, or a strong wind might have knocked it off.

    An affected target is so convinced of the phantasm’sreality that it can even take damage from the illusion. Aphantasm created to appear as a creature can attack thetarget. Similarly, a phantasm created to appear as fire, apool of acid, or lava can burn the target. Each round onyour turn, the phantasm can deal 1d6 psychic damageto the target if it is in the phantasm’s area or within 5feet of the phantasm, provided that the illusion is of acreature or hazard that could logically deal damage,such as by attacking. The target perceives the damageas a type appropriate to the illusion.

    PHB
    Phantasmal Killer
    Wizard
    4Illusion1 action
    Concentration, up to 1 minute
    120 feet
    You tap into the nightmares of a creature you can seewithin range and create an illusory manifestation of itsdeepest fears, visible only to that creature. The targetmust make a Wisdom saving throw. On a failed save,the target becomes frightened for the duration. At thestart of each of the target’s turns before the spell ends,the target must succeed on a Wisdom saving throwor take 4d10 psychic damage. On a successful save,the spell ends.
    At Higher Levels.
    When you cast this spell using aspell slot of 5th level or higher, the damage increases by1d10 for each slot level above 4th.
    PHB
    Phantom Steed
    Wizard
    3Illusion1 minute
    1 hour
    30 feet
    A Large quasi-real, horselike creature appears onthe ground in an unoccupied space of your choicewithin range. You decide the creature’s appearance,but it is equipped with a saddle, bit, and bridle. Anyof the equipment created by the spell vanishes in apuff of smoke if it is carried more than 10 feet awayfrom the steed.

    For the duration, you or a creature you choose canride the steed. The creature uses the statistics for ariding horse, except it has a speed of 100 feet and cantravel 10 miles in an hour, or 13 miles at a fast pace.When the spell ends, the steed gradually fades, givingthe rider 1 minute to dismount. The spell ends if you usean action to dismiss it or if the steed takes any damage.

    PHB
    Planar Ally
    Cleric
    6Conjuration10 minutes
    Instantaneous
    60 feet
    You beseech an otherworldly entity for aid. The beingmust be known to you: a god, a primordial, a demonprince, or some other being of cosmic power. That entitysends a celestial, an elemental, or a fiend loyal to it toaid you, making the creature appear in an unoccupiedspace within range. If you know a specific creature’sname, you can speak that name when you cast this spellto request that creature, though you might get a differentcreature anyway (DM choice).

    When the creature appears, it is under no compulsionto behave in any particular way. You can ask thecreature to perform a service in exchange for payment,but it isn't obliged to do so. The requested task couldrange from simple (fly us across the chasm, or help usfight a battle) to complex (spy on our enemies, or protectus during our foray into the dungeon). You must beable to communicate with the creature to bargain forits services.

    Payment can take a variety of forms. A celestial mightrequire a sizeable donation of gold or magic items toan allied temple, while a fiend might demand a livingsacrifice or a gift of treasure. Some creatures mightexchange their service for a quest undertaken by you.

    As a rule of thumb, a task that can be measured inminutes requires a payment worth 100 gp per minute. Atask measured in hours requires 1,000 gp per hour. Anda task measured in days (up to 10 days) requires 10,000gp per day. The DM can adjust these payments based onthe circumstances under which you cast the spell. If thetask is aligned with the creature’s ethos, the paymentmight be halved or even waived. Non-hazardous taskstypically require only half the suggested payment, whileespecially dangerous tasks might require a greater gift.Creatures rarely accept tasks that seem suicidal.

    After the creature completes the task, or when theagreed-upon duration of service expires, the creaturereturns to its home plane after reporting back to you,if appropriate to the task and if possible. If you areunable to agree on a price for the creature’s service, thecreature immediately returns to its home plane.

    A creature enlisted to join your group counts asa member of it, receiving a full share of experiencepoints awarded.

    PHB
    Planar Binding
    Bard, Cleric, Druid, Wizard
    5Abjuration1 hour
    24 hours
    60 feet
    With this spell, you attempt to bind a celestial, anelemental, a fey, or a fiend to your service. The creaturemust be within range for the entire casting of the spell.(Typically, the creature is first summoned into the centerof an inverted magic circle in order to keep it trappedwhile this spell is cast.) At the completion of the casting,the target must make a Charisma saving throw. On afailed save, it is bound to serve you for the duration. Ifthe creature was summoned or created by another spell,that spell’s duration is extended to match the durationof this spell.

    A bound creature must follow your instructions to thebest of its ability. You might command the creature toaccompany you on an adventure, to guard a location, orto deliver a message. The creature obeys the letter ofyour instructions, but if the creature is hostile to you, itstrives to twist your words to achieve its own objectives.If the creature carries out your instructions completelybefore the spell ends, it travels to you to report this factif you are on the same plane of existence. If you are on adifferent plane of existence, it returns to the place whereyou bound it and remains there until the spell ends.

    At Higher Levels.
    When you cast this spell using aspell slot of a higher level, the duration increases to 10days with a 6th-level slot, to 30 days with a 7th-level slot,to 180 days with an 8th-level slot, and to a year and aday with a 9th-level spell slot.
    PHB
    Plane Shift
    Cleric, Druid, Sorcerer, Warlock, Wizard
    7Conjuration1 action
    Instantaneous
    Touch
    You and up to eight willing creatures who link hands ina circle are transported to a different plane of existence.You can specify a target destination in general terms,such as the City of Brass on the Elemental Plane ofFire or the palace of Dispater on the second level of theNine Hells, and you appear in or near that destination.If you are trying to reach the City of Brass, for example,you might arrive in its Street of Steel, before its Gate ofAshes, or looking at the city from across the Sea of Fire,at the DM discretion.

    Alternatively, if you know the sigil sequence of ateleportation circle on another plane of existence, thisspell can take you to that circle. If the teleportationcircle is too small to hold all the creatures youtransported, they appear in the closest unoccupiedspaces next to the circle.

    You can use this spell to banish an unwilling creatureto another plane. Choose a creature within your reachand make a melee spell attack against it. On a hit, thecreature must make a Charisma saving throw. If thecreature fails this save, it is transported to a randomlocation on the plane of existence you specify. A creatureso transported must find its own way back to yourcurrent plane of existence.

    PHB
    Plant Growth
    Bard, Druid, Ranger
    3Transmutation1 action or 8 hours
    Instantaneous
    150 feet
    This spell channels vitality into plants within a specificarea. There are two possible uses for the spell, grantingeither immediate or long-term benefits.

    If you cast this spell using 1 action, choose a pointwithin range. All normal plants in a 100-foot radiuscentered on that point become thick and overgrown. Acreature moving through the area must spend 4 feet ofmovement for every 1 foot it moves.

    You can exclude one or more areas of any size withinthe spell’s area from being affected.

    If you cast this spell over 8 hours, you enrich theland. All plants in a half-mile radius centered on a pointwithin range become enriched for 1 year. The plantsyield twice the normal amount of food when harvested.

    PHB
    Poison Spray
    Druid, Sorcerer, Warlock, Wizard
    CantripConjuration1 action
    Instantaneous
    10 feet
    You extend your hand toward a creature you can seewithin range and project a puff of noxious gas from yourpalm. The creature must succeed on a Constitutionsaving throw or take 1d12 poison damage.

    This spell's damage increases by 1d12 when you reach5th level (2d12), 11th level (3d12), and 17th level (4d12).

    PHB
    Polymorph
    Bard, Druid, Sorcerer, Wizard
    4Transmutation1 action
    Concentration, up to 1 hour
    60 feet
    This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignmentand personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
    PHB
    Power Word Heal
    Bard
    9Evocation1 action
    Instantaneous
    Touch
    A wave of healing energy washes over the creatureyou touch. The target regains all its hit points. If thecreature is charmed, frightened, paralyzed, or stunned,the condition ends. If the creature is prone, it can use itsreaction to stand up. This spell has no effect on undeador constructs.
    PHB
    Power Word Kill
    Bard, Sorcerer, Warlock, Wizard
    9Enchantment1 action
    Instantaneous
    60 feet
    You utter a word of power that can compel one creatureyou can see within range to die instantly. If thecreature you choose has 100 hit points or fewer, it dies.Otherwise, the spell has no effect.
    PHB
    Power Word Pain
    Sorcerer, Warlock, Wizard
    7Enchantment1 action
    Instantaneous
    60 feet
    You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
    Xanathar's Guide to Everything
    Power Word Stun
    Bard, Sorcerer, Warlock, Wizard
    8Enchantment1 action
    Instantaneous
    60 feet
    You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
    PHB
    Prayer of Healing
    Cleric
    2Evocation10 minutes
    Instantaneous
    30 feet
    Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
    PHB
    Prestidigitation
    Bard, Sorcerer, Warlock, Wizard
    CantripTransmutation1 action
    Up to 1 hour
    10 feet
    This spell is a minor magical trick that novicespellcasters use for practice. You create one of thefollowing magical effects within range:
    • You create an instantaneous, harmless sensory effect,such as a shower of sparks, a puff o f wind, faint musicalnotes, or an odd odour.
    • You instantaneously light or snuff out a candle, atorch, or a small campfire.
    • You instantaneously clean or soil an object no largerthan 1 cubic foot.
    • You chill, warm, or flavour up to 1 cubic foot of non-livingmaterial for 1 hour.
    • You make a color, a small mark, or a symbol appearon an object or a surface for 1 hour.
    • You create a non-magical trinket or an illusory imagethat can fit in your hand and that lasts until the end ofyour next turn.
    If you cast this spell multiple times, you can have up tothree of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.
    PHB
    Primal Savagery CantripTransmutation1 action
    Instantaneous
    Self
    You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet ofyou. On a hit, the target takes ll acid damage. After you make the attack, your teeth or fingernails return to normal. At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). (replaced UA - Starter Spells - 04/03/2017) Your teeth or fingernails lengthen and sharpen. You choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    Xanathar's Guide to Everything
    Primordial Ward
    Druid
    6Abjuration1 action
    Concentration, up to 1 minute
    Self
    You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. (replaced Player's Companion) You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
    Xanathar's Guide to Everything
    Prismatic Spray
    Sorcerer, Wizard
    7Evocation1 action
    Instantaneous
    Self (60-foot cone)
    Eight multi-colored rays of light flash from your hand.Each ray is a different color and has a different powerand purpose. Each creature in a 60-foot cone mustmake a Dexterity saving throw. For each target, roll a d8to determine which color ray affects it.
    1. Red. The target takes 10d6 fire damage on a failedsave, or half as much damage on a successful one.
    2. Orange. The target takes 10d6 acid damage on afailed save, or half as much damage on a successful one.
    3. Yellow. The target takes 10d6 lightning damage on afailed save, or half as much damage on a successful one.
    4. Green. The target takes 10d6 poison damage on afailed save, or half as much damage on a successful one.
    5. Blue. The target takes 10d6 cold damage on a failedsave, or half as much damage on a successful one.
    6. Indigo. On a failed save, the target is restrained.It must then make a Constitution saving throw at theend of each of its turns. If it successfully saves threetimes, the spell ends. If it fails its save three times,it permanently turns to stone and is subjected to thepetrified condition. The successes and failures don’tneed to be consecutive; keep track of both until thetarget collects three of a kind.
    7. Violet. On a failed save, the target is blinded. Itmust then make a Wisdom saving throw at the start ofyour next turn. A successful save ends the blindness. Ifit fails that save, the creature is transported to anotherplane of existence of the DMs choosing and is no longerblinded. (Typically, a creature that is on a plane that isn'tits home plane is banished home, while other creaturesare usually cast into the Astral or Ethereal planes.)
    8. Special. The target is struck by two rays. Roll twicemore, re-rolling any 8.
    PHB
    Prismatic Wall
    Wizard
    9Abjuration1 action
    10 minutes
    60 feet
    A shimmering, multi-colored plane of light forms avertical opaque wall"up to 90 feet long, 30 feet high,and 1 inch thick"centered on a point you can seewithin range. Alternatively, you can shape the wall intoa sphere up to 30 feet in diameter centered on a pointyou choose within range. The wall remains in place forthe duration. If you position the wall so that it passesthrough a space occupied by a creature, the spell fails,and your action and the spell slot are wasted.

    The wall sheds bright light out to a range of 100feet and dim light for an additional 100 feet. You andcreatures you designate at the time you cast the spellcan pass through and remain near the wall withoutharm. If another creature that can see the wall moves towithin 20 feet of it or starts its turn there, the creaturemust succeed on a Constitution saving throw or becomeblinded for 1 minute.

    The wall consists of seven layers, each with a differentcolor. When a creature attempts to reach into or passthrough the wall, it does so one layer at a time throughall the wall’s layers. As it passes or reaches througheach layer, the creature must make a Dexterity savingthrow or be affected by that layer’s properties asdescribed below.

    The wall can be destroyed, also one layer at a time, inorder from red to violet, by means specific to each layer.Once a layer is destroyed, it remains so for the durationo f the spell. A rod of cancellation destroys a prismaticwall, but an anti-magic field has no effect on it.

    1. Red. The creature takes 10d6 fire damage on afailed save, or half as much damage on a successful one.While this layer is in place, non-magical ranged attackscan’t pass through the wall. The layer can be destroyedby dealing at least 25 cold damage to it.

    2. Orange. The creature takes 10d6 acid damage ona failed save, or half as much damage on a successfulone. While this layer is in place, magical ranged attackscan’t pass through the wall. The layer is destroyed bya strong wind.

    3. Yellow. The creature takes 10d6 lightning damageon a failed save, or half as much damage on a successfulone. This layer can be destroyed by dealing at least 60force damage to it.

    4. Green. The creature takes 10d6 poison damage ona failed save, or half as much damage on a successfulone. A passwall spell, or another spell of equal orgreater level that can open a portal on a solid surface,destroys this layer.

    5. Blue. The creature takes 10d6 cold damage on afailed save, or half as much damage on a successful one.This layer can be destroyed by dealing at least 25 firedamage to it.

    6. Indigo. On a failed save, the creature is restrained.It must then make a Constitution saving throw at theend of each of its turns. If it successfully saves threetimes, the spell ends. If it fails its save three times,it permanently turns to stone and is subjected to thepetrified condition. The successes and failures don’tneed to be consecutive; keep track of both until thecreature collects three of a kind.

    While this layer is in place, spells can’t be castthrough the wall. The layer is destroyed by bright lightshed by a daylight spell or a similar spell of equal orhigher level.

    7. Violet. On a failed save, the creature is blinded. Itmust then make a Wisdom saving throw at the start ofyour next turn. A successful save ends the blindness. Ifit fails that save, the creature is transported to anotherplane of the DMs choosing and is no longer blinded.(Typically, a creature that is on a plane that isn't itshome plane is banished home, while other creaturesare usually cast into the Astral or Ethereal planes.) Thislayer is destroyed by a dispel magic spell or a similarspell of equal or higher level that can end spells andmagical effects.

    PHB
    Produce Flame
    Druid
    CantripConjuration1 action
    10 minutes
    Self
    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    PHB
    Programmed Illusion
    Bard, Wizard
    6Illusion1 action
    Until dispelled
    120 feet
    You create an illusion of an object, a creature, orsome other visible phenomenon within range thatactivates when a specific condition occurs. The illusionis imperceptible until then. It must be no larger than a30-foot cube, and you decide when you cast the spellhow the illusion behaves and what sounds it makes. Thisscripted performance can last up to 5 minutes.

    When the condition you specify occurs, the illusionsprings into existence and performs in the manner youdescribed. Once the illusion finishes performing, itdisappears and remains dormant for 10 minutes. Afterthis time, the illusion can be activated again.

    The triggering condition can be as general or asdetailed as you like, though it must be based on visual oraudible conditions that occur within 30 feet of the area.For example, you could create an illusion of yourselfto appear and warn off others who attempt to open atrapped door, or you could set the illusion to trigger onlywhen a creature says the correct word or phrase.

    Physical interaction with the image reveals it to be anillusion, because things can pass through it. A creaturethat uses its action to examine the image can determinethat it is an illusion with a successful Intelligence(Investigation) check against your spell save DC. If acreature discerns the illusion for what it is, the creaturecan see through the image, and any noise it makessounds hollow to the creature.

    PHB
    Project Image
    Bard, Wizard
    7Illusion1 action
    Concentration, up to 1 day
    500 miles
    You create an illusory copy of yourself that lasts forthe duration. The copy can appear at any locationwithin range that you have seen before, regardless ofintervening obstacles. The illusion looks and soundslike you but is intangible. If the illusion takes anydamage, it disappears, and the spell ends.

    You can use your action to move this illusion up totwice your speed, and make it gesture, speak, andbehave in whatever way you choose. It mimics yourmannerisms perfectly.

    You can see through its eyes and hear through itsears as if you were in its space. On your turn as a bonusaction, you can switch from using its senses to usingyour own, or back again. While you are using its senses,you are blinded and deafened in regard to your ownsurroundings.

    Physical interaction with the image reveals it to be anillusion, because things can pass through it. A creaturethat uses its action to examine the image can determinethat it is an illusion with a successful Intelligence(Investigation) check against your spell save DC. If acreature discerns the illusion for what it is, the creaturecan see through the image, and any noise it makessounds hollow to the creature.

    PHB
    Protection from Energy
    Cleric, Druid, Ranger, Sorcerer, Wizard
    3Abjuration1 action
    Concentration, up to 1 hour
    Touch
    For the duration, the willing creature you touch hasresistance to one damage type of your choice: acid, cold,fire, lightning, or thunder.
    PHB
    Protection from Evil and Good
    Cleric, Paladin, Warlock, Wizard
    1Abjuration1 action
    Concentration, up to 10 minutes
    Touch
    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target.

    The target also can't be Charmed, Frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    PHB
    Protection from Poison
    Cleric, Druid, Paladin, Ranger
    2Abjuration1 action
    1 hour
    Touch
    You touch a creature. If it is poisoned, you neutralize thepoison. If more than one poison afflicts the target, youneutralize one poison that you know is present, or youneutralize one at random.

    For the duration, the target has advantage on savingthrows against being poisoned, and it has resistance topoison damage.

    PHB
    Psychic Scream 9Enchantment1 action
    Instantaneous
    90 feet
    You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
    Xanathar's Guide to Everything
    Puppet
    Bard, Warlock, Wizard
    1Enchantment1 action
    Instantaneous
    120 feet
    Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
    UA036 - Starter Spells
    Purify Food and Drink
    Cleric, Druid, Paladin
    1Transmutation1 action
    Instantaneous
    10 feet
    All non-magical food and drink within a 5-foot-radiussphere centered on a point of your choice within range ispurified and rendered free of poison and disease.
    PHB
    Pyrotechnics 2Transmutation1 action
    Instantaneous
    60 feet
    Choose an area of non-magical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20--foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. (replaced Player's Companion) Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
    Xanathar's Guide to Everything
    Raise Dead
    Bard, Cleric, Paladin
    5Necromancy1 hour
    Instantaneous
    Touch
    You return a dead creature you touch to life, providedthat it has been dead no longer than 10 days. If thecreature’s soul is both willing and at liberty to rejoin thebody, the creature returns to life with 1 hit point.

    This spell also neutralizes any poisons and curesnon-magical diseases that affected the creature at thetime it died. This spell doesn't, however, remove magicaldiseases, curses, or similar effects; if these aren't firstremoved prior to casting the spell, they take effect whenthe creature returns to life. The spell can’t return anundead creature to life.

    This spell closes all mortal wounds, but it doesn'trestore missing body parts. If the creature is lackingbody parts or organs integral for its survival"its head,for instance"the spell automatically fails.

    Coming back from the dead is an ordeal. The targettakes a - 4 penalty to all attack rolls, saving throws, andability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.

    PHB
    Range
    The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see "Areas of Effect" later in the this chapter). Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
    PHB
    Rarys Telepathic Bond
    Wizard
    5Divination1 action
    1 hour
    30 feet
    You forge a telepathic link among up to eight willingcreatures of your choice within range, psychicallylinking each creature to all the others for the duration.Creatures with Intelligence scores of 2 or less aren'taffected by this spell.

    Until the spell ends, the targets can communicatetelepathically through the bond whether or not they havea common language. The communication is possibleover any distance, though it can’t extend to other planesof existence.

    PHB
    Raven Queens Blessing
    Warlock
    Invocation
    When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creatures Constitution modifier (minimum of 1 hit point).
    UA030 - Warlock & Wizard
    Ray of Enfeeblement
    Warlock, Wizard
    2Necromancy1 action
    Concentration, up to 1 minute
    60 feet
    A black beam of enervating energy springs from yourfinger toward a creature within range. Make a rangedspell attack against the target. On a hit, the target dealsonly half damage with weapon attacks that use Strengthuntil the spell ends.

    At the end of each of the target's turns, it can makea Constitution saving throw against the spell. On asuccess, the spell ends.

    PHB
    Ray of Frost
    Sorcerer, Wizard
    CantripEvocation1 action
    Instantaneous
    60 feet
    A frigid beam of blue-white light streaks toward acreature 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.

    At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    PHB
    Ray of Sickness
    Sorcerer, Wizard
    CantripNecromancy1 action
    Instantaneous
    60 feet
    A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and must make a Constitution saving throw.

    On a failed save, it is also Poisoned until the end of your next turn.

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

    PHB
    Regenerate
    Bard, Cleric, Druid
    7Transmutation1 minute
    1 hour
    Touch
    You touch a creature and stimulate its natural healingability. The target regains 4d8+15 hit points. For theduration of the spell, the target regains 1 hit point at thestart of each of its turns (10 hit points each minute).

    The target's severed body members (fingers, legs,tails, and so on), if any, are restored after 2 minutes.If you have the severed part and hold it to the stump,the spell instantaneously causes the limb to knitto the stump.

    PHB
    Reincarnate
    Druid
    5Transmutation1 hour
    Instantaneous
    Touch
    You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.
    d100
    Race
    01-04
    Dragonborn
    05-13
    Dwarf, hill
    14-21
    Dwarf, mountain
    22-25
    Elf, dark
    26-34
    Elf, high
    35-42
    Elf, wood
    43-46
    Gnome, forest
    47-52
    Gnome, rock
    53-56
    Half-elf
    57-60
    Half-orc
    61-68
    Halfling, lightfoot
    69-76
    Halfling, stout
    77-96
    Human
    97-00
    Tiefling
    The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
    PHB
    Relentless Hex Invocation
    Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of 111 Omen. To teleport in this way, you must be able to see the cursed target. (replaced UA - Warlock and Wizard - 02/13/2017) Your Hexblade's Curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport to a space you can see within 5 feet of the target cursed by your Hexblade's Curse. To do so, you must be able to see the target and must be within 30 feet of it.
    Xanathar's Guide to Everything
    Remove Curse
    Cleric, Paladin, Warlock, Wizard
    3Abjuration1 action
    Instantaneous
    Touch
    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.
    PHB
    Repelling Blast
    Warlock
    When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
    PHB
    Resistance
    Cleric, Druid
    CantripAbjuration1 action
    Concentration, up to 1 minute
    Touch
    You touch one willing creature. Once before the spellends, the target can roll a d4 and add the numberrolled to one saving throw of its choice. It can rollthe die before or after making the saving throw. Thespell then ends.
    PHB
    Resurrection
    Bard, Cleric
    7Necromancy1 hour
    Instantaneous
    Touch
    You touch a dead creature that has been dead for nomore than a century, that didn't die of old age, and thatisn't undead. If its soul is free and willing, the targetreturns to life with all its hit points.

    This spell neutralizes any poisons and cures normaldiseases afflicting the creature when it died. It doesn't,however, remove magical diseases, curses, and the like;if such effects aren't removed prior to casting the spell,they afflict the target on its return to life.

    This spell closes all mortal wounds and restores anymissing body parts.

    Coming back from the dead is an ordeal. The targettakes a -4 penalty to all attack rolls, saving throws, andability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.

    Casting this spell to restore life to a creature that hasbeen dead for one year or longer taxes you greatly. Untilyou finish a long rest, you can’t cast spells again, andyou have disadvantage on all attack rolls, ability checks,and saving throws.

    PHB
    Reverse Gravity
    Druid, Sorcerer, Wizard
    7Transmutation1 action
    Concentration, up to 1 minute
    100 feet
    This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. Allcreatures and objects that aren't somehow anchored tothe ground in the area fall upward and reach the top ofthe area when you cast this spell. A creature can make aDexterity saving throw to grab onto a fixed object it canreach, thus avoiding the fall.

    If some solid object (such as a ceiling) is encounteredin this fall, falling objects and creatures strike it just asthey would during a normal downward fall. If an objector creature reaches the top of the area without strikinganything, it remains there, oscillating slightly, forthe duration.

    At the end of the duration, affected objects andcreatures fall back down.

    PHB
    Revivify
    Cleric, Paladin
    3Conjuration1 action
    Instantaneous
    Touch
    You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell cannot return to life a creature that has died of old age, nor can it restore any missing body parts.
    PHB
    Rope Trick
    Wizard
    2Transmutation1 action
    1 hour
    Touch
    You touch a length of rope that is up to 60 feet long.One end of the rope then rises into the air until thewhole rope hangs perpendicular to the ground. At theupper end of the rope, an invisible entrance opens to anextra-dimensional space that lasts until the spell ends.

    The extra-dimensional space can be reached byclimbing to the top of the rope. The space can hold asmany as eight Medium or smaller creatures. The ropecan be pulled into the space, making the rope disappearfrom view outside the space.

    Attacks and spells can't cross through the entranceinto or out of the extra-dimensional space, but thoseinside can see out of it as if through a 3-foot-by-5-footwindow centered on the rope.

    Anything inside the extra-dimensional space drops outwhen the spell ends.

    PHB
    Sacred Flame
    Cleric
    CantripEvocation1 action
    Instantaneous
    60 feet
    Flame-like radiance descends on a creature that youcan see within range. The target must succeed on aDexterity saving throw or take 1d8 radiant damage. Thetarget gains no benefit from cover for this saving throw.

    The spell's damage increases by 1d8 when you reach5th level (2d8), 11th level (3d8), and 17th level (4d8).

    PHB
    Sanctuary
    Cleric
    1Abjuration1 bonus action
    1 minute
    30 feet
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
    PHB
    Scatter
    Sorcerer, Warlock, Wizard
    6Conjuration1 action
    Instantaneous
    30 feet
    The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
    Xanathar's Guide to Everything
    Scorching Ray
    Sorcerer, Wizard
    2Evocation1 action
    Instantaneous
    120 feet
    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

    Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

    PHB
    Scrying
    Bard, Cleric, Druid, Warlock, Wizard
    5Divination10 minutes
    Concentration, up to 10 minutes
    Self
    You can see and hear a particular creature you choosethat is on the same plane of existence as you. The targetmust make a Wisdom saving throw, which is modifiedby how well you know the target and the sort of physicalconnection you have to it. If a target knows you'recasting this spell, it can fail the saving throw voluntarilyif it wants to be observed.

    Knowledge Save Modifier
    Second-hand (you have heard of the target) +5
    First-hand (you have met the target) +0
    Familiar (you know the target well) -5

    Connection Save Modifier
    Likeness or picture -2
    Possession or garment -4
    Body part, lock of hair, bit of nail, or the like -10

    On a successful save, the target isn't affected, and youcan’t use this spell against it again for 24 hours.

    On a failed save, the spell creates an invisible sensorwithin 10 feet of the target. You can see and hear throughthe sensor as if you were there. The sensor moves withthe target, remaining within 10 feet of it for the duration.A creature that can see invisible objects sees the sensoras a luminous orb about the size of your fist.

    Instead of targeting a creature, you can choose alocation you have seen before as the target of this spell.When you do, the sensor appears at that location anddoesn't move.

    PHB
    Sculptor of Flesh
    Warlock
    Invocation
    Prerequisite: 7th level

    You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

    Sea Twins Gift
    Warlock
    Invocation
    The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can't do so again until you finish a long rest.
    UA030 - Warlock & Wizard
    Searing Smite
    Paladin
    1Evocation1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you hit a creature with a melee weaponattack during the spell’s duration, your weapon flareswith white-hot intensity, and the attack deals an extra1d6 fire damage to the target and causes the target toignite in flames. At the start of each of its turns untilthe spell ends, the target must make a Constitutionsaving throw. On a failed save, it takes 1d6 fire damage.On a successful save, the spell ends. If the target or acreature within 5 feet of it uses an action to put out theflames, or if some other effect douses the flames (suchas the target being submerged in water), the spell ends.
    At Higher Levels.
    When you cast this spell using aspell slot of 2nd level or higher, the initial extra damagedealt by the attack increases by 1d6 for each slotlevel above 1st.
    PHB
    See Invisibility
    Bard, Sorcerer, Wizard
    2Divination1 action
    1 hour
    Self
    For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
    PHB
    Seekers Speech
    Warlock
    Invocation
    Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.
    UA030 - Warlock & Wizard
    Seeming
    Bard, Sorcerer, Wizard
    5Illusion1 action
    8 hours
    30 feet
    This spell allows you to change the appearance of anynumber of creatures that you can see within range. Yougive each target you choose a new, illusory appearance.An unwilling target can make a Charisma saving throw,and if it succeeds, it is unaffected by this spell.

    The spell disguises physical appearance as well asclothing, armor, weapons, and equipment. You can makeeach creature seem 1 foot shorter or taller and appearthin, fat, or in between. You can’t change a target’s bodytype, so you must choose a form that has the samebasic arrangement of limbs. Otherwise, the extent ofthe illusion is up to you. The spell lasts for the duration,unless you use your action to dismiss it sooner.

    The changes wrought by this spell fail to hold up tophysical inspection. For example, if you use this spellto add a hat to a creature’s outfit, objects pass throughthe hat, and anyone who touches it would feel nothingor would feel the creature’s head and hair. If you usethis spell to appear thinner than you are, the hand ofsomeone who reaches out to touch you would bump intoyou while it was seemingly still in mid-air.

    A creature can use its action to inspect a target andmake an Intelligence (Investigation) check against yourspell save DC. If it succeeds, it becomes aware that thetarget is disguised.

    PHB
    Sending
    Bard, Cleric, Wizard
    3Evocation1 action
    1 round
    Unlimited
    You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in alike manner immediately.

    The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

    You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

    PHB
    Sense Emotion
    Bard, Warlock, Wizard
    1Divination1 action
    Concentration, up to 10 minutes
    Self
    You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target's prevailing emotion, whether it's love, anger, pain, fear, calm, or something else. If the target isn't actually humanoid or it is immune to being charmed, you sense that it is calm.
    UA036 - Starter Spells
    Sequester
    Wizard
    7Transmutation1 action
    Until dispelled
    Touch
    By means of this spell, a willing creature or an objectcan be hidden away, safe from detection for theduration. When you cast the spell and touch the target,it becomes invisible and can’t be targeted by divinationspells or perceived through scrying sensors created bydivination spells.

    If the target is a creature, it falls into a state ofsuspended animation. Time ceases to flow for it, and itdoesn't grow older.

    You can set a condition for the spell to end early.The condition can be anything you choose, but itmust occur or be visible within 1 mile of the target.Examples include “after 1,000 years” or “when thetarrasque awakens.” This spell also ends if the targettakes any damage.

    PHB
    Shadow Blade 2Illusion1 bonus action
    Concentration, up to 1 minute
    Self
    You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th--level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
    Xanathar's Guide to Everything
    Shadow of Moil 4Necromancy1 action
    Concentration, up to 1 minute
    Self
    Flame~like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
    Xanathar's Guide to Everything
    Shape Water
    Druid, Sorcerer, Wizard
    CantripTransmutation1 action
    Instantaneous or 1 hour (see below)
    30 feet
    You choose an area of water that you can see within range and that fits within a 5--foot cube. You manipulate it in one of the following ways:
    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. (replaced Player's Companion) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
    • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • Tou freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Xanathar's Guide to Everything
    Shapechange
    Druid, Wizard
    9Transmutation1 action
    Concentration, up to 1 hour
    Self
    You assume the form of a different creature for theduration. The new form can be of any creature witha challenge rating equal to your level or lower. Thecreature can’t be a construct or an undead, and youmust have seen the sort of creature at least once. Youtransform into an average example of that creature, onewithout any c lass levels or the Spellcasting trait.

    Your game statistics are replaced by the statisticsof the chosen creature, though you retain youralignment and Intelligence, Wisdom, and Charismascores. You also retain all of your skill and savingthrow proficiencies, in addition to gaining those of thecreature. If the creature has the same proficiency as youand the bonus listed in its statistics is higher than yours,use the creature’s bonus in place of yours. You can’t useany legendary actions or lair actions of the new form.

    You assume the hit points and Hit Dice of the newform. When you revert to your normal form, youreturn to the number of hit points you had before youtransformed. If you revert as a result of dropping to0 hit points, any excess damage carries over to yournormal form. As long as the excess damage doesn'treduce your normal form to 0 hit points, you aren'tknocked unconscious.

    You retain the benefit of any features from your class,race, or other source and can use them, provided thatyour new form is physically capable of doing so. Youcan’t use any special senses you have (for example,darkvision) unless your new form also has that sense.You can only speak if the creature can normally speak.

    When you transform, you choose whether yourequipment falls to the ground, merges into the newform, or is worn by it. Worn equipment functions asnormal. The DM determines whether it is practical forthe new form to wear a piece of equipment, based onthe creature’s shape and size. Your equipment doesn'tchange shape or size to match the new form, and anyequipment that the new form can’t wear must either fallto the ground or merge into your new form. Equipmentthat merges has no effect in that state.

    During this spell’s duration, you can use your action toassume a different form following the same restrictionsand rules for the original form, with one exception: ifyour new form has more hit points than your currentone, your hit points remain at their current value.

    PHB
    Shatter
    Bard, Sorcerer, Warlock, Wizard
    2Evocation1 action
    Instantaneous
    60 feet
    A sudden loud ringing noise, painfully intense, eruptsfrom a point of your choice within range. Each creaturein a 10-foot-radius sphere centered on that point mustmake a Constitution saving throw. A creature takes3d8 thunder damage on a failed save, or half as muchdamage on a successful one. A creature made ofinorganic material such as stone, crystal, or metal hasdisadvantage on this saving throw.

    A non-magical object that isn't being worn or carriedalso takes the damage if it’s in the spell's area.

    At Higher Levels.
    When you cast this spell using aspell slot of 3rd level or higher, the damage increases by1d8 for each slot level above 2nd.
    PHB
    Shield
    Sorcerer, Wizard
    1Abjuration1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    1 round
    Self
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    PHB
    Shield of Faith
    Cleric, Paladin
    1Abjuration1 bonus action
    Concentration, up to 10 minutes
    60 feet
    A shimmering field appears and surrounds a creatureof your choice within range, granting it a +2 bonus to ACfor the duration.
    PHB
    Shillelagh
    Druid
    CantripTransmutation1 bonus action
    1 minute
    Touch
    The wood of a club or quarterstaff you are holding isimbued with nature’s power. For the duration, you canuse your spellcasting ability instead of Strength forthe attack and damage rolls of melee attacks usingthat weapon, and the weapon's damage die becomesa d8. The weapon also becomes magical, if it isn'talready. The spell ends if you cast it again or if you let goof the weapon.
    PHB
    Shocking Grasp
    Sorcerer, Wizard
    CantripEvocation1 action
    Instantaneous
    Touch
    Lightning springs from your hand to deliver a shock toa creature you try to touch. Make a melee spell attackagainst the target. You have advantage on the attack rollif the target is wearing armor made of metal. On a hit,the target takes 1d8 lightning damage, and it can’t takereactions until the start of its next turn.

    The spell’s damage increases by 1d8 when you reach5th level (2d8), 11th level (3d8), and 17th level (4d8).

    PHB
    Shroud of Shadow Invocation
    You can cast invisibility at will, without expending a spell slot.
    Xanathar's Guide to Everything
    Shroud of Ulban Invocation
    The blue-white star Ulban maintains a fickle presence among the stars, fluttering into view only to herald a dire omen. As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
    UA030 - Warlock & Wizard
    Sickening Radiance
    Sorcerer, Warlock, Wizard
    4Evocation1 action
    Concentration, up to 10 minutes
    120 feet
    Dim, greenish light spreads within a 30--foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
    Xanathar's Guide to Everything
    Sign of Ill Omen
    Warlock
    Invocation
    Prerequisite: 5th level

    You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

    Silence
    Bard, Cleric, Ranger
    2Illusion1 action
    Concentration, up to 10 minutes
    120 feet
    For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
    PHB
    Silent Image
    Bard, Sorcerer, Wizard
    1Illusion1 action
    Concentration, up to 10 minutes
    60 feet
    You create the image of an object, a creature, or someother visible phenomenon that is no larger than a 15-footcube. The image appears at a spot within range andlasts for the duration. The image is purely visual; it isn'taccompanied by sound, smell, or other sensory effects.

    You can use your action to cause the image to move toany spot within range. As the image changes location,you can alter its appearance so that its movementsappear natural for the image. For example, if you createan image of a creature and move it, you can alter theimage so that it appears to be walking.

    Physical interaction with the image reveals it to be anillusion, because things can pass through it. A creaturethat uses its action to examine the image can determinethat it is an illusion with a successful Intelligence(Investigation) check against your spell save DC. If acreature discerns the illusion for what it is, the creaturecan see through the image.

    PHB
    Simulacrum
    Wizard
    7Illusion12 hours
    Until dispelled
    Touch
    You shape an illusory duplicate of one beast orhumanoid that is within range for the entire castingtime of the spell. The duplicate is a creature, partiallyreal and formed from ice or snow, and it can takeactions and otherwise be affected as a normal creature.It appears to be the same as the original, but it has halfthe creature’s hit point maximum and is formed withoutany equipment. Otherwise, the illusion uses all thestatistics of the creature it duplicates.

    The simulacrum is friendly to you and creatures youdesignate. It obeys your spoken commands, movingand acting in accordance with your wishes and actingon your turn in combat. The simulacrum lacks theability to learn or become more powerful, so it neverincreases its level or other abilities, nor can it regainexpended spell slots.

    If the simulacrum is damaged, you can repair it in analchemical laboratory, using rare herbs and mineralsworth 100 gp per hit point it regains. The simulacrumlasts until it drops to 0 hit points, at which point itreverts to snow and melts instantly.

    If you cast this spell again, any currentlyactive duplicates you created with this spell areinstantly destroyed.

    PHB
    Skill Empowerment
    Bard, Sorcerer, Wizard
    5Transmutation1 action
    Concentration, up to 1 hour
    Touch
    Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
    Xanathar's Guide to Everything
    Skywrite
    Bard, Druid, Wizard
    2Transmutation1 action
    Concentration, Up to 1 hour
    Sight
    You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. (replaced Player's Companion) You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
    Xanathar's Guide to Everything
    Sleep
    Bard, Sorcerer, Wizard
    1Enchantment1 action
    1 minute
    90 feet
    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
    PHB
    Sleet Storm
    Druid, Sorcerer, Wizard
    3Conjuration1 action
    Concentration, up to 1 minute
    150 feet
    Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
    PHB
    Slow
    Sorcerer, Wizard
    3Transmutation1 action
    Concentration, up to 1 minute
    120 feet
    You alter time around up to six creatures of yourchoice in a 40-foot cube within range. Each target mustsucceed on a Wisdom saving throw or be affected bythis spell for the duration.

    An affected target’s speed is halved, it takes a -2penalty to AC and Dexterity saving throws, and it can’tuse reactions. On its turn, it can use either an action ora bonus action, not both. Regardless of the creature’sabilities or magic items, it can’t make more than onemelee or ranged attack during its turn.

    If the creature attempts to cast a spell with a castingtime of 1 action, roll a d20. On an 11 or higher, the spelldoesn't take effect until the creature’s next turn, and thecreature must use its action on that turn to complete thespell. If it can’t, the spell is wasted.

    A creature affected by this spell makes anotherWisdom saving throw at the end of its turn. On asuccessful save, the effect ends for it.

    PHB
    Snare
    Druid, Ranger, Wizard
    1Abjuration1 minute
    8 hours
    Touch
    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it. (replaced UA - Starter Spells - 04/03/2017) While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
    Xanathar's Guide to Everything
    Snillocs Snowball Swarm
    Sorcerer, Wizard
    2Evocation1 action
    Instantaneous
    90 feet
    A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot--radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. (Replaced Player's Companion) A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
    Xanathar's Guide to Everything
    Soul Cage 6Necromancy1 reaction, which you take when a humanoid you can see within 60 feet of you dies
    8 hours
    60 feet
    This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived. Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost. Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
    Xanathar's Guide to Everything
    Spare the Dying
    Cleric
    CantripNecromancy1 action
    Instantaneous
    Touch
    You touch a living creature that has 0 hit points. Thecreature becomes stable. This spell has no effect onundead or constructs.
    PHB
    Speak with Animals
    Bard, Druid, Ranger
    1Divination1 action
    10 minutes
    Self
    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM's discretion.
    PHB
    Speak with Dead
    Bard, Cleric
    3Necromancy1 action
    10 minutes
    10 feet
    You grant the semblance of life and intelligence to acorpse of your choice within range, allowing it to answerthe questions you pose. The corpse must still have amouth and can’t be undead. The spell fails if the corpsewas the target of this spell within the last 10 days.

    Until the spell ends, you can ask the corpse up to fivequestions. The corpse knows only what it knew in life,including the languages it knew. Answers are usuallybrief, cryptic, or repetitive, and the corpse is under nocompulsion to offer a truthful answer if you are hostileto it or it recognizes you as an enemy. This spell doesn'treturn the creature’s soul to its body, only its animatingspirit. Thus, the corpse can’t learn new information,doesn't comprehend anything that has happened since itdied, and can’t speculate about future events.

    PHB
    Speak with Plants
    Bard, Druid, Ranger
    3Transmutation1 action
    10 minutes
    Self (30-foot radius)
    You imbue plants within 30 feet of you with limitedsentience and animation, giving them the abilityto communicate with you and follow your simplecommands. You can question plants about events in thespell’s area within the past day, gaining informationabout creatures that have passed, weather, and othercircumstances.

    You can also turn difficult terrain caused by plantgrowth (such as thickets and undergrowth) into ordinaryterrain that lasts for the duration. Or you can turnordinary terrain where plants are present into difficultterrain that lasts for the duration, causing vines andbranches to hinder pursuers, for example.

    Plants might be able to perform other tasks on yourbehalf, at the DMs discretion. The spell doesn't enableplants to uproot themselves and move about, but theycan freely move branches, tendrils, and stalks.

    If a plant creature is in the area, you can communicatewith it as if you shared a common language, but yougain no magical ability to influence it.

    This spell can cause the plants created by the entanglespell to release a restrained creature.

    PHB
    Spider Climb
    Sorcerer, Warlock, Wizard
    2Transmutation1 action
    Concentration, up to 1 hour
    Touch
    Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
    PHB
    Spike Growth
    Druid, Ranger
    2Transmutation1 action
    Concentration, up to 10 minutes
    150 feet
    The ground in a 20-foot radius centered on a pointwithin range twists and sprouts hard spikes and thorns.The area becomes difficult terrain for the duration.When a creature moves into or within the area, it takes2d4 piercing damage for every 5 feet it travels.

    The transformation of the ground is camouflaged tolook natural. Any creature that can't see the area at thetime the spell is cast must make a Wisdom (Perception)check against your spell save DC to recognize theterrain as hazardous before entering it.

    PHB
    Spirit Guardians
    Cleric
    3Conjuration1 action
    Concentration, up to 10 minutes
    Self (15-foot radius)
    You call forth spirits to protect you. They flit around you to a distance of 15 feet 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 any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it 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.

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

    PHB
    Spiritual Weapon
    Cleric
    2Evocation1 bonus action
    1 minute
    60 feet
    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
    PHB
    Staggering Smite
    Paladin
    4Evocation1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you hit a creature with a melee weaponattack during this spell’s duration, your weapon piercesboth body and mind, and the attack deals an extra4d6 psychic damage to the target. The target mustmake a Wisdom saving throw. On a failed save, it hasdisadvantage on attack rolls and ability checks, andcan't take reactions, until the end of its next turn.
    PHB
    Steel Wind Strike
    Ranger, Wizard
    5Conjuration1 action
    Instantaneous
    30 feet
    You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
    Xanathar's Guide to Everything
    Stinking Cloud
    Bard, Sorcerer, Wizard
    3Conjuration1 action
    Concentration, up to 1 minute
    90 feet
    You create a 20-foot-radius sphere of yellow, nauseatinggas centered on a point within range. The cloud spreadsaround corners, and its area is heavily obscured. Thecloud lingers in the air for the duration.

    Each creature that is completely within the cloud atthe start of its turn must make a Constitution savingthrow against poison. On a failed save, the creaturespends its action that turn retching and reeling.Creatures that don’t need to breathe or are immune topoison automatically succeed on this saving throw.

    A moderate wind (at least 10 miles per hour) dispersesthe cloud after 4 rounds. A strong wind (at least 20miles per hour) disperses it after 1 round.

    PHB
    Stone Shape
    Cleric, Druid, Wizard
    4Transmutation1 action
    Instantaneous
    Touch
    You touch a stone object of Medium size or smaller ora section of stone no more than 5 feet in any dimensionand form it into any shape that suits your purpose. So,for example, you could shape a large rock into a weapon,idol, or coffer, or make a small passage through a wall,as long as the wall is less than 5 feet thick. You couldalso shape a stone door or its frame to seal the doorshut. The object you create can have up to two hingesand a latch, but finer mechanical detail isn't possible.
    PHB
    Stoneskin
    Druid, Ranger, Sorcerer, Wizard
    4Abjuration1 action
    Concentration, up to 1 hour
    Touch
    This spell turns the flesh of a willing creature you touchas hard as stone. Until the spell ends, the target hasresistance to non-magical bludgeoning, piercing, andslashing damage.
    PHB
    Storm of Vengeance
    Druid
    9Conjuration1 action
    Concentration, up to 1 minute
    Sight
    A churning storm cloud forms, centered on a point youcan see and spreading to a radius o f 360 feet. Lightningflashes in the area, thunder booms, and strong windsroar. Each creature under the cloud (no more than 5,000feet beneath the cloud) when it appears must make aConstitution saving throw. On a failed save, a creaturetakes 2d6 thunder damage and becomes deafenedfor 5 minutes.

    Each round you maintain concentration on this spell,the storm produces additional effects on your turn.

    Round 2. Acidic rain falls from the cloud.Each creature and object under the cloud takes1d6 acid damage.

    Round 3. You call six bolts o f lightning from thecloud to strike six creatures or objects o f your choicebeneath the cloud. A given creature or object can’t bestruck by m ore than one bolt. A struck creature mustmake a Dexterity saving throw. The creature takes10d6 lightning damage on a failed save, or half as muchdamage on a successful one.

    Round 4. Hailstones rain down from thecloud. Each creature under the cloud takes 2d6bludgeoning damage.

    Round 5-10. Gusts and freezing rain assail thearea under the cloud. The area becomes difficultterrain and is heavily obscured. Each creature theretakes 1d6 cold damage. Ranged w eapon attacks inthe area are impossible. The w ind and rain count asa severe distraction for the purposes o f maintainingconcentration on spells. Finally, gusts of strong wind(ranging from 20 to 50 miles per hour) automaticallydisperse fog, mists, and similar phenomena in the area,whether mundane or magical.

    PHB
    Storm Sphere
    Sorcerer, Wizard
    4Evocation1 action
    Concentration, up to 1 minute
    150 feet
    A 20-foot--radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th. (replaced Player's Companion) A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
    Xanathar's Guide to Everything
    Sudden Awakening
    Bard, Ranger, Sorcerer, Wizard
    1Enchantment1 bonus action
    Instantaneous
    10 feet
    Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.
    UA036 - Starter Spells
    Suggestion
    Bard, Sorcerer, Warlock, Wizard
    2Enchantment1 action
    Concentration, up to 8 hours
    30 feet
    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable.Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

    If you or any of your companions damage the target,the spell ends.

    PHB
    Summon Greater Demon
    Warlock, Wizard
    4Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends. Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the demons turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed. save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non--demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for M6 rounds if it still has hit points. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by l for each slot level above 4th.
    Xanathar's Guide to Everything
    Summon Lesser Demons 3Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
    d6Demons Summoned
    1-2Two demons CR 1 or lower
    3-4Four demons CR 1/2 or lower
    5-6Eight demons CR 1/4 or lower
    The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
    Xanathar's Guide to Everything
    Sunbeam
    Druid, Sorcerer, Wizard
    6Evocation1 action
    Concentration, up to 1 minute
    Self (60-foot line)
    A beam of brilliant light flashes out from your handin a 5-foot-wide, 60-foot-long line. Each creature inthe line must make a Constitution saving throw. On afailed save, a creature takes 6d8 radiant damage andis blinded until your next turn. On a successful save,it takes half as much damage and isn't blinded by thisspell. Undead and oozes have disadvantage on thissaving throw.

    You can create a new line of radiance as your actionon any turn until the spell ends.

    For the duration, a mote of brilliant radiance shines inyour hand. It sheds bright light in a 30-foot radius anddim light for an additional 30 feet. This light is sunlight.

    PHB
    Sunburst
    Druid, Sorcerer, Wizard
    8Evocation1 action
    Instantaneous
    150 feet
    Brilliant sunlight flashes in a 60-foot radius centeredon a point you choose within range. Each creature inthat light must make a Constitution saving throw. On afailed save, a creature takes 12d6 radiant damage and isblinded for 1 minute. On a successful save, it takes halfas much damage and isn't blinded by this spell. Undeadand oozes have disadvantage on this saving throw.

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

    This spell dispels any darkness in its area that wascreated by a spell.

    PHB
    Superior Pact Weapon
    Warlock
    Invocation
    Any weapon you create using your Pact of the Blade feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
    UA030 - Warlock & Wizard
    Swift Quiver
    Ranger
    5Transmutation1 bonus action
    Concentration, up to 1 minute
    Touch
    You transmute your quiver so it produces an endlesssupply of non-magical ammunition, which seems to leapinto your hand when you reach for it.

    On each of your turns until the spell ends, you can usea bonus action to make two attacks with a weapon thatuses ammunition from the quiver. Each time you makesuch a ranged attack, your quiver magically replacesthe piece of ammunition you used with a similar pieceof non-magical ammunition. Any pieces of ammunitioncreated by this spell disintegrate when the spell ends. Ifthe quiver leaves your possession, the spell ends.

    PHB
    Sword Burst
    Sorcerer, Warlock, Wizard
    CantripConjuration1 action
    Instantaneous
    5 feet
    You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Sword Coast Adventurer's Guide
    Symbol
    Bard, Cleric, Wizard
    7Abjuration1 minute
    Until dispelled or triggered
    Touch
    When you cast this spell, you inscribe a harmful glypheither on a surface (such as a section of floor, a wall, ora table) or within an object that can be closed to concealthe glyph (such as a book, a scroll, or a treasure chest).If you choose a surface, the glyph can cover an area ofthe surface no larger than 10 feet in diameter. If youchoose an object, that object must remain in its place; ifthe object is moved more than 10 feet from where youcast this spell, the glyph is broken, and the spell endswithout being triggered.

    The glyph is nearly invisible, requiring an Intelligence(Investigation) check against your spell saveDC to find it.

    You decide what triggers the glyph when you cast thespell. For glyphs inscribed on a surface, the most typicaltriggers include touching or stepping on the glyph,removing another object covering it, approaching withina certain distance of it, or manipulating the objectthat holds it. For glyphs inscribed within an object,the most common triggers are opening the object,approaching within a certain distance of it, or seeing orreading the glyph.

    You can further refine the trigger so the spell isactivated only under certain circumstances or accordingto a creature’s physical characteristics (such as heightor weight), or physical kind (for example, the ward couldbe set to affect hags or shapechangers). You can alsospecify creatures that don’t trigger the glyph, such asthose who say a certain password.

    When you inscribe the glyph, choose one of theoptions below for its effect. Once triggered, the glyphglows, filling a 60-foot-radius sphere with dim lightfor 10 minutes, after which time the spell ends. Eachcreature in the sphere when the glyph activates istargeted by its effect, as is a creature that enters thesphere for the first time on a turn or ends its turn there.

    Death. Each target must make a Constitution savingthrow, taking 10d10 necrotic damage on a failed save, orhalf as much damage on a successful save.

    Discord. Each target must make a Constitution savingthrow. On a failed save, a target bickers and argueswith other creatures for 1 minute. During this time,it is incapable of meaningful communication and hasdisadvantage on attack rolls and ability checks.

    Fear. Each target must make a Wisdom saving throwand becomes frightened for 1 minute on a failed save.While frightened, the target drops whatever it is holdingand must move at least 30 feet away from the glyph oneach of its turns, if able.

    Hopelessness. Each target must make a Charismasaving throw. On a failed save, the target isoverwhelmed with despair for 1 minute. During thistime, it can’t attack or target any creature with harmfulabilities, spells, or other magical effects.

    Insanity. Each target must make an Intelligence savingthrow. On a failed save, the target is driven insane for1 minute. An insane creature can’t take actions, can'tunderstand what other creatures say, can’t read, andspeaks only in gibberish. The DM controls its movement,which is erratic.

    Pain. Each target must make a Constitution savingthrow and becomes incapacitated with excruciating painfor 1 minute on a failed save.

    Sleep. Each target must make a Wisdom saving throwand falls unconscious for 10 minutes on a failed save. Acreature awakens if it takes damage or if someone usesan action to shake or slap it awake.

    Stunning. Each target must make a Wisdom savingthrow and becomes stunned for 1 minute on a failed save.

    PHB
    Synaptic Static 5Enchantment1 action
    Instantaneous
    120 feet
    You choose a point within range and cause psychic energy to explode there. Each creature in a 20--foot--radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
    Xanathar's Guide to Everything
    Tashas Hideous Laughter
    Bard, Wizard
    1Enchantment1 action
    Concentration, up to 1 minute
    30 feet
    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
    PHB
    Telekinesis
    Sorcerer, Wizard
    5Transmutation1 action
    Concentration, up to 10 minutes
    60 feet
    You gain the ability to move or manipulate creaturesor objects by thought. When you cast the spell, and asyour action each round for the duration, you can exertyour will on one creature or object that you can seewithin range, causing the appropriate effect below. Youcan affect the same target round after round, or choosea new one at any time. If you switch targets, the priortarget is no longer affected by the spell.

    Creature. You can try to move a Huge or smallercreature. Make an ability check with your spellcastingability contested by the creature’s Strength check. Ifyou win the contest, you move the creature up to 30 feetin any direction, including upward but not beyond therange of this spell. Until the end of your next turn, thecreature is restrained in your telekinetic grip. A creaturelifted upward is suspended in mid-air.

    On subsequent rounds, you can use your action toattempt to maintain your telekinetic grip on the creatureby repeating the contest.

    Object. You can try to move an object that weighsup to 1,000 pounds. If the object isn't being worn orcarried, you automatically move it up to 30 feet in anydirection, but not beyond the range of this spell.

    If the object is worn or carried by a creature, you mustmake an ability check with your spellcasting abilitycontested by that creature’s Strength check. If yousucceed, you pull the object away from that creature andcan move it up to 30 feet in any direction but not beyondthe range of this spell.

    You can exert fine control on objects with yourtelekinetic grip, such as manipulating a simple tool,opening a door or a container, stowing or retrievingan item from an open container, or pouring thecontents from a vial.

    PHB
    Telepathy
    Wizard
    8Evocation1 action
    24 hours
    Unlimited
    You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
    PHB
    Teleport
    Bard, Sorcerer, Wizard
    7Conjuration1 action
    Instantaneous
    10 feet
    This spell instantly transports you and up to eightwilling creatures of your choice that you can see withinrange, or a single object that you can see within range,to a destination you select. If you target an object, itmust be able to fit entirely inside a 10-foot cube, and itcan’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 asyou. Your familiarity with the destination determineswhether you arrive there successfully. The DM rollsd 100 and consults the table.

    Familiarity. “Permanent circle” means a permanentteleportation circle whose sigil sequence you know.“Associated object” means that you possess an objecttaken from the desired destination within the last sixmonths, such as a book from a wizard’s library, bedlinen from a royal suite, or a chunk o f marble from alich's secret tomb.

    “Very familiar” is a place you have been very often, aplace you have carefully studied, or a place you can seewhen you cast the spell. “Seen casually” is some placeyou have seen more than once but with which you aren'tvery familiar. “Viewed once” is a place you have seenonce, possibly using magic. “Description” is a placewhose location and appearance you know throughsomeone 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 butinstead viewed an illusion, or you are attempting toteleport to a familiar location that no longer exists.

    On Target. You and your group (or the target object)appear where you want to.

    Off Target. You and your group (or the target object)appear a random distance away from the destinationin a random direction. Distance off target is 1d10 x1d10 percent of the distance that was to be travelled.For example, if you tried to travel 120 miles, landed offtarget, and rolled a 5 and 3 on the two d 10s, then youwould be off target by 15 percent, or 18 miles. The DMdetermines the direction off target randomly by rolling ad8 and designating 1 as north, 2 as northeast, 3 as east,and so on around the points of the compass. If you w ereteleporting to a coastal city and wound up 18 miles outat sea, you could be in trouble.

    Similar Area. You and your group (or the targetobject) wind up in a different area that’s visually orthematically similar to the target area. If you areheading for your home laboratory, for example, youmight wind up in another wizard’s laboratory or inan alchemical supply shop that has many o f the sametools and implements as your laboratory. Generally,you appear in the closest similar place, but since thespell has no range limit, you could conceivably wind upanywhere on the plane.

    Mishap. The spell’s unpredictable magic results in adifficult journey. Each teleporting creature (or the targetobject) takes 3d10 force damage, and the DM rerolls onthe table to see where you wind up (multiple mishapscan occur, dealing damage each time).

    PHB
    Teleportation Circle
    Bard, Sorcerer, Wizard
    5Conjuration1 minute
    1 round
    10 feet
    As you cast the spell, you draw a 10-foot-diametercircle on the ground inscribed with sigils that linkyour location to a permanent teleportation circle ofyour choice whose sigil sequence you know and that ison the same plane of existence as you. A shimmeringportal opens within the circle you drew and remainsopen until the end of your next turn. Any creature thatenters the portal instantly appears within 5 feet o f thedestination circle or in the nearest unoccupied space ifthat space is occupied.

    Many major temples, guilds, and other importantplaces have permanent teleportation circles inscribedsomewhere within their confines. Each such circleincludes a unique sigil sequence"a string of magicalrunes arranged in a particular pattern. When you firstgain the ability to cast this spell, you learn the sigilsequences for two destinations on the Material Plane,determined by the DM. You can learn additional sigilsequences during your adventures. You can commita new sigil sequence to memory after studying itfor 1 minute.

    You can create a permanent teleportation circle bycasting this spell in the same location every day for oneyear. You need not use the circle to teleport when youcast the spell in this way.

    PHB
    Temple of the Gods 7Conjuration1 hour
    24 hours
    120 feet
    You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the temples appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells. Finally, whenever any creature in the temple regains hit points from a spell of let level or higher, the creature ' regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal i travel into the temples interior. Nothing can physically : : pass through the temple's exterior. It can't be dispelled by Dispel Magic, and Antimagic Field has no effect on it. A Disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
    Xanathar's Guide to Everything
    Tensers Floating Disk
    Wizard
    1Conjuration1 action
    1 hour
    30 feet
    This spell creates a circular, horizontal plane of force,3 feet in diameter and 1 inch thick, that floats 3 feetabove the ground in an unoccupied space of your choicethat you can see within range. The disk remains for theduration, and can hold up to 500 pounds. If more weightis placed on it, the spell ends, and everything on the diskfalls to the ground.

    The disk is immobile while you are within 20 feet ofit. If you move more than 20 feet away from it, the diskfollows you so that it remains within 20 feet of you. Itcan move across uneven terrain, up or down stairs,slopes and the like, but it can’t cross an elevation changeof 10 feet or more. For example, the disk can’t moveacross a 10-foot-deep pit, nor could it leave such a pit if itwas created at the bottom.

    If you move more than 100 feet from the disk (typicallybecause it can’t move around an obstacle to follow you),the spell ends.

    PHB
    Tensers Transformation 6Transmutation1 action
    Concentration, up to 10 minutes
    Self
    You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:
    • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost
    • You have advantage on attack rolls that you make with simple and martial weapons
    • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage
    • You have proficiency with all armor, shields, simple weapons, and martial weapons
    • You have proficiency in Strength and Constitution saving throws
    • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks
    Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
    Xanathar's Guide to Everything
    Thaumaturgy
    Cleric
    CantripTransmutation1 action
    Up to 1 minute
    30 feet
    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the followingmagical effects within range:
    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • 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.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
    PHB
    Thief of Five Fates
    Warlock
    Invocation
    You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.
    Thirsting Blade
    Warlock
    Invocation
    Prerequisite: 5th level, Pact of the Blade feature

    You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

    Thorn Whip
    Druid
    CantripTransmutation1 action
    Instantaneous
    30 feet
    You create a long, vine-like whip covered in thorns thatlashes out at your command toward a creature in range.Make a melee spell attack against the target. If theattack hits, the creature takes 1d6 piercing damage, andif the creature is Large or smaller, you pull the creatureup to 10 feet closer to you.

    This spell’s damage increases by 1d6 w hen you reach5th level (2d6), 11th level (3d6), and 17th level (4d6).

    PHB
    Thunder Step
    Sorcerer, Warlock, Wizard
    3Conjuration1 action
    Instantaneous
    90 feet
    You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds. and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by ll for each slot level above 3rd.
    Xanathar's Guide to Everything
    Thunderclap
    Bard, Druid, Sorcerer, Warlock, Wizard
    CantripEvocation1 action
    Instantaneous
    5 feet
    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take ld6 thunder damage. At Higher Levels: The spell's damage increases by ld6 when you reach 5th level (2d6), llth level (3d6), and 17th level (4d6). (replaced Player's Companion) You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Xanathar's Guide to Everything
    Thunderous Smite
    Paladin
    1Evocation1 bonus action
    Concentration, up to 1 minute
    Self
    The first time you hit with a melee weapon attackduring this spell’s duration, your weapon rings withthunder that is audible within 300 feet of you, and theattack deals an extra 2d6 thunder damage to the target.Additionally, if the target is a creature, it must succeedon a Strength saving throw or be pushed 10 feet awayfrom you and knocked prone.
    PHB
    Thunderwave
    Bard, Druid, Sorcerer, Wizard
    1Evocation1 action
    Instantaneous
    Self (15-foot cube)
    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by1d8 for each slot level above 1st.
    PHB
    Tidal Wave
    Druid, Sorcerer, Wizard
    3Conjuration1 action
    Instantaneous
    120 feet
    You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. (replaced Player's Companion) You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
    Xanathar's Guide to Everything
    Time Stop
    Sorcerer, Wizard
    9Transmutation1 action
    Instantaneous
    Self
    You briefly stop the flow of time for everyone butyourself. No time passes for other creatures, while youtake 1d4 + 1 turns in a row, during which you can useactions and move as normal.

    This spell ends if one of the actions you use duringthis period, or any effects that you create during thisperiod, affects a creature other than you or an objectbeing worn or carried by someone other than you. Inaddition, the spell ends if you move to a place more than1,000 feet from the location where you cast it.

    PHB
    Tiny Servant 3Transmutation1 minute
    8 hours
    Touch
    You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
    Xanathar's Guide to Everything
    Toll the Dead CantripNecromancy1 action
    Instantaneous
    60 feet
    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels: The spell's damage increases by one die when you reach 5th level (2d8 or 2(112), 11th level (3d8 or 3d12), and 17th level (4d8 or 4dl2). (replaced UA - Starter Spells - 04/03/2017) You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
    Xanathar's Guide to Everything
    Tomb of Levistus Invocation
    As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can't use it again until you finish a short or long rest. (replaced UA - Warlock and Wizard - 02/13/2017) As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed drops to 0, and you are incapacitated. All of these effects end when the ice melts. Once you use this invocation, you can't use it again until you finish a short or long rest.
    Xanathar's Guide to Everything
    Tongues
    Bard, Cleric, Sorcerer, Warlock, Wizard
    3Divination1 action
    1 hour
    Touch
    This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
    PHB
    Transmute Rock
    Druid, Wizard
    5Transmutation1 action
    Until dispelled
    120 feet
    You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration. The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make 3 Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. (replaced Player's Companion) You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell's duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
    Xanathar's Guide to Everything
    Transport Via Plants
    Druid
    6Conjuration1 action
    1 round
    10 feet
    This spell creates a magical link between a Large orlarger inanimate plant within range and another plant,at any distance, on the same plane of existence. Youmust have seen or touched the destination plant at leastonce before. For the duration, any creature can step intothe target plant and exit from the destination plant byusing 5 feet of movement.
    PHB
    Tree Stride
    Druid, Ranger
    5Conjuration1 action
    Concentration, up to 1 minute
    Self
    You gain the ability to enter a tree and move from insideit to inside another tree of the same kind within 500feet. Both trees must be living and at least the same sizeas you. You must use 5 feet of movement to enter a tree.You instantly know the location of all other trees of thesame kind within 500 feet and, as part of the move usedto enter the tree, can either pass into one of those treesor step out of the tree you’re in. You appear in a spot ofyour choice within 5 feet of the destination tree, usinganother 5 feet of movement. If you have no movementleft, you appear within 5 feet of the tree you entered.

    You can use this transportation ability once per roundfor the duration. You must end each turn outside a tree.

    PHB
    Tricksters Escape Invocation
    You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
    Xanathar's Guide to Everything
    True Polymorph
    Bard, Warlock, Wizard
    9Transmutation1 action
    Concentration, up to 1 hour
    30 feet
    Choose one creature or non-magical object that youcan see within range. You transform the creature intoa different creature, the creature into an object, or theobject into a creature (the object must be neither wornnor carried by another creature). The transformationlasts for the duration, or until the target drops to 0 hitpoints or dies. If you concentrate on this spell for the fullduration, the transformation becomes permanent.

    Shapechangers aren't affected by this spell. Anunwilling 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 intoanother kind of creature, the new form can be any kindyou choose whose challenge rating is equal to or lessthan the target’s (or its level, if the target doesn't have achallenge rating). The target’s game statistics, includingmental ability scores, are replaced by the statistics ofthe new form. It retains its alignment and personality.

    The target assumes the hit points of its new form,and when it reverts to its normal form, the creaturereturns to the number of hit points it had before ittransformed. If it reverts as a result of dropping to0 hit points, any excess damage carries over to itsnormal form. As long as the excess damage doesn'treduce the creature’s normal form to 0 hit points, it isn'tknocked unconscious.

    The creature is limited in the actions it can perform bythe nature of its new form, and it can’t speak, cast spells,or take any other action that requires hands or speechunless its new form is capable of such actions.

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

    Object into Creature. You can turn an object intoany kind of creature, as long as the creature’s sizeis no larger than the object’s size and the creature’schallenge rating is 9 or lower. The creature is friendly toyou and your companions. It acts on each of your turns.You decide what action it takes and how it moves. TheDM has the creature’s statistics and resolves all of itsactions and movement.

    If the spell becomes permanent, you no longer controlthe creature. It might remain friendly to you, dependingon how you have treated it.

    Creature into Object. If you turn a creature into anobject, it transforms along with whatever it is wearingand carrying into that form. The creature’s statisticsbecome those of the object, and the creature has nomemory of time spent in this form, after the spell endsand it returns to its normal form.

    PHB
    True Resurrection
    Cleric
    9Necromancy1 hour
    Instantaneous
    Touch
    You touch a creature that has been dead for no longerthan 200 years and that died for any reason exceptold age. If the creature’s soul is free and willing, thecreature is restored to life with all its hit points.

    This spell closes all wounds, neutralizes any poison,cures all diseases, and lifts any curses affecting thecreature when it died. The spell replaces damaged ormissing organs and limbs.

    The spell can even provide a new body if the originalno longer exists, in which case you must speak thecreature’s name. The creature then appears in anunoccupied space you choose within 10 feet of you.

    PHB
    True Seeing
    Bard, Cleric, Sorcerer, Warlock, Wizard
    6Divination1 action
    1 hour
    Touch
    This spell gives the willing creature you touch the abilityto see things as they actually are. For the duration, thecreature has truesight, notices secret doors hidden bymagic, and can see into the Ethereal Plane, all out to arange of 120 feet.
    PHB
    True Strike
    Bard, Sorcerer, Warlock, Wizard
    CantripDivination1 action
    Concentration, up to 1 round
    30 feet
    You extend your hand and point a finger at a target inrange. Your magic grants you a brief insight into thetarget’s defenses. On your next turn, you gain advantageon your first attack roll against the target, provided thatthis spell hasn't ended.
    PHB
    Tsunami
    Druid
    8Conjuration1 minute
    Concentration, up to 6 rounds
    Sight
    A wall of water springs into existence at a point youchoose within range. You can make the wall up to 300feet long, 300 feet high, and 50 feet thick. The wall lastsfor the duration.

    When the wall appears, each creature within its areamust make a Strength saving throw. On a failed save,a creature takes 6d10 bludgeoning damage, or half asmuch damage on a successful save.

    At the start of each of your turns after the wallappears, the wall, along with any creatures in it, moves50 feet away from you. Any Huge or smaller creatureinside the wall or whose space the wall enters whenit moves must succeed on a Strength saving throw ortake 5d10 bludgeoning damage. A creature can takethis damage only once per round. At the end of the turn,the wall’s height is reduced by 50 feet, and the damagecreatures take from the spell on subsequent rounds isreduced 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 force of the wave, though, the creaturemust make a successful Strength (Athletics) checkagainst your spell save DC in order to move at all. If itfails the check, it can’t move. A creature that moves outof the area falls to the ground.

    PHB
    Ultimate Pact Weapon
    Warlock
    Invocation
    Any weapon you create using your Pact of the Blade feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.
    UA030 - Warlock & Wizard
    Unearthly Chorus
    Bard
    1Illusion1 action
    Concentration, up to 10 minutes
    Self (30-foot radius)
    Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
    UA036 - Starter Spells
    Unseen Servant
    Bard, Warlock, Wizard
    1Conjuration1 action
    1 hour
    60 feet
    This spell creates an invisible, mindless, shapelessforce that performs simple tasks at your command untilthe spell ends. The servant springs into existence in anunoccupied space on the ground within range. It has AC10, 1 hit point, and a Strength of 2, and it can’t attack. Ifit drops to 0 hit points, the spell ends.

    Once on each of your turns as a bonus action, you canmentally command the servant to move up to 15 feet andinteract with an object. The servant can perform simpletasks that a human servant could do, such as fetchingthings, cleaning, mending, folding clothes, lightingfires, serving food, and pouring wine. Once you give thecommand, the servant performs the task to the best ofits ability until it completes the task, then waits for yournext command.

    If you command the servant to perform a task thatwould move it more than 60 feet away from you,the spell ends.

    PHB
    Vampiric Touch
    Warlock, Wizard
    3Necromancy1 action
    Concentration, up to 1 minute
    Self
    The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your 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 an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
    PHB
    Vicious Mockery
    Bard
    CantripEnchantment1 action
    Instantaneous
    60 feet
    You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
    PHB
    Virtue
    Cleric
    cantripAbjuration1 action
    1 round
    Touch
    You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
    UA036 - Starter Spells
    Visions of Distant Realms
    Warlock
    Invocation
    You can cast Arcane Eye at will, without expending a spell slot.
    Vitriolic Sphere
    Sorcerer, Wizard
    4Evocation1 action
    Instantaneous
    150 feet
    You point at a location within range, and a glowing, 1-foot--diameter ball of emerald acid streaks there and explodes in a 20-foot--radius sphere. Each creature in that area must make 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 and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. (replaced Player's Companion) You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
    Xanathar's Guide to Everything
    Voice of the Chain Master
    Warlock
    Invocation
    You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
    Wall of Fire
    Druid, Sorcerer, Wizard
    4Evocation1 action
    Concentration, up to 1 minute
    120 feet
    You create a wall of fire on a solid surface withinrange. You can make the wall up to 60 feet long, 20feet high, and 1 foot thick, or a ringed wall up to 20 feetin diameter, 20 feet high, and 1 foot thick. The wall isopaque and lasts for the duration.

    When the wall appears, each creature within its areamust make a Dexterity saving throw. On a failed save, acreature takes 5d8 fire damage, or half as much damageon a successful save.

    One side of the wall, selected by you when you castthis spell, deals 5d8 fire damage to each creature thatends its turn within 10 feet of that side or inside thewall. A creature takes the same damage when it entersthe wall for the first time on a turn or ends its turn there.The other side of the wall deals no damage.

    At Higher Levels.
    When you cast this spell using aspell slot of 5th level or higher, the damage increases by1d8 for each slot level above 4th.
    PHB
    Wall of Force
    Wizard
    5Evocation1 action
    Concentration, up to 10 minutes
    120 feet
    An invisible wall of force springs into existence at apoint you choose within range. The wall appears inany orientation you choose, as a horizontal or verticalbarrier or at an angle. It can be free floating or restingon a solid surface. You can form it into a hemisphericaldome or a sphere with a radius of up to 10 feet, or youcan shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must b e contiguous withanother panel. In any form, the wall is 1/4 inch thick.It lasts for the duration. If the wall cuts through acreature’s space when it appears, the creature is pushedto one side of the wall (your choice which side).

    Nothing can physically pass through the wall. It isimmune to all damage and can’t be dispelled by dispelmagic. A disintegrate spell destroys the wall instantly,however. The wall also extends into the Ethereal Plane,blocking ethereal travel through the wall.

    PHB
    Wall of Ice
    Wizard
    6Evocation1 action
    Concentration, up to 10 minutes
    120 feet
    You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere 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 within its area is pushed to one side of the wall and must make a Dexterity saving throw.On a failed save, the creature takes 10d6 cold damage,or half as much damage on a successful save. 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 is vulnerable 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 o f frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, 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 slot level above 6th.
    PHB
    Wall of Light
    Sorcerer, Warlock, Wizard
    5Evocation1 action
    Concentration, up to 10 minutes
    120 feet
    A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall's area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
    Xanathar's Guide to Everything
    Wall of Sand 3Evocation1 action
    Concentration, Up to 10 minutes
    90 feet
    You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and must spend 3 feet of movement for every 1 foot it moves there. (Replaced Player's Companion) You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
    Xanathar's Guide to Everything
    Wall of Stone
    Druid, Sorcerer, Wizard
    5Evocation1 action
    Concentration, up to 10 minutes
    120 feet
    A non-magical wall of solid stone springs into existenceat a point you choose within range. The wall is 6 inchesthick and is composed of ten 10-foot-by-10-foot panels.Each panel must be contiguous with at least one otherpanel. Alternatively, you can create 10-foot-by-20-footpanels that are only 3 inches thick.

    If the wall cuts through a creature’s space when itappears, the creature is pushed to one side of the wall(your choice). If a creature would be surrounded on allsides by the wall (or the wall and another solid surface),that creature can make a Dexterity saving throw. On asuccess, it can use its reaction to move up to its speed sothat it is no longer enclosed by the wall.

    The wall can have any shape you desire, though itcan’t occupy the same space as a creature or object.The wall doesn't need to be vertical or rest on any firmfoundation. It must, however, merge with and be solidlysupported by existing stone. Thus, you can use this spellto bridge a chasm or create a ramp.

    If you create a span greater than 20 feet in length, youmust halve the size of each panel to create supports.You can crudely shape the wall to create crenellations,battlements, and so on.

    The wall is an object made of stone that can bedamaged and thus breached. Each panel has AC 15 and30 hit points per inch of thickness. Reducing a panelto 0 hit points destroys it and might cause connectedpanels to collapse at the DM discretion.

    If you maintain your concentration on this spell forits whole duration, the wall becomes permanent andcan’t be dispelled. Otherwise, the wall disappears whenthe spell ends.

    PHB
    Wall of Thorns
    Druid
    6Conjuration1 action
    Concentration, up to 10 minutes
    120 feet
    You create a wall of tough, pliable, tangled brushbristling with needle-sharp thorns. The wall appearswithin range on a solid surface and lasts for theduration. You choose to make the wall up to 60 feetlong, 10 feet high, and 5 feet thick or a circle that hasa 20-foot diameter and is up to 20 feet high and 5 feetthick. The wall blocks line of sight.

    When the wall appears, each creature within its areamust make a Dexterity saving throw. On a failed save,a creature takes 7d8 piercing damage, or half as muchdamage on a successful save.

    A creature can move through the wall, albeit slowlyand painfully. For every 1 foot a creature movesthrough the wall, it must spend 4 feet of movement.Furthermore, the first time a creature enters the wallon a turn or ends its turn there, the creature mustmake a Dexterity saving throw. It takes 7d8 slashingdamage on a failed save, or half as much damage on asuccessful one.

    At Higher Levels.
    When you cast this spell using aspell slot of 7th level or higher, both types of damageincrease by 1d8 for each slot level above 6th.
    PHB
    Wall of Water
    Druid, Sorcerer, Wizard
    3Evocation1 action
    Concentration, Up to 10 minutes
    60 feet
    You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the walls space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a S-foot-square section is frozen). Each 5-foot--square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the walls water doesn't fill it. (replaced Player's Companion) You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
    Xanathar's Guide to Everything
    Warding Bond
    Cleric
    2Abjuration1 action
    1 hour
    Touch
    This spell wards a willing creature you touch andcreates a mystic connection between you and the targetuntil the spell ends. While the target is within 60 feet ofyou, it gains a +1 bonus to AC and saving throws, andit has resistance to all damage. Also, each time it takesdamage, you take the same amount of damage.

    The spell ends if you drop to 0 hit points or if youand the target become separated by more than 60 feet.It also ends if the spell is cast again on either of theconnected creatures. You can also dismiss the spellas an action.

    PHB
    Warding Wind 2Evocation1 action
    Concentration, Up to 10 minutes
    Self
    A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects:
    • It deafens you and other creatures in its area.
    • lt extinguishes unprotected flames in its area that are torch--sized or smaller.
    • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
    (replaced Player's Companion) A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration. The wind has the following effects:
    • It deafens you and other creatures in its area.
    • It extinguishes unprotected flames in its area that are torch-sized or smaller.
    • The area is difficult terrain for creatures other than you.
    • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
    • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
    Xanathar's Guide to Everything
    Water Breathing
    Druid, Ranger, Sorcerer, Wizard
    3Transmutation1 action
    24 hours
    30 feet
    This spell grants up to ten willing creatures you can seewithin range the ability to breathe underwater until thespell ends. Affected creatures also retain their normalmode of respiration.
    PHB
    Water Walk
    Cleric, Druid, Ranger, Sorcerer
    3Transmutation1 action
    1 hour
    30 feet
    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 you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
    PHB
    Watery Sphere
    Druid, Sorcerer, Wizard
    4Conjuration1 action
    Concentration, Up to 1 minute
    90 feet
    You conjure up a sphere of water with a 5~foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature in the spheres space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. (replaced Player's Companion) You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.
    Xanathar's Guide to Everything
    Web
    Sorcerer, Wizard
    2Conjuration1 action
    Concentration, up to 1 hour
    60 feet
    You conjure a mass of thick, sticky webbing at a point ofyour choice within range. The webs fill a 20-foot cubefrom that point for the duration. The webs are difficultterrain and lightly obscure their area.

    If the webs aren't anchored between two solid masses(such as walls or trees) or layered across a floor, wall,or ceiling, the conjured web collapses on itself, and thespell ends at the start of your next turn. Webs layeredover a flat surface have a depth of 5 feet.

    Each creature that starts its turn in the webs or thatenters them during its turn must make a Dexteritysaving throw. On a failed save, the creature is restrainedas long as it remains in the webs or until it breaks free.

    A creature restrained by the webs can use its action tomake a Strength check against your spell save DC. If itsucceeds, it is no longer restrained.

    The webs are flammable. Any 5-foot cube of websexposed to fire burns away in 1 round, dealing 2d4 firedamage to any creature that starts its turn in the fire.

    PHB
    Weird
    Wizard
    9Illusion1 action
    Concentration, up to 1 minute
    120 feet
    Drawing on the deepest fears of a group of creatures,you create illusory creatures in their minds, visibleonly to them. Each creature in a 30-foot-radiussphere centered on a point of your choice withinrange must make a Wisdom saving throw. On a failedsave, a creature becomes frightened for the duration.The illusion calls on the creature’s deepest fears,manifesting its worst nightmares as an implacablethreat. At the start of each of the frightened creature’sturns, it must succeed on a Wisdom saving throw ortake 4d10 psychic damage. On a successful save, thespell ends for that creature.
    PHB
    Whirlwind
    Druid, Sorcerer, Wizard
    7Evocation1 action
    Concentration, Up to 1 minute
    300 feet
    A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot--radius, 30--foot--high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and. falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 X 10 feet away from it in a random direction. (replaced Player's Companion) A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 ' 10 feet away from it in a random direction.
    Xanathar's Guide to Everything
    Whispers of the Grave
    Warlock
    Invocation
    Prerequisite: 9th level

    You can cast Speak with Dead at will, without expending a spell slot.

    Wild Cunning
    Druid, Ranger
    1Transmutation1 action
    Instantaneous
    120 feet
    You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
    • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again
    • If there is edible forage within range, you know it and where to find it
    • If there is clean drinking water within range, you know it and where to find it
    • If there is suitable shelter for you and your companions with range, you know it and where to find it
    • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption
    • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish
    UA036 - Starter Spells
    Wind Walk
    Druid
    6Transmutation1 minute
    8 hours
    30 feet
    You and up to ten willing creatures you can see within range assume a gaseous form for the duration,appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from non-magical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
    PHB
    Wind Wall
    Druid, Ranger
    3Evocation1 action
    Concentration, up to 1 minute
    120 feet
    A wall of strong wind rises from the ground at a pointyou choose within range. You can make the wall upto 50 feet long, 15 feet high, and 1 foot thick. You canshape the wall in any way you choose so long as itmakes one continuous path along the ground. The walllasts for the duration.

    When the wall appears, each creature within its areamust make a Strength saving throw. A creature takes3d8 bludgeoning damage on a failed save, or half asmuch damage on a successful one.

    The strong wind keeps fog, smoke, and other gases atbay. Small or smaller flying creatures or objects can’tpass through the wall. Loose, lightweight materialsbrought into the wall fly upward. Arrows, bolts, andother ordinary projectiles launched at targets behindthe wall are deflected upward and automatically miss.(Boulders hurled by giants or siege engines, and similarprojectiles, are unaffected.) Creatures in gaseous formcan’t pass through it.

    PHB
    Wish
    Sorcerer, Wizard
    9Conjuration1 action
    Instantaneous
    Self
    Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components.The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:
    • You create one object of up to 25,000gp 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 you can see on the ground.
    • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
    • You grant up to ten creatures that you can see resistance to a damage type you choose.
    • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
    • You undo a single recent event by forcing a re-roll of any 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 opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the re-roll to be made with advantage or disadvantage, and you can choose whether to use the re-roll or the original roll.
    You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM 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 only be partly achieved, or you might suffer some 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 artifact might instantly transport you to the presence of the item's current owner.
    PHB
    Witch Bolt
    Sorcerer, Warlock, Wizard
    1Evocation1 action
    Concentration, up to 1 minute
    30 feet
    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by +1d12 for each slot level above 1st.
    PHB
    Witch Sight
    Warlock
    Invocation
    You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
    PHB
    Word of Radiance CantripEvocation1 action
    Instantaneous
    5 feet
    You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take ld6 radiant damage. At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Xanathar's Guide to Everything
    Word of Recall
    Cleric
    6Conjuration1 action
    Instantaneous
    5 feet
    You and up to five willing creatures within 5 feet of youinstantly teleport to a previously designated sanctuary.You and any creatures that teleport with you appear inthe nearest unoccupied space to the spot you designatedwhen you prepared your sanctuary (see below). If youcast this spell without first preparing a sanctuary, thespell has no effect.

    You must designate a sanctuary by casting this spellwithin a location, such as a temple, dedicated to orstrongly linked to your deity. If you attempt to cast thespell in this manner in an area that isn't dedicated toyour deity, the spell has no effect.

    PHB
    Wrath of Nature 5Evocation1 action
    Concentration, up to 1 minute
    120 feet
    You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause. trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
    Xanathar's Guide to Everything
    Wrathful Smite
    Paladin
    1Evocation1 bonus action
    Concentration, up to 1 minute
    Self
    The next time you hit with a melee weapon attackduring this spell’s duration, your attack deals an extra1d6 psychic damage. Additionally, if the target is acreature, it must make a Wisdom saving throw or befrightened of you until the spell ends. As an action, thecreature can make a Wisdom check against your spellsave DC to steel its resolve and end this spell.
    PHB
    Zephyr Strike
    Ranger
    1Transmutation1 bonus action
    Concentration, up to 1 minute
    Self
    You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. (replaced UA - Starter Spells - 04/03/2017) You move like the wind. For the duration, your movement doesn't provoke opportunity attacks. In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.
    Xanathar's Guide to Everything
    Zone of Truth
    Bard, Cleric, Paladin
    2Enchantment1 action
    10 minutes
    60 feet
    You create a magical zone that guards against deceptionin a 15-foot-radius sphere centered on a point of yourchoice within range. Until the spell ends, a creaturethat enters the spell's area for the first time on a turnor starts its turn there must make a Charisma savingthrow. On a failed save, a creature can’t speak adeliberate lie while in the radius. You know whethereach creature succeeds or fails on its saving throw.

    An affected creature is aware of the spell and can thusavoid answering questions to which it would normallyrespond with a lie. Such a creature can be evasive inits answers as long as it remains within the boundariesof the truth.

    PHB